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Rangers: Leave them alone!?
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<blockquote data-quote="Khorod" data-source="post: 583574" data-attributes="member: 1636"><p>Personally, I don't like Favored Enemy, but this version of it is better than the PHB.</p><p></p><p> </p><p></p><p>Anyone playing a ranger will already be pouring into the Wilderness Lore. This forces them into it. Also, to correct the problem, I suggest just giving the ranger another couple skill points. Intuit Direction should just be scrapped, I am sure it started out as a feat, and I am making into one again.</p><p></p><p>Knowledge[nature] should really be kept separate from Wilderness Lore, it helps to demonstrate the difference between the rough rangers of the hills and the studied aristocratic hunters.</p><p></p><p>Bardic Knowledge style ranger skill:</p><p><strong>Ranging Lore</strong>: As rangers wander the world, they accumulate all manner of information on survival, animals peaceful or marauding, and countless details about the landscape of distant corners of the world. This ability is an Intelligence based skill that includes aspects of Knowledge[geography, local, nature, and monsters]. Rangers gain a standard 1 rank in this skill per level, as Bardic Knowledge.</p><p></p><p></p><p>Ambusher: Its an interesting idea, but rangers already get spot and listen as class skills, unlike most other classes. As to raising the DC for the awareness of others, I think this is a good idea. It amounts to camouflage, and I think some combo of Wilderness Lore and Hide would be involved. It could almost be a skill use.</p><p></p><p>I would phrase it as 'the ranger may make a Hide check for another person or a structure when in wilderness terrain. As long as the target doesn't move (etc), they may use this roll in place of their own to oppose Spot checks. (The targeted character uses their own Dexterity, while structures require extra time and materials).</p><p></p><p>You might argue the rogue should do this as well, but the rogue is about saving his own backside, not leading a party through the woods. He can, of course, provide Aid Another to the Hide checks of his buddies for an ambush set up.</p><p></p><p>Familiar: I think I see why this is here, but it doesn't make much sense. Perhaps the ranger can't gain a familiar, but half his levels count towards building on a bond with one he has from another class? This would help sweeten multiclassing him to Arcane, since those classes offer him very little outside the spellcasting.</p><p></p><p>Great Hunter: This makes sense in the mechanics, but in practice, how would it work? If even a 20th level ranger stopped looking at the ground for 3 miles, it would be easy for his prey to elude him. At the very least, within three miles there would be obvious gaps in the trail-sign he would have to account for, hence the 1-mile rule.</p><p></p><p></p><p>Some good ideas there, mind if I borrow some?</p><p></p><p></p><p>Also, check out this <a href="http://enworld.cyberstreet.com/showthread.php?s=&threadid=34943" target="_blank">other ranger thread</a></p></blockquote><p></p>
[QUOTE="Khorod, post: 583574, member: 1636"] Personally, I don't like Favored Enemy, but this version of it is better than the PHB. Anyone playing a ranger will already be pouring into the Wilderness Lore. This forces them into it. Also, to correct the problem, I suggest just giving the ranger another couple skill points. Intuit Direction should just be scrapped, I am sure it started out as a feat, and I am making into one again. Knowledge[nature] should really be kept separate from Wilderness Lore, it helps to demonstrate the difference between the rough rangers of the hills and the studied aristocratic hunters. Bardic Knowledge style ranger skill: [b]Ranging Lore[/b]: As rangers wander the world, they accumulate all manner of information on survival, animals peaceful or marauding, and countless details about the landscape of distant corners of the world. This ability is an Intelligence based skill that includes aspects of Knowledge[geography, local, nature, and monsters]. Rangers gain a standard 1 rank in this skill per level, as Bardic Knowledge. Ambusher: Its an interesting idea, but rangers already get spot and listen as class skills, unlike most other classes. As to raising the DC for the awareness of others, I think this is a good idea. It amounts to camouflage, and I think some combo of Wilderness Lore and Hide would be involved. It could almost be a skill use. I would phrase it as 'the ranger may make a Hide check for another person or a structure when in wilderness terrain. As long as the target doesn't move (etc), they may use this roll in place of their own to oppose Spot checks. (The targeted character uses their own Dexterity, while structures require extra time and materials). You might argue the rogue should do this as well, but the rogue is about saving his own backside, not leading a party through the woods. He can, of course, provide Aid Another to the Hide checks of his buddies for an ambush set up. Familiar: I think I see why this is here, but it doesn't make much sense. Perhaps the ranger can't gain a familiar, but half his levels count towards building on a bond with one he has from another class? This would help sweeten multiclassing him to Arcane, since those classes offer him very little outside the spellcasting. Great Hunter: This makes sense in the mechanics, but in practice, how would it work? If even a 20th level ranger stopped looking at the ground for 3 miles, it would be easy for his prey to elude him. At the very least, within three miles there would be obvious gaps in the trail-sign he would have to account for, hence the 1-mile rule. Some good ideas there, mind if I borrow some? Also, check out this [URL=http://enworld.cyberstreet.com/showthread.php?s=&threadid=34943]other ranger thread[/URL] [/QUOTE]
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