Stalker unveils his 2nd alt.ranger

Stalker0

Legend
If anyone remembers from last time, I was very much in the special abilities against bonus feats camp. Well, I've been converted and with some other ideas I've thought of, I created another new ranger. Just some notes on the changes:

1) I changed favored enemy to a wisdom bonus. This way the order of choosing them doesn't matter, and you always get a decent bonus. I also added a choose, so favored enemy works for undead, constructs, etc.
2) Favored Terrain is back, but different. I made it more like uncanny dodge, its power grows as you get higher in levels. I think I need some more terrain types however.
3) No more animal companions or spells. I tried to get rid of the last little bit of druidness in the ranger.
4) Bonus Feats. Besides a few general ones, there are several new ranger only feats at the bottom that go with this package, many of which improve on your favored enemies.
5) I lowered hp to a d8, and gave him the reflex save. If anyone wants to scream overpowered, then start with taking out the reflex save, I wouldn't have a problem dropping it if need be.

Hit Dice: d8
Saves: Good Fort, Reflex
Skills: The same

Favored Enemies: At 1st level, the ranger can choose to study a specific group of enemies, and becomes more deadly against them. When choosing a favored enemy pick whether you want to study offense or defense. Picking offense allows you to apply your wisdom bonus to spot, listen, sense motive, bluff, wilderness lore, and damage against the favored enemy. Defense gives you your wisdom bonus to hide, move silently, wilderness lore, and as a dodge bonus to your AC. The choice cannot be changed. At 5th level, and every 5 levels after you select a new favored enemy and whether to study offense or defense against it.
Specialization: When a ranger can choose a new favored enemy, he may instead choose to specialize in a previous favored enemy. Against a specialized enemy, the ranger may apply 1.5 times his wisdom bonus. Every time a ranger specializes in the same enemy, he gains an additional x.5 to the wisdom bonus.
Ex. Aragorn has a 16 wisdom or +3 and takes orcs as his first favored enemy. At 5th level, he specializes in orcs, so now has a bonus of 3 x1.5 or 4. At 10th level, he gets 3 x2 or 6. At 15th, 3x2.5 or 7. And finally, at twentieth level, 3x3 for a 9 bonus to orcs.

Track: At 1st level, the ranger gains track as a bonus feat.

Favored Terrain: At 2nd level, and every 4 levels after, the ranger may choose a terrain type that he attunes himself with. Choose a terrain from the following: Arctic, Desert, Plains, Forest, Jungle, Mountains, Swamp, Underground. The ranger gets special abilities when in these areas that include:
Morale: At 2nd level, the ranger becomes physically and spirtitually attuned to his environment. Whenever in his favored terrain, the Ranger enjoys a +1 morale bonus to any skill check.
Perception: At 6th level, the ranger’s eyesight within his favored terrain has grown keen and sharp. He has double the normal vision while in his favored terrain. For someone with low-light, that equates to three times normal vision. This ability does not increase darkvision range.
Stealth: At 10th level, the ranger has grown well adapted in hiding himself. When using the concealment of his favored terrain, he gains an additional 20% miss chance on top of that provided by the concealment. This increase cannot increase the total miss chance past 50%.
Tremorsense: At 14th, the ranger has learned how to track his prey by the vibrations of the ground in his favored terrain. The ranger must put his ear to the ground and concentrate for 3 rounds and then make a wilderness lore check. A base DC of 28 will locate two groundwalking creatures within 1000 ft plus 2 more for every 3 more rounds of concentration. This ability cannot work if a wall or barrier completely separates the ranger and the subject. A base DC of 30 will tell you the direction each creature is moving or if they are standing still. A base DC of 35 will tell you the speed of the creatures as well as what type of creature they are. The ranger must have encountered the creature before to identify it. The DC is modified by the following chart.
Every Three Creatures in a group -1
Fine Size +8
Diminutive +4
Tiny +2
Medium +0
Large -1
Huge -2
Gargantuan -4
Colossal -8
Favored Enemy -2
Is not moving +4
Soft Ground (mud) +4
Hard Ground (rock) -4
Note: Dcs of 35 or higher can only be attempted if the creatures are favored enemies.

Call to Nature: At 18th level, the ranger is so attuned with his world, that his world will come to aid him in times of need. Once per week, the ranger may make the call in his favored terrain. Within 2d6 rounds, a creature will appear. This ability is exactly like the spell Summon Nature’s Ally VIII except that you can only summon creatures native to that terrain, and that the creature will remain for one hour or until killed.

Bonus Feats: Starting at 4nd level, and every 4 levels after, the ranger gains a bonus feat. The bonus feats must be selected from the following list:
Alertness, Woodsman Perception, Blindfight, Mounted Combat (Ride by Attack, Trample, Mounted Archery), Point Blank Shot, Precise Shot, Rapid Shot, Skill Focus, TWF, Ambidexteriy, Improved TWF, any Toughness feats, and all Favored Enemy feats.

Woodsman Perception
Time in the woods has sharpened your senses.
Prereqs: Alertness, Ranger 1+
Benefit: You gain +2 to spot and listen which stacks with the bonus from alertness.

Ambush [Favored Enemy]
Your surprise upon the enemy leaves them vulnerable.
Prereqs: Ranger 3+
Benefit: If you catch one of your favorite enemies flat footed, your first attack against them gains your wisdom bonus to the attack, doubled your crit range, and increases your crit threat by 1. Ranged weapons only work within 30 feet of the enemy.

Exploitation [Favored Enemy]
You can find the weaknesses in your enemies.
Pre: Ranger 5+
Benefit: Select one your favored enemies. Your critical threat range is doubled against that type of creature. This will stack with the improved critical feat and keen weapons.
Special: This feat can be taken multiple times, its effects do not stack. Every time you take this feat, pick a new favored enemy that it applies to.

Merciless [Favored Enemy]
You hit your enemies hard and relentlessly
Pre: Ranger 1+, Power Attack
Benefit: Pick a favored enemy. Your critical threat multiplier is increased by one when attacking that kind of creature.
Special: This feat can be taken multiple times. Its effects do not stack. Whenever taking this feat, pick a new favored enemy to apply it to.

Favored Enemy Intution [Favored Enemy]
You know where your enemies will strike
Prereqs: Wis 13+, Dex 13+, Ranger 5+, Dodge.
Benefit: Against attacks made by your favored enemies, you have a 10% miss chance that stacks with other miss chances.

Practiced Accuracy [Favored Enemy]
Your experience allows you to recover even on missed attacks.
Prereqs: Wis 13+, Ranger 9+
Benefit: Choose a favored enemy. Against that favored enemy, you gain a 10% hit chance. Whenever you miss, you have a 10% chance to turn it into a hit.
Special: This feat can be taken multiple times. Its effects do not stack. Every time this feat is taken, pick a new favored enemy to apply it to.

Favored Enemy Vulnerability [Favored Enemy]
Your enemies reveal all weaknesses.
Prereqs: Wis 13+, Dex 13+, Combat Reflexes, Ranger 10+
Benefit: You are not limited to one AOO per opponent per round when the opponent is a favored enemy. The limit from combat reflexes still applies.

Tactics [Favored Enemy]
You outthink your enemies in advanced combat.
Prereqs: Ranger 3+, Expertise
You can apply your wisdom bonus to disarm and trip rolls as well as grapple checks when fighting a favored enemy.
Special: This bonus also applies when being disarmed or tripped.

Infiltrator [Favored Enemy]
To beat them....you become them.
Prerequs: Humanoid Favored Enemy
Benefit: You gain a +10 bonus to your disguise checks when disguised as a humanoid favored enemy.

Fearful Strike [Favored Enemy]
Your blows deal damage to an enemy's morale.
Prereqs: Ranger 5+, Intimidate 5 ranks.
Benefit: When striking a favored enemy, the enemy is entitled to a Will Save (DC = 10+ 1/2 the ranger’s level) or be shaken for 5 rounds.
Special: If a creature passes its save, the ability cannot be used against that enemy for one day.


1st Track, 1st Favored Enemy
2nd 1st Favored Terrain (Morale)
3rd
4th Bonus Feat
5th 2nd Favored Enemy
6th 2nd Favored Terrain (Perception)
7th
8th Bonus Feat
9th
10th 3rd Favored Enemy, 3rd Favored Terrain (Stealth)
11th
12th Bonus Feat
13th
14th 4th Favored Terrain (Tremorsense)
15th 4th Favored Enemy
16th Bonus Feat
17th
18th 5th Favored Terrain (Call to Nature)
19th
20th 5th Favored Enemy, Bonus Feat
 

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Morale: At 2nd level, the ranger becomes physically and spirtitually attuned to his environment. Whenever in his favored terrain, the Ranger enjoys a +1 morale bonus to any skill check.
Perception: At 6th level, the ranger’s eyesight within his favored terrain has grown keen and sharp. He has double the normal vision while in his favored terrain. For someone with low-light, that equates to three times normal vision. This ability does not increase darkvision range.
I suggest consoldating these abilities so the Rangerr recieves a bonus to cerrtain skills related to tracking, stealth, perception, etc., in his favored terrain. The bonus to these skills should increase whenever he acquires anothe favored terrain. As written, the +1 bonus becomes considerably less useful as the Ranger goes up in level. Also, perception is more than just sight, and a cumulative bonus to Listen, Spot, Search, and Wilderness Lore is ,IMHO, more perceptive.

Tremorsense: At 14th, the ranger has learned how to track his prey by the vibrations of the ground in his favored terrain. The ranger must put his ear to the ground and concentrate for 3 rounds and then make a wilderness lore check. A base DC of 28 will locate two groundwalking creatures within 1000 ft plus 2 more for every 3 more rounds of concentration. This ability cannot work if a wall or barrier completely separates the ranger and the subject. A base DC of 30 will tell you the direction each creature is moving or if they are standing still. A base DC of 35 will tell you the speed of the creatures as well as what type of creature they are. The ranger must have encountered the creature before to identify it. The DC is modified by the following chart.
This ability isn't really all tthatt much better than Tracking. Also, how could this ability function in the Desert? In the Swamp? And why can Tremorsense let you dettect someone standing still (No movement no tremors, no Tremorsense)? An increased ability to determine attitude or mental state makes more sense and is usueable in any terrain (see those track there? That Goblin was afraid for his life. See those over there? That one was shot with an arrow in the left leg. A Poison arrow. He'll be dead by moring).

Call to Nature: At 18th level, the ranger is so attuned with his world, that his world will come to aid him in times of need. Once per week, the ranger may make the call in his favored terrain. Within 2d6 rounds, a creature will appear. This ability is exactly like the spell Summon Nature’s Ally VIII except that you can only summon creatures native to that terrain, and that the creature will remain for one hour or until killed.
Why are Ranger's more in tunewith the world than Druids? Out of all the potential Nature-Based spells out their, why this one? Also the casting time and the ability to use it only once per week certainly limit the usefulness of this ability.

While many of the feats you presented are quite powerful, their usefulness is limted by the fact that they only apply against one type of favored enemy. Your Rangerr gives up spells, stacking bonuses to skills and damage against favored enemies. He gains a good Ref save, and some feats and special abilities that are either too weak or too limited. All in all, your Ranger is less powerful than the PHB Ranger.
 

Very good idea to use Wis bonus as the basis for Favored Enemy. I like it. You could rework rules when it comes to the offense/defense option though. It doesn't add anything - it just complicates things.
 

Witness said:

I suggest consoldating these abilities so the Rangerr recieves a bonus to cerrtain skills related to tracking, stealth, perception, etc., in his favored terrain. The bonus to these skills should increase whenever he acquires anothe favored terrain. As written, the +1 bonus becomes considerably less useful as the Ranger goes up in level. Also, perception is more than just sight, and a cumulative bonus to Listen, Spot, Search, and Wilderness Lore is ,IMHO, more perceptive.

The reason I didn't have the bonuses increase, is since the ranger already gets bonuses to many wilderness skills through his favored enemy, the bonuses could get quite high on favored terrain and fighting a favored enemy. That might work out alright, but I'm trying for somethign different. The morale aspect was my least favorite terain ability, I wanted something nice but not too unbalancing at such a low level.

Also for perception, I wanted to get away from the simply adds to skills. I can do that with feats (and have actually). I wanted to give the ranger somemore coolness factor instead of just compentence.


This ability isn't really all tthatt much better than Tracking. Also, how could this ability function in the Desert? In the Swamp? And why can Tremorsense let you dettect someone standing still (No movement no tremors, no Tremorsense)? An increased ability to determine attitude or mental state makes more sense and is usueable in any terrain (see those track there? That Goblin was afraid for his life. See those over there? That one was shot with an arrow in the left leg. A Poison arrow. He'll be dead by moring).


Tremorsense is nice because it lets you locate creatures all around you. Its basically a detect evil, good, animals, etc all into one, with a much longer range. i also included penalties to the check for trying it on soft grounds like in swamp, however, those penalties might not be severe enough. I like the atitude idea however, being able to determine mental state is a very cool idea.


Why are Ranger's more in tunewith the world than Druids? Out of all the potential Nature-Based spells out their, why this one? Also the casting time and the ability to use it only once per week certainly limit the usefulness of this ability.

Ranger's aren't more in tune, as druids have many summoning spells like this, and even a better version. I was trying to think of a high level wilderness ability. If anyone has a better suggestion I'm willing to hear it.

While many of the feats you presented are quite powerful, their usefulness is limted by the fact that they only apply against one type of favored enemy. Your Rangerr gives up spells, stacking bonuses to skills and damage against favored enemies. He gains a good Ref save, and some feats and special abilities that are either too weak or too limited. All in all, your Ranger is less powerful than the PHB Ranger.
That was my point behind the favored enemy feats. They would be very powerful, but only against certain favored enemies. Only about half the feats are favored enemy specific, many of them can be used on all favorite enemies. And the wis bonus to skills and damage can allow for even greater stacking than there is now, or less depending on how wise the ranger is.

I really don't think this ranger is weaker than the phb one, but it does need some fine tuning. Any more suggestions?
 

Feedback

I'm assuming you put this here for feedback, if not, please diregard all of my comments.

I changed favored enemy to a wisdom bonus.

Cool idea. In execution, however, without the spells, the only advantage here is that you're only getting this advantage for relevant skills and the damage bonus.

When choosing a favored enemy pick whether you want to study offense or defense.

Another really cool idea.

Specialization: When a ranger can choose a new favored enemy, he may instead choose to specialize in a previous favored enemy. Against a specialized enemy,the ranger may apply 1.5 times his wisdom bonus. Every time a ranger specializes in the same enemy, he gains an additional x.5 to the wisdom bonus.

This goes too far. I could see doing offense and defense against the same favored enemy, however, the bonuses could get way too high. I've got a Monk with Wis bonus to damage from my last campaign and by high levels he was routinely looking at a +7 to +10 in this stat. If you tripled this number it would be too far out of balance with comparable effects. Granted it's only one type of creature, but that makes you as the DM not want to put any of these into the encounter because your ranger will be mowing them down.

I like your ideas, in general, for favored terrain. I'd rather see "Perception" as a flat bonus to spot and listen and WL checks. Your current wording leaves a lot in the hands of the "DM" instead of giving something to the PC.

Tremorsense is a kickass idea for rangers. I love it. Nature's Call is ok, but why not just give them animal companions?

Bonus Feats, d8 hp, good skills, and good fort and ref saves help to round out the class. I think this one would be fun to play, and distinctive from the other party "fighter" types.
 

Re: Feedback

ashockney said:

Cool idea. In execution, however, without the spells, the only advantage here is that you're only getting this advantage for relevant skills and the damage bonus.

The main advantage to this over the normal system is that
1) Since I no longer need spells, this maintains the ranger's use of wisdom.
2) The order of how you choose favored enemies no longer matters to the bonuses. I can pick orc down at the bottom when it matters, and then demons later on when they matter. And I get a decent bonus against each.
3) You often get more bang for your buck every 5th level. With a wisdom bonus (which is often +2 or more), your getting a +2 for every new favored enemy, which are usually the ones you are fighting.
4) Its simpler. I no longer have to think, what bonus do I have against orcs? What about magical beasts? This is a flat number that can easily be recalled for both the player and the dm.






This goes too far. I could see doing offense and defense against the same favored enemy, however, the bonuses could get way too high. I've got a Monk with Wis bonus to damage from my last campaign and by high levels he was routinely looking at a +7 to +10 in this stat. If you tripled this number it would be too far out of balance with comparable effects. Granted it's only one type of creature, but that makes you as the DM not want to put any of these into the encounter because your ranger will be mowing them down.


I also agree that specilization is too extreme. I originally did it the way you thought, but then I thought doubling the bonus to wilderness lore was a little high and complicated things. I have my wisdom bonus to spot, but oh wait I have double that to wilderness lore. I may throw out specilization or change it to something else.

For FrostMarrow, the reason I went the offense/defense route is two-fold.
1) It gives the ranger some additional customization. You now have more choice with your ranger, and it allows the ranger to fulfill both the perceptive and stealthy sterotypes.
2) It fixes the worthlessness of taking some favored enemies. We all know the pain of not being able to gain our extra damage to undead, or how constructs can't be bluffed etc. By offering defense, it makes those choices viable.



I like your ideas, in general, for favored terrain. I'd rather see "Perception" as a flat bonus to spot and listen and WL checks. Your current wording leaves a lot in the hands of the "DM" instead of giving something to the PC.

Its not really anymore DM based than low-light vision is now. Basically it gives low-light to those who don't have it, and improved low-light to those who does. However, I've heard a few neys on it so I might change it. But I don't want to do flat bonuses- bonus is boring imho.


Tremorsense is a kickass idea for rangers. I love it. Nature's Call is ok, but why not just give them animal companions?

The reason I didn't use animal companions is because.
1) Its a druid ability at heart.
2) The system as current uses spells to give animal companions. I probably could just give them that one spell, but I'm hesitant because..
3) It might overpower my ranger. I've given the ranger a fair amount, and I've only really taken away a little hp, spells, and the animal companion. Giving the companion back maybe too much.
[/B]
 

I scraped morale, and change it to a new ability. See what you think of this.

Sentinel: At 2nd level, the ranger gains knowledge of his area through the use of signal snares. When in his favored terrain, the ranger can construct one of these snares with 30 minutes of work and a Wilderness Lore Check of DC 15. The materials to make the snare require an hour of foraging and a Wilderness Lore check of 15. If you fail the check, you must start all over. Treat the snare as a pressure plate trigger encompassing a 10x10 or smaller area with a search check DC 15 to find and Disable DC 15. The snare will trigger whenever any creature steps over it. With a wilderness lore check of 20, the snare can be set to trigger only when a specific creature (that must be a favored enemy) crosses it. With a check of 30, the trigger can be for a whole favored enemy group. Once triggered, after 1d3 rounds the snare will release a signal that can be seen or heard (depending on signal) from up to 2000 ft away with a Spot or Listen check of 10. Any further requires a spot or listen check of 10 +1 per 10 ft past 2000. The signal should be appropriate for the terrain, a smoke signal in the desert, or a specific noise in the underground for example, but the ranger may choose the means of signaling. The signal will last as long as the ranger desires up to 2 minutes. Note that while any creature can see or hear the sentinel signal, they may not know what it means.

Ex. Soveliss is master of the plains, and has been hunting a group of deer to feed a starving settlement. He decides that while deer would be good, any group of animals he finds would do. He decides to build a sentinel trap to find any animal (a group of his favored enemy. The DC to forage is 15, and he accomplishes this easily. To make the trap requires a check of 30. Even with his wisdom bonus for favored enemy added, he fails. Cursing his ineptness, Soveliss attempts to set up the sentinel for deer only. This requires more foraging, and requires a creation check of 20, which he passes. An hour later, with a spot check of 20 Soveliss sees smoke rising from the east. Smiling, he knows the hunt is on.
 
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As soon as I wrote down sentinel I really didn't like it, so I thought of an alternative. I also replaced A call to nature with home base. Here are those changes.

Sentinel: At 2nd level, the ranger learns to monitor his favored terrain through the use of spy animals or sentinels. For every favored terrain type the ranger has, he may possess one sentinel for every two ranger levels. Unlike normal animals, sentinels are chosen for their above average intellect and keen senses. Choose an animal that is native to a favorite terrain. It takes one week and a wilderness lore check of 15 to find a suitable sentinel, and a check of 25 can lower this to three days. Treat a sentinel as normal for its type with the following bonuses: +1 to int, +4 to spot and listen. Training a sentinel only requires a handle animal check of 13 and one week to train due to their high intellect. Once a sentinel is trained you can designate a 300 square foot area for the sentinel to watch. The sentinel can be trained to look for one of three things:
1) A creature of a certain size, or that’s larger or smaller than that size.
2) A specific type of creature. If the creature is not a favored enemy, the week of training must be spent with that type of creature.
3) A specific creature (the sentinel must be trained with the creature for a week)
Note that sentinels with the scent feat can detect number two and three by smell, even if the target is invisible or otherwise hidden.

For each additional week, the sentinel can be trained to detect another target, even target counting as an animal trick, and can be watchful for as many or as few as the ranger desires. Once the sentinel has discovered a target, its creates a signal appropriate for its type and the terrain. Flying sentinels will usually fly about over its guarded area. Grounded ones will create audible signals or attempt to track down their master if possible. These signals can be detected up to 2000 feet with a successful spot or listen check of 10. If the ranger desires a silent alarm, the sentinel will wait for the ranger to return before giving a signal. At further distances the check is +1 per 10 feet past 2000. Once the sentinel has been told to guard an area, it will do so for two weeks and then go about its business. It can be told to guard a new area, or be called to return to the ranger if desired.


Home Base: At 18th level, the ranger adapts his terrain to give himself a permanent base. To create a home base, the ranger must spend one full week foraging and constructing and must be in one of his favored terrains. The ranger can have as many home bases as he has favored terrains, but no two bases can be closer than 30 miles. The home base encompasses a 4000 ft radius, and has the following effects.
Sentry: This is the same as a sentinel, but has been specially chosen by the ranger for its keen senses, intellect, and some inherent magical ability. There are 5 sentries for a home base. Treat them as sentinels but use these instead of the sentinel bonuses: +2 to int, wis, +15 to spot and listen, possesses the scent feat if not already. Unlike sentinels, sentries possess a 6th sense, and can even feel the prescence of incorporal, invisible, and ethereal creatures within 30 feet. All sentries have been taught a series of gestures and sounds so that they can communicate basic information about intruders (friend, foe, what kind of creature (if favored enemy), where they are within home base). Creatures capable of speech, like ravens, can give much more detailed information as their higher intelligence allows.
Home Tactics: When in his home base, the ranger gains the defense favored enemy bonus against all creatures. If he already possesses the bonus, it is doubled.
Terror: The ranger leaves bloody reminders of his favored enemy kills within his home base. Any favored enemy attempting to enter the borders of the home base must make a will save DC equal to the ranger’s level or be affected by fear as the fear spell. Allies of the ranger are immune to this, even if they are favored enemies. Animals are also immune to this ability if the ranger desires (see Sanctuary)
Sanctuary: The ranger’s base is a sanctuary for native animals. If the ranger if not using the terror ability against animals, on any day a ranger’s home base will have 2d8 animals of CR 1 or less, 1d4 +1 animals of CR 2-5 and 1d3 of CR 6-9. Also there is a 5% per day chance that a Legendary animal will stop by for the day. These animals are generally friendly to the ranger, and will not attack him or anyone with him. The ranger receives +10 to handle animal checks to train any of these animals.
Improved Terrain: While in his home base, the ranger’s natural affinity with his base makes his terrain abilities even stronger. His perception ability again doubles, his stealth ability increases by 10%, and tremorsense can be used to locate creatures anywhere within the home base, in addition to its normal range.
Nature’s Blessing: If a home base remains in existence for 1 year, it is blessed by one of the nature gods and receives the following:
1) The whole base is under the effects of a hallowed spell (or unhallowed for evil rangers).
2) Any magical or nonmagical fire set within the base is immediately subjected to a quench spell unless set by the ranger.
3) A permanent wall of thorns surrounds the base and is 10 feet thick. The barrier can not be dispelled but allows allies of the ranger and animals to pass if the ranger desires.
4) One 10 foot area of the base is designated as sacred. It is protected by an anti-life shell that only the ranger can bypass.
5) A stream will flow throughout the base regardless of terrain. Drinking from this water bestows a cure light wounds effect with a caster level of 5.
 
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Wow. There's a ton to like about this. I'll tell you what I would do...give the players some options. Let them choose if they'll be a wandering Ranger and want to take Nature's Call or a stationary ranger and want to take Homebase. Both are very cool. The only thing that threw me off at all was the "double bonus" in homebase, just because it will make for a very high number. I love everything else about that cool high level reward.

Sentinel is ok. I can definitely see playing a ranger where this would "not" fit my stereotype, so if you use it, make it an option.
 

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