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Stalker unveils his 2nd alt.ranger
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<blockquote data-quote="Stalker0" data-source="post: 610619" data-attributes="member: 5889"><p>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.</p><p></p><p>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: </p><p>1) A creature of a certain size, or that’s larger or smaller than that size.</p><p>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.</p><p>3) A specific creature (the sentinel must be trained with the creature for a week)</p><p>Note that sentinels with the scent feat can detect number two and three by smell, even if the target is invisible or otherwise hidden.</p><p></p><p>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.</p><p></p><p></p><p>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.</p><p> 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.</p><p> 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.</p><p> 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)</p><p> 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.</p><p> 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.</p><p> 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:</p><p> 1) The whole base is under the effects of a hallowed spell (or unhallowed for evil rangers). </p><p> 2) Any magical or nonmagical fire set within the base is immediately subjected to a quench spell unless set by the ranger.</p><p> 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.</p><p> 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.</p><p> 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.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 610619, member: 5889"] 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. [/QUOTE]
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Stalker unveils his 2nd alt.ranger
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