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YAAR (yet another alternate ranger)
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<blockquote data-quote="Frostmarrow" data-source="post: 448552" data-attributes="member: 1122"><p>In my latest alt.ranger I use Hunter's mercy too only I call it Marksmanship and it you don't have to activate it until you know you've hit something! I don't think there is a huge problem with combining this with the Deepwood Sniper. I've seen more devasting destruction cause by a guy a spiked chain <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I love these repeated ranger-threads. If I was working at WotC I'd proclaim an Alt. Ranger Competition and promise to publish the best one. I mean they would get more proposals to this competition that they got to that campaign setting thingy!</p><p></p><p>This is my latest ranger; I call it the nimrod and I think it's pretty neat. Read on.</p><p></p><p>NIMROD</p><p></p><p>Alignment: Any.</p><p></p><p>Hit Die: d8.</p><p></p><p>Class Skills: The nimrod’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumbling (Dex), Use Rope (Dex), and Wilderness Lore (Wis). </p><p></p><p>The nimrod receives 16 skill-points at 1st level and 4 skill-points at each level there after.</p><p></p><p>Weapon and Armor Proficiency: A nimrod is proficient with all simple and martial weapons, light armor, medium armor, and shields.</p><p></p><p>TABLE: The Nimrod</p><p> Base Ranged Weapon Fort Ref Will</p><p>Level Attack Bonus Attack Bonus Save Save Save Special</p><p>----- ------------ -------------- ---- ---- ---- -------</p><p>1 +0 +1 +2 +2 +0 Track, Archery I, Marksmanship I</p><p>2 +1 +2 +3 +3 +0 Archery II</p><p>3 +2 +3 +3 +3 +1 </p><p>4 +3 +4 +4 +4 +1 Archery III</p><p>5 +3 +5 +4 +4 +1 Marksmanship II</p><p>6 +4 +6/+1 +5 +5 +2 Archery IV</p><p>7 +5 +7/+2 +5 +5 +2 Animal Call</p><p>8 +6/+1 +8/+3 +6 +6 +2 </p><p>9 +6/+1 +9/+4 +6 +6 +3 Marksmanship III</p><p>10 +7/+2 +10/+5 +7 +7 +3 </p><p>11 +8/+3 +11/+6/+1 +7 +7 +3 Sleep with one eye open</p><p>12 +9/+4 +12/+7/+2 +8 +8 +4 </p><p>13 +9/+4 +13/+8/+3 +8 +8 +4 Marksmanship IV</p><p>14 +10/+5 +14/+9/+4 +9 +9 +4 </p><p>15 +11/+6/+1 +15/+10/+5 +9 +9 +5 Wyld Call</p><p>16 +12/+7/+2 +16/+11/+6/+1 +10 +10 +5 </p><p>17 +12/+7/+2 +17/+12/+7/+2 +10 +10 +5 Marksmanship V</p><p>18 +13/+8/+3 +18/+13/+8/+4 +11 +11 +6 </p><p>19 +14/+9/+4 +19/+14/+9/+5 +11 +11 +6 Low-light vision</p><p>20 +15/+10/+5 +20/+15/+10/+6 +12 +12 +6 </p><p></p><p>Track: A nimrod gains Track as a bonus feat at first level.</p><p>Archery: The nimrod may pick one of the following feats for free: Point Blank Shot, Precise Shot, Far Shot, Rapid Shot or any other feat with shot in the name for which the ranger qualifies. (DM’s discretion).</p><p></p><p>Marksmanship: The nimrod may treat any ranged weapon hit as a critical threat 1-5 times per day.</p><p></p><p>Sleep with one eye open: The nimrod is alert even when sleeping. The nimrod gains a +2 competence bonus to any listen checks while asleep.</p><p></p><p>Animal Call: The nimrod can call upon an animal once per day to come to the nimrod. The animal arrives after a few (1d6) minutes and is considered unfriendly. It approaches whithin 90'. If no animal of the type exist in the nimrod's current surroundings no animal show up.</p><p></p><p>Wyld Call: As Animal Call but an entire company, pack, school or similar organization of the animal's type show up.</p><p></p><p>Low-light vision: The nimrod can see twice as far in starlight, moonlight, torchlight or similar conditions of poor illumination. The nimrod retains the ability to distinguish color and detail under these conditions.</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 448552, member: 1122"] In my latest alt.ranger I use Hunter's mercy too only I call it Marksmanship and it you don't have to activate it until you know you've hit something! I don't think there is a huge problem with combining this with the Deepwood Sniper. I've seen more devasting destruction cause by a guy a spiked chain ;) I love these repeated ranger-threads. If I was working at WotC I'd proclaim an Alt. Ranger Competition and promise to publish the best one. I mean they would get more proposals to this competition that they got to that campaign setting thingy! This is my latest ranger; I call it the nimrod and I think it's pretty neat. Read on. NIMROD Alignment: Any. Hit Die: d8. Class Skills: The nimrod’s class skills (and the key ability for each skill) are Animal Empathy (Cha, exclusive skill), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Tumbling (Dex), Use Rope (Dex), and Wilderness Lore (Wis). The nimrod receives 16 skill-points at 1st level and 4 skill-points at each level there after. Weapon and Armor Proficiency: A nimrod is proficient with all simple and martial weapons, light armor, medium armor, and shields. TABLE: The Nimrod Base Ranged Weapon Fort Ref Will Level Attack Bonus Attack Bonus Save Save Save Special ----- ------------ -------------- ---- ---- ---- ------- 1 +0 +1 +2 +2 +0 Track, Archery I, Marksmanship I 2 +1 +2 +3 +3 +0 Archery II 3 +2 +3 +3 +3 +1 4 +3 +4 +4 +4 +1 Archery III 5 +3 +5 +4 +4 +1 Marksmanship II 6 +4 +6/+1 +5 +5 +2 Archery IV 7 +5 +7/+2 +5 +5 +2 Animal Call 8 +6/+1 +8/+3 +6 +6 +2 9 +6/+1 +9/+4 +6 +6 +3 Marksmanship III 10 +7/+2 +10/+5 +7 +7 +3 11 +8/+3 +11/+6/+1 +7 +7 +3 Sleep with one eye open 12 +9/+4 +12/+7/+2 +8 +8 +4 13 +9/+4 +13/+8/+3 +8 +8 +4 Marksmanship IV 14 +10/+5 +14/+9/+4 +9 +9 +4 15 +11/+6/+1 +15/+10/+5 +9 +9 +5 Wyld Call 16 +12/+7/+2 +16/+11/+6/+1 +10 +10 +5 17 +12/+7/+2 +17/+12/+7/+2 +10 +10 +5 Marksmanship V 18 +13/+8/+3 +18/+13/+8/+4 +11 +11 +6 19 +14/+9/+4 +19/+14/+9/+5 +11 +11 +6 Low-light vision 20 +15/+10/+5 +20/+15/+10/+6 +12 +12 +6 Track: A nimrod gains Track as a bonus feat at first level. Archery: The nimrod may pick one of the following feats for free: Point Blank Shot, Precise Shot, Far Shot, Rapid Shot or any other feat with shot in the name for which the ranger qualifies. (DM’s discretion). Marksmanship: The nimrod may treat any ranged weapon hit as a critical threat 1-5 times per day. Sleep with one eye open: The nimrod is alert even when sleeping. The nimrod gains a +2 competence bonus to any listen checks while asleep. Animal Call: The nimrod can call upon an animal once per day to come to the nimrod. The animal arrives after a few (1d6) minutes and is considered unfriendly. It approaches whithin 90'. If no animal of the type exist in the nimrod's current surroundings no animal show up. Wyld Call: As Animal Call but an entire company, pack, school or similar organization of the animal's type show up. Low-light vision: The nimrod can see twice as far in starlight, moonlight, torchlight or similar conditions of poor illumination. The nimrod retains the ability to distinguish color and detail under these conditions. [/QUOTE]
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