Ranger special abilities question
Ranger special abilities question
So, in the special abilities for Rangers, we see under Combat Marauder, that they get their level as a damage bonus against 'humanoids'. It then lists "Orcs, goblins, hobgoblins, etc." as an example (or something like that... I don't have the book right next to me).
Is this referring to the monster type classification of "Humanoids" in M&T? If this is the case, does that mean that Rangers get their bouns against everything listed in the M&T book as 'humanoid' (ie: everything from orcs, goblins and hobgoblins, to dwarfs, halflings and elves).
Any clarification is appreciated.
Thanks!
Is this referring to the monster type classification of "Humanoids" in M&T? If this is the case, does that mean that Rangers get their bouns against everything listed in the M&T book as 'humanoid' (ie: everything from orcs, goblins and hobgoblins, to dwarfs, halflings and elves).
Any clarification is appreciated.
Thanks!
serleran wrote:
Yes, and no. It means they get the bonus against anything listed in the ability description, with the "and the like" meaning... "and any other humanoid, monstrous or otherwise, of a similar nature." The "and the like" is to be filled out by the CK.
Ah, got it. That's what I sort of assumed, but going by the rules as written, I was worried the new Ranger in our party was going to go out and start a one-man war against the local hobbits.
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Here's how it works in my games:
Combat Marauder: This ability applies only to humanoids (any creature of the humanoid type) or monstrous humanoids that are known threats to the ranger's homeland. The character does not have to be consciously aware of the threat posed, as this ability is gifted upon the character through supernatural means. If the ranger leaves his homeland, this ability does not apply. For purposes of effects that involve divine abilities, combat marauder is considered such an ability. Note: if the ranger is not of good alignment, this ability applies to any humanoid (monstrous or not) not native to his homeland.
Combat Marauder: This ability applies only to humanoids (any creature of the humanoid type) or monstrous humanoids that are known threats to the ranger's homeland. The character does not have to be consciously aware of the threat posed, as this ability is gifted upon the character through supernatural means. If the ranger leaves his homeland, this ability does not apply. For purposes of effects that involve divine abilities, combat marauder is considered such an ability. Note: if the ranger is not of good alignment, this ability applies to any humanoid (monstrous or not) not native to his homeland.
serleran wrote:
Here's how it works in my games:
Combat Marauder: This ability applies only to humanoids (any creature of the humanoid type) or monstrous humanoids that are known threats to the ranger's homeland. The character does not have to be consciously aware of the threat posed, as this ability is gifted upon the character through supernatural means. If the ranger leaves his homeland, this ability does not apply. For purposes of effects that involve divine abilities, combat marauder is considered such an ability. Note: if the ranger is not of good alignment, this ability applies to any humanoid (monstrous or not) not native to his homeland.
Hey! We have a nearly identical house rule! Hmmm. Maybe I got it from you to begin with. Our wording is very different, but I have essentially the same thing. I allow the Rangers to keep their "power" even when they leave their home land, because I decided that their enemy was their enemy, irregardless of where they were. Plus, why would a Ranger lose their power if they chase the enemy into the enemies lands, leaving the Rangers home land?
So that is why I let the Ranger keep their "power" irregardless of where they are.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
You have two choices, left there like that by the trolls on puprose. Pick the one you like and roll with it.
_________________
"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects." - Attributed to Herman Melville.
_________________
"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects." - Attributed to Herman Melville.
Quote:
Plus, why would a Ranger lose their power if they chase the enemy into the enemies lands, leaving the Rangers home land?
Because, in my games, it is granted as a supernatural divine ability by a "child spirit" of the land, and they are usually hostile toward each other, as a sort of sibling rivalry, manifest physically as horrible weather conditions like hurricanes and the like; yes, this means earthquakes are sometimes caused by a temper tantrum... There are something like 7 of these beings in the world, and each has dominion over a particular "zone" answerable to their mother, the goddess of the world, so its possible a ranger keeps the ability as he travels elsewhere, but doing so would have to involve chasing a threat against all nature, or something incredibly nasty...
Just my way for the current perspective. Otherwise, I could go with your basic change.
serleran wrote:
Because, in my games, it is granted as a supernatural divine ability by a "child spirit" of the land, and they are usually hostile toward each other, as a sort of sibling rivalry, manifest physically as horrible weather conditions like hurricanes and the like; yes, this means earthquakes are sometimes caused by a temper tantrum... There are something like 7 of these beings in the world, and each has dominion over a particular "zone" answerable to their mother, the goddess of the world, so its possible a ranger keeps the ability as he travels elsewhere, but doing so would have to involve chasing a threat against all nature, or something incredibly nasty...
Just my way for the current perspective. Otherwise, I could go with your basic change.
If I had an underlying "world mechanic" like you do I would do the same. But since mine is apparently done more generically I don't have a reason to have that limitation.
It is a good idea for me to institute in one of my campaign "Areas" to help differentiate it from the rest. (remember I have many settings all connected together on one world, all of them published settings) Maybe that is how I can divide it up. Any ranger that travels from one setting to another (or where one pantheon reigns to where a different pantheon reigns) may lose their special power. Paladins, clerics, and druids would face similiar problems as well.
Definitely a cool idea for me to consider.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.