I'm playing a Ranger in Johnathan of WhiteHaven's Crater of Umeshti campaign. I looked through M&T to see what the Combat Marauder class ability would include and here's what I found:
Rangers are +1 to damage versus Humanoids PER LEVEL.
Humanoids are defined as: a creature that is anthropomorphic: two arms, two legs, one head and a human-like torso.
Humanoids should include:
Ape, Great
Baboon
Banshee
Barghest
Doppleganger
Elementals
Earth
Fire (in bipedal form only)
Ettercap
Gargoyle
Ghoul
Giants (all types)
Gnoll
Goblin
Golems
Hags
Harpy
Hobgoblin
Homonculus
Imp
Kobold
Lich
Lizardfolk
Locathath
Medusa
Minotaur
Mummy
Nymph
Ogre
Ogre Mage
Orc
Quasit
Rakshasa
Sahuagin
Satyr
Shambling Mound
Skeleton (bipedal)
Sprites
Grig
Nixie
Pixie
Troll
Wight
Zombie
All the above clearly meet the definition above, or are described as humanoid in the text. I also found the following:
Humanoids MAY include:
Bear
Brown (Grizzly) based on the illustration and attack description
Cave
Devourer
Dwarf
Djinni
Elf (all types)
Efreet
Ghast
Ghost
Gnome
Halfling
Human
Owlbear
Salamander
Vampire
My question is, What should be included "by the book" and what meets the 'spirit' of the rule?
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A question about Rangers Combat Marauder ability
Moderator: Keeper Advice Moderators
Humanoid means -- any creature defined as a humanoid by monster type. There are constructs, aberrations, vermin, shapechangers and so forth... but they are not "humanoid" by this definition, even when they are "humanoid" by literal definition. So, simply having a generally human-like appearance does not make a humanoid. Vampires are not humanoids; they're undead.
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Re: A question about Rangers Combat Marauder ability
Balthock wrote:
My question is, What should be included "by the book" and what meets the 'spirit' of the rule?
The ranger description gives examples of what is considered to be affected by the ability. Mainly goblinoid and giant types.
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