wayfare
2011-02-14, 02:22 PM
Hey All:
I'm working on a campaign setting where magic is much less common than it is in the standard Forgotten Realms/Eberron settings (to be clear, its not less powerful, its just that only two classes can cast spells because it is a very rare talent).
In any event, I'm working on a ranger variant for this setting that doesn't use magic. Instead, this ranger forms a more powerful bond with his animal companion, getting a full strength companion that gets to learn nifty tricks at 2nd level and every 5 levels thereafter.
Two of the abilities i working on:
Frenzy Companion: You can instill a fierce rage into your companion, turning even the most mild companion into a fierce protector. Twice per day, you can cause your companion to enter a frenzy. While frenzied, the companion gains +2 to attack rolls and damage rolls and a +10 foot bonus to speed. This effect lasts for 1 round per level.
Taking this ability a second time improves the frenzy, granting your companion an additional attack each round at its highest attack bonus.
Taking this ability a third time transforms your companion into a veritable terror to your enemies: your companion gains immunity to stunning and critical hits and may no longer be flanked. Your companion becomes immune to fear effects, and gains a +4 bonus to saving throws against death effects while the frenzy persists.
Emulate Extraordinary Ability: You and your companion have grown familiar with each other, gaining a peculiar insight from your bond. You gain access to any one Extraordinary Ability or Special Quality your animal companion has. In turn, your companion gains any feat you possess that it meets the prerequisites for. If your companion does not meet the prerequisites for any of your feats, it instead gains a fighter bonus feat it meets the requirements for.
Special Qualities and extraordinary abilities earned in this way do not physically change the ranger’s body. A ranger who gains Improved Grab emulates the savage strength of his bear companion -- he doesn’t grow sledgehammer paws and heavy claws to aid in grappling. As such, abilities like Swallow Whole are of little use to a medium sized ranger, lest he intend to devour Fine opponents.
Any saves derived from these abilities are derived from the Rangers attributes, not his companions.
Once the quality you learn from your companion (and the feat it learns from you) is chosen, it cannot be changed.
You may only take this feature once.
They seem a bit off to me, PEACH to your hearts content.
Thanks in advance for the help
--wayfare
I'm working on a campaign setting where magic is much less common than it is in the standard Forgotten Realms/Eberron settings (to be clear, its not less powerful, its just that only two classes can cast spells because it is a very rare talent).
In any event, I'm working on a ranger variant for this setting that doesn't use magic. Instead, this ranger forms a more powerful bond with his animal companion, getting a full strength companion that gets to learn nifty tricks at 2nd level and every 5 levels thereafter.
Two of the abilities i working on:
Frenzy Companion: You can instill a fierce rage into your companion, turning even the most mild companion into a fierce protector. Twice per day, you can cause your companion to enter a frenzy. While frenzied, the companion gains +2 to attack rolls and damage rolls and a +10 foot bonus to speed. This effect lasts for 1 round per level.
Taking this ability a second time improves the frenzy, granting your companion an additional attack each round at its highest attack bonus.
Taking this ability a third time transforms your companion into a veritable terror to your enemies: your companion gains immunity to stunning and critical hits and may no longer be flanked. Your companion becomes immune to fear effects, and gains a +4 bonus to saving throws against death effects while the frenzy persists.
Emulate Extraordinary Ability: You and your companion have grown familiar with each other, gaining a peculiar insight from your bond. You gain access to any one Extraordinary Ability or Special Quality your animal companion has. In turn, your companion gains any feat you possess that it meets the prerequisites for. If your companion does not meet the prerequisites for any of your feats, it instead gains a fighter bonus feat it meets the requirements for.
Special Qualities and extraordinary abilities earned in this way do not physically change the ranger’s body. A ranger who gains Improved Grab emulates the savage strength of his bear companion -- he doesn’t grow sledgehammer paws and heavy claws to aid in grappling. As such, abilities like Swallow Whole are of little use to a medium sized ranger, lest he intend to devour Fine opponents.
Any saves derived from these abilities are derived from the Rangers attributes, not his companions.
Once the quality you learn from your companion (and the feat it learns from you) is chosen, it cannot be changed.
You may only take this feature once.
They seem a bit off to me, PEACH to your hearts content.
Thanks in advance for the help
--wayfare