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Jarian
2011-03-07, 04:53 PM
Ranger

http://img190.imageshack.us/img190/1100/hunterbygotgituey.jpg
"Listen, hear nature's song. It sings of your end."
- Sesete Tinais, Elven Ranger

Class Skills
The Ranger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level: 6 + int

Alignment: Any.

Hit Dice: d8

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Primary Path Rank | Secondary Paths Rank

1st| +1 | +2 | +2 | +0 |Path of the Ranger, Expertise 1| 2 | 1

2nd| +2 | +3 | +3 | +0 |Elite Skill |3 |1

3rd| +3 | +3 | +3 | +1 | Uncanny Dodge|3 |2

4th| +4 | +4 | +4 | +1 |Expertise 2|4 |2

5th| +5 | +4 | +4 | +1 || 4|2

6th| +6/+1 | +5 | +5 | +2 |Mettle|5 |3

7th| +7/+2 | +5 | +5 | +2 ||5 |3

8th| +8/+3 | +6 | +6 | +2 |Elite Skill, Expertise 3 |6 |3

9th| +9/+4 | +6 | +6 | +3 | |6 |4

10th| +10/+5 | +7 | +7 | +3 |Evasion| 7|4

11th| +11/+6/+1 | +7 | +7 | +3 | |7 |4

12th| +12/+7/+2 | +8 | +8 | +4 |Expertise 4 |8 |5

13th| +13/+8/+3 | +8 | +8 | +4 | |8 |5

14th| +14/+9/+4 | +9 | +9 | +4 |Elite Skill |9 |5

15th| +15/+10/+5 | +9 | +9 | +5 |Hide in Plain Sight|9 |6

16th| +16/+11/+6/+1 | +10 | +10 | +5 |Expertise 5 |10 |6

17th| +17/+12/+7/+2 | +10 | +10 | +5 | |10 |6

18th| +18/+13/+8/+3 | +11 | +11 | +6 |One With the Wild|11 |7

19th| +19/+14/+9/+4 | +11 | +11 | +6 | |11 |7

20th| +20/+15/+10/+5 | +12 | +12 | +6 |Elite Skill, Expertise 6 | 12|7[/table]

Weapon and Armor Proficiency: Rangers are proficient with all simple weapons, and with all ranged martial weapons. Rangers are proficient with light and medium armor, but no shields.

Energy: A Ranger has a small pool of constantly-refilling physical (and in some cases, supernatural) prowess, known simply as Energy. This pool consists of 30 points, which are depleted as the Ranger uses her skills. While in an encounter, at the start of each of her turns, the Ranger gains 3 Energy. If the Ranger wears heavy armor, her rate of Energy regeneration drops to 1 per round. Whenever the Ranger rests for at least 8 hours, she regains her full allotment of Energy.

Ranger Skills: A Ranger uses a set of Skills - abilities unique to the Ranger class. Ranger Skills are always extraordinary abilities unless indicated otherwise. At the start of each day, a Ranger chooses a set of eight different abilities, and may use any of them that are currently available by paying the appropriate Energy cost. A Ranger may change which eight Skills are available to her by meditating for five minutes.

A Ranger begins play with eight Skills of her choice, and learns a new skill at each level thereafter. Unless otherwise noted, saving throws against Ranger Skills have a DC of 10+1/2 Ranger level+Dexterity modifier.

A Ranger may use Skills with an activation time of a swift or immediate action while activating Skills that have a 1 round or longer activation time without disrupting that action.

Some Ranger skills grant a benefit to both the Ranger and her Spirit Companion. Unless the effects are separate (such as with the Strike as One elite Skill), activating those Skills requires the Ranger to have a Spirit Companion following her and currently alive.

Elite Skills: At second level, and again every six levels thereafter, the Ranger chooses a single Elite Skill to be added to her repertoire. Elite Skills are powerful abilities that may not be selected as ordinary Skills, and generally provide a stronger effect than a normal Skill. Even if a Ranger knows more than one Elite Skill, she may only prepare a single Elite Skill as one of the eight available to her at a given time.

Elite Skills known are in addition to other Skills known.

Path of the Ranger: While all Rangers have the potential to access any Ranger skill, what truly defines an individual is their choice of path. At first level, a Ranger chooses one of the three paths available to her: Beast Mastery, Marksmanship, or Wilderness Survival. Skills from this path progress their ranks along the primary path, as indicated on the table above. Skills from the other two paths progress their ranks along the secondary path.

Expertise (Ex): At 1st level, and again at 4th level and every 4 levels thereafter, the Ranger reduces the Energy cost of all of her Ranger Skills by 10%, rounded to the nearest whole number.

In addition, at each of the indicated levels, the Ranger may select a type of creature from among those given on Table: Ranger Favored Enemies (PHB p. 47). The Ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.

Whenever the Ranger's Expertise ability increases again, she may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the Ranger chooses humanoids or outsiders as a favored enemy, she must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; she simply uses whichever bonus is higher.

In addition to the normal options available to her, the Ranger may also select Favored Enemy (Arcanists) and Favored Enemy (Divine). The bonuses from Favored Enemy (Arcanists) apply to any creature capable of casting arcane spells or using invocations, while Favored Enemy (Divine) applies to any creature capable of casting divine spells.

Uncanny Dodge (Ex): A Ranger of 3rd level or higher can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If the Ranger already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Mettle (Ex): A Ranger of 6th level or higher can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping Ranger does not gain the benefit of mettle.

Evasion (Ex): A Ranger of 10th level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Ranger is wearing light or no armor. A helpless Ranger does not gain the benefit of evasion.

Hide in Plain Sight (Ex): While in any sort of natural terrain, a Ranger of 15th level or higher can use the Hide skill even while being observed.

One with the Wild (Ex): A Ranger of 18th level or higher is very nearly an avatar of nature. While in any sort of natural terrain, the Ranger cannot be surprised and may always act in a surprise round. In addition, Animals and Plants have a minimum attitude of Indifferent to the Ranger, and will not attack her unless provoked or compelled in some fashion. This protection does not extend to the Ranger's allies, and the Ranger herself may be included in area attacks that would harm her allies.



Multiclass Rangers: The Ranger adds one half her level in other classes to her effective Ranger level for determining Path progression, but no other benefit of a Ranger level, such as increased Spirit Companion hit dice. If the Ranger multiclasses into another class that uses an Energy system and a Skill system similar to her own, the restrictions of both apply, and she may still only have a total of eight Skills readied, regardless of the class they come from.

Jarian
2011-03-07, 04:55 PM
Ranger Skills

Summary of Marksmanship Skills
Skill Name: Energy Cost - Effect

Archer's Signet (Elite): None - Increase duration of conditions applied with a bow.
Arcing Shot: 5 - Fire an arrow high into the air; hits creatures in target square automatically at start of next round.
Barrage (Elite): 5 - Fire an arrow at your target and up to six nearby squares.
Body Shot: 5 - Fire a an arrow, inflict cracked armor or gain energy.
Broad Head Arrow (Elite): 15 - Fire a heavy, clumsy arrow, inflict distracted condition if it hits.
Burning Arrow (Elite): 10 - Shoot a fiery arrow, ignite struck creature.
Concussion Shot: 25 - Interrupt an action, inflict distracted condition if a spell was interrupted.
Crippling Shot (Elite): 10 - Target a critical part of your foe's anatomy with a ranged touch attack, dealing no damage but inflicting crippled condition.
Crossfire: 5 - Fire a powerful attack, target flatfooted if flanked by an ally.
Determined Shot: 10 - Inflict bonus damage with an attack, or refresh other attack skills if you miss.
Disrupting Accuracy: 5 - Sacrifice critical threats to inflict distracted condition instead.
Disrupting Shot: 10 - Interrupt an action, deal bonus damage.
Expert's Dexterity (Elite): 5 - Gain additional attack per round, increase rank in Marksmanship.
Expert's Focus: 10 - Deal minor bonus damage with all attacks, reduce cost of attack skills.
Favorable Winds: 5 - Summon spirit to soothe violent winds and ignore wind walls.
Focused Shot: 10 - Fire a heavily damaging arrow with no recharge, disable other attack skills if it hits.
Hunter's Shot: 5 - Lacerate foes struck by your attack.
Keen Arrow: 5 - Fire a heavily damaging arrow, double bonus damage on a critical hit.
Mielikki's Shot (Elite): 5 - Lacerate foe struck by your attack, deal bonus damage and cripple if striking moving or prone foe.
Needling Shot: 5 - Make a ranged touch attack for light damage; skill recharges instantly if striking a foe below half health.
Penetrating Attack: 10 - Fire an arrow that deals heavy damage and ignores an amount of damage reduction.
Pin Down: 15 - Target a critical point of your foe's anatomy, dealing no damage but crippling them for a short duration.
Precision Shot: 10 - Fire a precise attack, ignoring cover and concealment.
Prepared Shot (Elite): 5 - Fire an arrow that deals bonus damage and restores some energy if under the effects of a preparation.
Punishing Shot (Elite): 10 - Interrupt an action and deal bonus damage.
Rapid Fire: 5 - Make an additional attack per round at your highest attack bonus as either standard or full attack.
Read the Wind: 5 - Ignore wind wall and similar spells, ignore natural wind penalties based on rank.
Savage Shot: 10 - Interrupt an action, deal bonus damage if interrupted action was a spell.
Seeking Arrows: 10 - Bestow seeking property on ammunition.
Sloth Hunter's Shot: 10 - Deal bonus damage with an attack, or greatly increased bonus damage if target has not acted yet.
Splinter Shot: 10 - Deal light bonus damage with an attack, or area of effect damage if you miss.
Volley: 5 - Fire an arrow at your target and up to two adjacent squares.


Path of Marksmanship
Archer's Signet (Elite)
Activation Time: 1 move action
Cost: None
Duration: 1 round/rank
Recharge Time: 3 rounds

The Ranger draws upon the power of the Archer's Signet, which doubles the duration of conditions applied via bow attacks while it is active.

Arcing Shot
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: One round.
Range: Two range increments.

The Ranger fires a single arrow high into the sky, which arcs down and strikes the targeted square at the beginning of her next turn. A creature occupying the target square is automatically struck by the attack, with no need for an attack roll, though the Ranger may still roll to check for a critical threat. If Arcing Shot results in a critical threat against the creature occupying the target square, the confirmation roll is handled normally.

If multiple creatures occupy the target location, the Ranger may choose which creature to strike with Arcing Shot.

Using Arcing Shot requires a minimum of one range increment of clear space overhead. Most natural growth is not thick enough to impede an Arcing Shot, but exceptionally thick tree canopies or similar may.

If it hits, Arcing Shot deals 1d6 bonus damage for each rank in the Path of Marksmanship.

Barrage (Elite)
Activation Time: 1 standard action
Cost: 5 Energy
Recharge Time: One round.
Range: One range increment.

The Ranger fires a storm of arrows at a target within range and up to six contiguous squares, at least one of which must touch a side of her initial target's square. The Ranger uses a single attack and damage roll for all of the targets, though any miss chances are rolled seperately. Arrows fired via Barrage deal additional damage equal to the Ranger's rank in the Path of Marksmanship. No target may be struck more than once from a single Barrage.

Arrows fired via Barrage do not apply the effects of any Preparations. Aside from the initial target, arrows fired via Barrage cannot result in critical threats.

Body Shot
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: Two rounds.
Range: One range increment.

The Ranger fires a single piercing shot at her opponent, slicing through defenses. If Body Shot hits, the target must succeed on a Reflex save or suffer from Cracked Armor.

If Body Shot strikes a foe suffering from Cracked Armor, the Ranger instead gains energy equal to her rank in the Path of Marksmanship.

Broad Head Arrow (Elite)
Activation Time: 1 standard action
Cost: 15 Energy
Recharge Time: Four rounds
Range: One range increment.

The Ranger fires a clumsy, heavy arrow at her foe with a -4 penalty to the attack roll. If it hits, it deals normal damage and her target suffers from the Distracted condition for a number of rounds equal to half her rank in the Path of Marksmanship, minimum of 1 round.

If Broad Head Arrow is successfully used as a readied action against casting, the penalties of Distracted are applied before the caster attempts a Concentration check to continue casting the spell.

Burning Arrow (Elite)
Activation Time: 1 attack action
Cost: 10 Energy
Recharge Time: Two rounds
Range: Normal

The Ranger fires an arrow wreathed in supernatural flame from her bow. If it hits, Burning Arrow applies the Ignited condition for one round for every three ranks in the Path of Marksmanship.

Burning Arrow is a supernatural ability.

Concussion Shot
Activation Time: 1 immediate action
Cost: 25 Energy
Recharge Time: Two rounds
Range: One range increment

The ranger fires a blunted arrow at her target, dealing no damage and applying no normal effects of an attack fired from the Ranger's bow. However, if Concussion Shot strikes a caster casting a spell, the spell fails to activate and the action is wasted, but the spell is not lost, and the caster suffers from the Distracted condition for a number of rounds equal to 1/3 the Ranger's rank in the Path of Marksmanship, minimum of 1 round.

Crippling Shot (Elite)
Activation Time: 1 attack action
Cost: 10 Energy
Recharge Time: None
Range: Normal

The Ranger fires an arrow at a critical point of her foe's anatomy as a ranged touch attack, slashing tendons or sticking in critical joints, preventing proper movement. Crippling Shot deals no damage, but applies the Crippled condition for a number of rounds equal to 1/3 the Ranger's rank in the Path of Marksmanship, minimum of 1.

Crossfire
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: 1 round
Range: Normal

The Ranger fires an arrow that deals +1d4 damage per rank in the Path of Marksmanship at a foe within range. If the Ranger could draw a flanking line between herself and an ally threatening her target (disregarding the normal requirement for the Ranger to be threatening the foe) the target of Crossfire is flatfooted against the attack.

Determined Shot
Activation Time: 1 attack action
Cost: 10 Energy
Recharge Time: 4 rounds
Range: 1 range increment

The Ranger fires an arrow that deals +1d4 damage per rank in the Path of Marksmanship at a foe within range. If Determined Shot fails to hit its target, all of the Ranger's other bow and pet attack Skills are instantly refreshed.

Disrupting Accuracy [Preparation]
Activation Time: Move Action
Cost: 5 energy
Duration: 1 round/2 ranks
Recharge Time: 3 rounds

While Disrupting Accuracy is active, whenever the Ranger threatens a critical hit, she may opt to ignore the critical threat and instead force her target to make a Fortitude save or be distracted for one round per two ranks in the Path of Marksmanship, minimum of 1.

Disrupting Shot
Activation Time: 1 immediate action
Cost: 10 Energy
Recharge Time: Four rounds
Range: One range increment

The Ranger fires a swift arrow at her target, dealing normal damage if it hits. However, if Disrupting Shot strikes a caster casting a spell, or a creature using an Extraordinary, Supernatural, or blade magic ability with an activation time of a standard action or longer, the spell or effect fails to activate and the action is wasted, but the spell or effect is not lost (as such, limited daily uses of supernatural abilities are not consumed, interrupted maneuevers are still readied, and so on.) If Disrupting Shot interrupts an enemy, it deals +1d4 damage per rank in the Path of Marksmanship.

Expert's Dexterity (Elite) (Stance)
Activation Time: 1 free action or 1 immediate action
Cost: 5 energy
Duration: 1 round/rank
Recharge Time: 5 rounds

While this Skill is active, the Ranger gains an additional attack per round at her highest attack bonus, and her rank in the Path of Marksmanship is increased by 2, to a maximum of her class level.

Expert's Focus (Preparation)
Activation Time: 1 move action
Cost: 10 Energy
Duration: 6 rounds
Recharge Time: 3 rounds

While Expert's Focus is active, the Ranger deals bonus damage with all attacks equal to her rank in the Path of Marksmanship, and reduces the energy cost of bow attacks by 1. For every six ranks in the Path of Marksmanship, the energy cost of bow attacks is reduced by an additional 1.

Favorable Winds [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5
Recharge Time: 1 minute

The Ranger calls into being the Spirit of Favorable Winds, which calms the winds in its area of influence. All creatures inside the spirit's influence may ignore the effect of wind wall and similar spells when using ranged attacks. Further, the effect of natural winds in the area is decreased by one step for every three ranks the Ranger has in the Path of Marksmanship. (For example, a Ranger with three ranks would reduce the effect of severe winds to strong, strong to moderate, and so on. and a Ranger with twelve ranks would reduce the effect of hurricane force winds to moderate.)

Focused Shot
Prerequisite: Determined Shot, Ranger level 3rd
Activation Time: 1 attack action
Cost: 10 Energy
Recharge Time: None
Range: Normal

The Ranger fires an arrow that deals +1d4 damage per rank in the Path of Marksmanship at a foe within range. If Focused Shot hits its target, all of the Ranger's other bow attacks are disabled for one round.

Hunter's Shot
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: 2 rounds
Range: Normal

If Hunter's Shot hits, the Ranger's target must succeed on a Fortitude save or be lacerated for number of rounds equal to half the Ranger's rank in the Path of Marksmanship, minimum of 1.

Keen Arrow
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: 2 rounds
Range: One range increment

The Ranger fires an arrow that deals +1d4 damage per rank in the Path of Marksmanship at a foe within range. If Keen Arrow results in a critical, this bonus damage is doubled.

Mielikki's Shot (Elite)
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: 2 rounds
Range: Normal

If Mielikki's Shot hits, the Ranger's target must succeed on a Fortitude save or be lacerated for number of rounds equal to half the Ranger's rank in the Path of Marksmanship, minimum of 1. If Mielikki's Shot hits a prone or moving target (via a readied action or the ability to take attacks of opportunity with a bow) it deals +1d4 damage per rank in the Path of Marksmanship and cripples the target for 2 rounds.

Needling Shot
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: 1 round
Range: Two range increments

The arrow fired for Needling Shot deals no hitpoint damage, though other weapon properties may apply. Needling Shot deals damage equal to twice the Ranger's rank in the Path of Marksmanship, and is resolved as a ranged touch attack. If Needling Shot strikes a foe at or below half health, it recharges instantly.

Penetrating Attack
Activation Time: 1 attack action
Cost: 10 Energy
Recharge Time: 1 round
Range: Normal

The Ranger fires an arrow that deals +1d4 damage per rank in the Path of Marksmanship at a foe within range, and ignores a number of points of damage reduction equal to this rank.

Pin Down
Activation Time: 1 attack action
Cost: 15 Energy
Recharge Time: Two rounds
Range: Normal

The Ranger fires an arrow at a critical point of her foe's anatomy, slashing tendons or sticking in critical joints, preventing proper movement. Pin Down deals no damage, but applies the Crippled condition for a number of rounds equal to 1/3 the Ranger's rank in the Path of Marksmanship, minimum of 1.

Precision Shot
Activation Time: 1 attack action
Cost: 10 Energy
Recharge Time: Two rounds
Range: Normal

Precision Shot ignores all miss chances and any armor bonuses from cover and concealment less than total.

Prepared Shot (Elite)
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: Two rounds
Range: Normal

The Ranger fires an arrow that deals +1d4 damage per rank in the Path of Marksmanship at a foe within range. If the Ranger is under the effect of a preparation, she gains Energy equal to half her rank in the Path of Marksmanship.

Punishing Shot (Elite)
Activation Time: 1 immediate action
Cost: 10 Energy
Recharge Time: One round
Range: Normal

The Ranger fires a swift arrow at her target, dealing normal damage if it hits. However, if Punishing Shot strikes a caster casting a spell, or a creature using an Extraordinary, Supernatural, or blade magic ability with an activation time of a standard action or longer, the spell or effect fails to activate and the action is wasted, but the spell or effect is not lost (as such, limited daily uses of supernatural abilities are not consumed, interrupted maneuevers are still readied, and so on.) If Punishing Shot interrupts an enemy, it deals +1d6 damage per rank in the Path of Marksmanship.

Rapid Fire (Preparation)
Activation Time: 1 move action
Cost: 5 Energy
Recharge Time: Two rounds
Range: Personal

The Ranger channels her energy into a state of extreme focus, allowing her to loose arrows at incredible speed. While wielding a bow, for one round per three ranks in the Path of Marksmanship (minimum one round) the Ranger gains an additional attack per round at her highest attack bonus. This extra attack may be taken as part of a standard or full attack action. This extra attack does not stack with the bonus attack granted by haste or similar effects.

Read the Wind (Preparation)
Activation Time: 1 move action
Cost: 5 Energy
Recharge Time: Two rounds
Range: Personal

For three rounds, the Ranger's arrows ignore magical wind effects like Wind Wall and Stormrage, and may ignore penalties from natural wind based on her rank in the Path of Marksmanship, as seen on the table below.
{table=head]Marksmanship | Wind Speed Ignored
1-3 | Strong
4-6 | Severe
7-8| Windstorm
9-11| Hurricane
12 | Tornado[/table]

Savage Shot
Activation Time: 1 immediate action
Cost: 10 Energy
Recharge Time: One round
Range: Normal

The Ranger fires a swift arrow at her target, dealing normal damage if it hits. However, if Savage Shot strikes a caster casting a spell, or a creature using an Extraordinary, Supernatural, or blade magic ability with an activation time of a standard action or longer, the spell or effect fails to activate and the action is wasted, but the spell or effect is not lost (as such, limited daily uses of supernatural abilities are not consumed, interrupted maneuevers are still readied, and so on.) If Savage Shot interrupts a spell, it deals +1d6 damage per rank in the Path of Marksmanship.

Seeking Arrows (Preparation)
Activation Time: 1 move action
Cost: 10 Energy
Recharge Time: Two rounds
Range: Personal

For one round per three ranks in the Path of Marksmanship (minimum one round), the Ranger's arrows gain the Seeking weapon property.

Sloth Hunter's Shot
Activation Time: 1 attack action
Cost: 10 Energy
Recharge Time: Three rounds
Range: Normal

The Ranger fires an arrow that deals +1d4 damage per rank in the Path of Marksmanship at a foe within range. This bonus damage is doubled if Sloth Hunter's Shot hits a foe that has not yet acted in the encounter or who did not successfully hit with an attack or cast a spell in the last round.

Splinter Shot
Activation Time: 1 attack action
Cost: 10 Energy
Recharge Time: One round
Range: Normal

The Ranger fires an attow that deals bonus damage equal to her rank in the Path of Marksmanship. If the Ranger misses her target, the arrow shatters, dealing 1d4 damage per rank in the Path of Marksmanship to all creatures in a 5-ft radius. A successful Reflex save halves this damage.

Volley
Activation Time: 1 standard action
Cost: 5 Energy
Recharge Time: One round.
Range: One range increment.

The Ranger fires a storm of arrows at a target within range and up to two other squares adjacent to her initial target. The Ranger uses a single attack and damage roll for all of the targets, though any miss chances are rolled seperately. Arrows fired via Volley deal additional damage equal to the Ranger's rank in the Path of Marksmanship. No target may be struck more than once from a single Volley.

Arrows fired via Volley do not apply the effects of any Preparations. Aside from the initial target, arrows fired via Volley cannot result in critical threats.

Jarian
2011-03-07, 04:56 PM
Summary of Wilderness Survival Skills
Skill Name: Energy Cost - Description

Acid Rain: 5 - Summon a spirit which converts all elemental damage to acid.
Apply Poison: 15 - Your attacks apply the toxic shock disease.
Barbed Arrows: 10 - Your attacks lacerate foes that fail a fortitude save.
Barbed Trap: 15 - Set a trap that deals damage, cripples, and possibly lacerates foes when it goes off.
Brambles: 5 - Summon a spirit that damages and lacerates foes that are knocked prone.
Choking Gas: 10 - Your arrows explode into a small cloud of gas when they hit, creatures inside the cloud must save or be unable to cast spells.
Conflagration: 5 - Summon a spirit that converts physical damage to fire damage.
Dryder's Defenses: 5 - Gain miss chance against physical attacks, and energy resistance equal to your rank.
Dust Trap: 25 - Set a trap that creates a long lasting cloud of debris when triggered, blinding any foe that wanders into it.
Equinox (Elite): 10 - Summon a spirit that forces spellcasters to save or take duplicate negative effects of spells they cast.
Famine (Elite): 10 - Summon a spirit that forces spellcasters to save or expend additional spells to cast a spell.
Flame Trap: 10 - Set a trap that deals fire damage and ignites enemies in its area of effect when it is triggered.
Frozen Soil: 10 - Summon a spirit that negates benefits of healing spells for all creatures in the area.
Glass Arrows (Elite): 5 - Your arrows deal bonus damage equal to your rank; when you miss, target and adjacent foes must save or be lacerated.
Healing Spring: 10 - Call up a spring of healing waters to soothe away minor wounds.
Ignite Arrows: 10 - Your attacks deal bonus fire damage, which splashes to adjacent foes.
Incendiary Arrows (Elite): 5 - Fire one or more arrows at creatures, igniting them.
Kindle Arrows: 5 - Your arrows deal bonus fire damage, and deal fire damage in place of their normal damage type.
Lightning Reflexes: 10 - Physical attacks against you have a miss chance, and you gain an additional attack per round at your highest attack bonus.
Mielikki's Arrows (Elite): 5 - Lacerate foes struck by your attacks, deal bonus damage to creatures under the effects of spells.
Mielikki's Resilience (Elite): 5 - Gain increasing health and energy per round based on negative effects on you.
Muddy Terrain: 10 - Summon a spirit that negates speed bonuses and slows movement.
Natural Stride: 5 - Gain a miss chance against physical attacks and a bonus to your movement speed; ends if you are affected by a spell.
Nature's Renewal: 5 - Summon a spirit that makes spellcasting a difficult, lengthy process.
Pestilence: 5 - Summon a spirit that transfers conditions from dead foes to other creatures in the area.
Piercing Trap: 10 - Lay a trap that deals moderate damage to all in its area of effect when it goes off. Deals increased damage to foes suffering from cracked armor.
Poison Arrow (Elite): 5 - Attack applies toxic shock, no recharge.
Quicksand (Elite): 10 - Summon a spirit that slows creatures further and further whenever they take actions.
Roaring Winds: 10 - Summon a spirit that increases the effect of winds in the area.
Scavenger's Focus (Elite): None - Gain energy whenever you strike a foe with a condition.
Serpent's Quickness: 5 - Skills recharge faster while this stance is active; ends if you fall below half health.
Signet of Poisons: None - Your next attack applies toxic shock.
Smoke Trap (Elite): 10 - Lay a trap that releases a cloud of noxious fumes when triggered, blinding and distracted enemies within it.
Snare Trap: 5 - Lay a trap that cripples foes in the area when it is triggered; knocks prone enemies that are already slowed.
Spike Trap (Elite): 5 - Lay a trap that deals piercing damage when triggered. Enemies that take damage are also knocked prone and crippled.
Summer: 5 - Summon a spirit that converts all elemental damage into fire damage.
Storm Chaser: 10 - Gain increased movement speed, gain energy when you take elemental damage.
Thunderstorm: 5 - Summon a spirit that converts all elemental damage into electric damage.
Tranquility: 10 - Summon a spirit that causes beneficial spells to expire faster.
Trapper's Focus (Elite): 5 - Traps activate faster, Wilderness Survival rank increased for traps.
Trapper's Speed: 5 - Traps activate and recharge faster.
Troll Unguent: 5 - Gain fast healing based on rank.
Winter: 5 - Summon a spirit that converts all elemental damage into cold damage.


Path of Wilderness Survival
Acid Rain [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Acid Rain, which covers the sky in its area of influence with sickly green clouds. All elemental damage inflicted in the spirit's area of influence is coverted to acid damage.

Apply Poison (Preparation)
Activation Time: 1 move action
Cost: 15 Energy
Recharge Time: Two rounds
Range: Personal

Any foe struck by the Ranger's attacks must make a Fortitude save or immediately contract Toxic Shock.

Apply Poison lasts for a number of rounds equal to the Ranger's rank in the Path of Wilderness Survival.

Barbed Arrows (Preparation)
Activation Time: 1 move action
Cost: 10 Energy
Recharge Time: Two rounds

Any foe struck by the Ranger's attacks must make a Fortitude save or be lacerated for a number of rounds equal to half her rank in the Path of Wilderness Survival.

Barbed Arrows lasts for five rounds.

Barbed Trap
Activation Time: 1 round
Cost: 15 Energy
Recharge Time: Five rounds
Range: Adjacent square

The Ranger constructs a simple trap in an adjacent square, which explodes in a spray of barbed spikes. When triggered, nearby enemies take 1d6 points of damage per rank and become crippled for one round per two ranks. Enemies who fail a Fortitude save are also lacerated for one round per two ranks.

Brambles [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: 1 minute

The Ranger calls into being the Spirit of Brambles, which covers the ground in its area of influence with spectral barbs. Any creature that falls prone in this area must succeed on a Reflex save or take damage equal to the Ranger's rank in the Path of Wilderness Survival and be lacerated for a number of rounds equal to half her rank.

Choking Gas (Preparation)
Activation Time: 1 move action
Cost: 10 Energy
Duration: 1 round/2 ranks, minimum 1 round.
Recharge Time: Five rounds

Whenever the Ranger successfully strikes with an arrow, the arrowhead explodes in a cloud of gas, filling the target square and all adjacent squares with choking gas. Creatures within the area of choking gas must succeed on a Fortitude save whenever they attempt to cast a spell or use a spell-like ability; failure on this check indicates that the action used to cast the spell or activate the ability is wasted, though the spell or use of the spell-like ability is not lost.

Areas of choking gas persist for one round, then dissipate harmlessly.

Conflagration (Elite) [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: Four rounds

The Ranger calls into being the Spirit of Conflagration, which leaves the air feeling warm and dry as tinder. Physical damage dealt by creatures within the spirit's area of influence is inflicted as fire damage instead.

Dryder's Defenses (Stance)
Activation Time: Free action or 1 immediate action
Cost: 5 energy
Duration: 1 round/3 ranks
Recharge Time: Encounter

For the duration of this effect, physical attacks made against the Ranger have a 50% miss chance, and she has resistance to all elemental damage equal to her rank in the Path of Wilderness Survival, which stacks with any other source of resistances.

Dust Trap
Activation Time: 1 round
Cost: 25 energy
Recharge Time: 5 rounds

The Ranger constructs a quick trap, which flings dirt and debris into the air when triggered. Immediately when triggered, and at the beginning of the next four rounds, all enemies within 10 feet of the trap are blinded for two rounds if they fail a Reflex save.

Equinox (Elite) [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: Four rounds

The Ranger calls into being the Spirit of Equinox, which creates a shadowy, intangible copy of every creature in its area of influence. Whenever a creature within the spirit's area of influence casts a harmful spell, it must succeed on a Will save or suffer from the effects of the spell too. If the orginal spell allows multiple targets or affects an area, the caster is the only target of the Equinox copy. (For example, a wizard might cast magic missile on a creature, then fail its Will save against Equinox. The wizard would take damage from an exact duplicate of his magic missile spell, with all of the missiles directed at himself. Likewise, he might cast a fireball spell and fail his save against Equinox, in which case he would take damage from fireball normally, but no other creature around him would be affected.)

Famine (Elite) [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: Four rounds

The Ranger calls into being the Spirit of Famine, which leaves all creatures in its area of influence with a vague feeling of lethargy. Whenever a creature within the spirit's area of influence casts a spell, it must succeed on a Will save or be forced to expend an additional prepared spell or spell slot of the same level to no effect. If the caster does not have an additional spell to expend, the action is wasted to no effect, but the spell is not lost.

Flame Trap
Activation Time: 1 round
Cost: 10 energy
Recharge Time: 4 rounds

The Ranger constructs a quick trap, which explodes in massive gouts of flame when triggered. Immediately when triggered, and at the beginning of the next two rounds, all enemies within 10 feet of the trap take 1d6 fire damage per rank in the Path of Wilderness Survival, reflex half. A creature that fails its Reflex save aganst a flame trap is ignited for two rounds.

Frozen Soil [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: Four rounds

The Ranger calls into being the Spirit of Frozen Soil, which covers the surface of everything in its area of influence with a thin layer of rime. Creatures within the spirit's area of influence cannot benefit from Conjuration (Healing) spells.

Glass Arrows (Elite) [Preparation]
Activation Time: 1 move action
Cost: 5 energy
Duration: 1 round/rank
Recharge Time: 3 rounds

While Glass Arrows is active, the Ranger deals bonus damage with her ranged attacks equal to her rank in the Path of Wilderness Survival. Whenever the Ranger fails to hit with an attack her arrowheads shatter, forcing her target and all adjacent enemies to make a Reflex save or be lacerated for a number of rounds equal to her rank in the Path of Wilderness Survival.

Healing Spring
Activation Time: 1 round
Cost: 10 energy
Recharge Time: 4 rounds

Healing Spring is considered a trap for the purpose of adjudicating the effects of other Ranger Skills, but triggers immediately upon completion. Healing Spring heals all allies within 10 feet for 1d4 points of damage per rank in the Path of Wilderness Survival, and again at the beginning of the next round.

Ignite Arrows (Preparation)
Activation Time: 1 move action
Cost: 10 Energy
Duration: 6 rounds
Recharge Time: Three rounds

For the duration of this preparation, the Ranger's ranged attacks deal extra fire damage equal to her rank in the Path of Wilderness survival. This extra fire damage splashes, dealing the bonus damage to all enemies adjacent to the initial target as well.

Incendiary Arrows (Elite)
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: Two rounds
Range: One increment

The Ranger fires a flaming arrow at a foe within range, dealing normal damage and igniting the target for one round. For every three ranks in the Path of Wilderness Survival, the Ranger may fire an Incendiary Arrow at an additional target within range. No creature may be targeted by more than one arrow from this attack.

Incendiary Arrows is a supernatural ability.

Kindle Arrows (Preparation)
Activation Time: 1 move action
Cost: 5 Energy
Duration: 6 rounds
Recharge Time: Three rounds

For the duration of this preparation, the Ranger's ranged attacks deal extra fire damage equal to her rank in the Path of Wilderness survival, and her arrows deal fire damage in place of their normal damage type.

Lightning Reflexes (Stance)
Activation Time: 1 free action or 1 immediate action
Cost: 10 energy
Duration: 1 round/2 ranks
Recharge Time: Encounter

While this Skill is active, physical attacks made against the Ranger have a 50% miss chance, and she gains an additional attack per round at her highest attack bonus. This extra attack does not stack with the extra attack granted by haste or similar effects.

Mielikki's Arrows (Elite) (Preparation)
Activation Time: 1 move action
Cost: 5 Energy
Duration: 4 rounds
Recharge Time: Three rounds

For the duration of this preparation, the Ranger's ranged attacks lacerate any struck creature that fails a Fortitude save for one round for every two ranks in the Path of Wilderness Survival, minimum of 1. In addition, if the Ranger targets a creature under the effect of a beneficial spell, his ranged attacks deal additional damage equal to his rank in the Path of Wilderness Survival.

Mielikki's Resilience (Elite) (Stance)
Activation Time: Free action or 1 immediate action
Cost: 5 energy
Duration: 1 round/3 ranks
Recharge Time: 3 rounds

For the duration of this effect, the Ranger gains health equal to his rank in the Path of Wilderness Survival and an additional point of Energy at the start of each of his turns for each condition or negative spell currently affecting him (maximum of 3 conditions or spell effects).

Mielikki's Resilience is a supernatural ability.

Muddy Terrain [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: Four rounds

The Ranger calls into being the Spirit of Muddy Terrain, which causes the ground to feel soft and slippery. Creatures within the spirit's area of influence cannot benefit from any non-permanent increases to their speed (such as expeditious retreat or haste), and have all forms of movement speed reduced by 5-feet for every two ranks in the Path of Wilderness Survival, to a minimum of 10 feet.

Natural Stride (Stance)
Activation Time: Free action or 1 immediate action
Cost: 5 energy
Duration: 1 round/3 ranks
Recharge Time: 4 rounds

For the duration of this effect, physical attacks made against the Ranger have a 25% miss chance, and her base landspeed increases by half the base amount before any other increases to movement speed. Natural Stride ends prematurely if the Ranger benefits from a spell or fails her save against a negative spell.

Nature's Renewal [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Nature's Renewal, which causes vegetation within its area of influence to look more vibrant and alive. Any spell cast in the spirit's area of influence has its casting time increased by two steps.

Pestilence [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Pestilence, which causes plants within its area of influence to take on a diseased, sickly appearance. Whenever a creature within the spirit's area of influence dies, conditions on that creature spread to all other creatures within 60 feet of it. If the original application of a given condition allowed for a save, the transfered condition allows for a save at the same DC.

The only conditions that can be transfered in this fashion are: blind, burning, confused, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, ignited, immobilized, lacerated, nauseated, paralyzed, shaken, sickened, and stunned.

Piercing Trap
Activation Time: 1 round
Cost: 10 energy
Recharge Time: 6 rounds

The Ranger constructs a quick trap, which explodes in a spray of shrapnel when triggered. Piercing Trap deals 1d6 points of damage per rank in the Path of Wilderness Survival to all enemies within 10 feet of the trap, reflex half. Enemies suffering from cracked armor instead take 1d10 damage per rank.

Poison Arrow (Elite)
Activation Time: 1 attack action
Cost: 5 Energy
Recharge Time: None
Range: Normal

The Ranger makes a single attack against a foe within range. If it hits, her attack infects the target with toxic shock if it fails a Fortitude save.

Signet of Poisons
Activation Time: 1 swift action
Cost: None
Recharge Time: 1 round

The Ranger draws upon the power of the Signet of Poisons, which causes her next attack made in the round to infect her target with toxic shock if it fails a Fortitude save.

Quicksand (Elite) [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Quicksand, which causes creatures within its area of influence to feel more and more lethargic as time wears on. Whenever a creature within the spirit's area of influence moves or attacks, all forms of movement speed it possesses are reduced by 5 feet, to a minimum of 5 feet.

Roaring Winds [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Roaring Winds, which increases the ferocity of winds in its area of influence, or causes new winds to spring up around it if none are present. Wind speeds in the spirit's area of influence are increased by one step for every three ranks in the Path of Wilderness Survival.

Scavenger's Focus (Elite)
Activation Time: 1 free action
Cost: None
Duration: 2 rounds
Recharge Time: 4 rounds

For the duration of this Skill, the Ranger regains energy equal to her rank in the Path of Wilderness Survival whenever she successfully strikes a foe suffering from one of the following conditions: blind, burning, confused, cracked armor, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, ignited, immobilized, lacerated, nauseated, paralyzed, shaken, sickened, stunned.

Serpent's Quickness (Stance)
Activation Time: Free action or 1 immediate action
Cost: 5 energy
Duration: 2 rounds/rank
Recharge Time: Encounter

While Serpent's Quickness is active, the Ranger's other skills recharge one round faster, to a minimum of 1 round (unless they already had a recharge of 1 round, in which case they gain a recharge time of "None"). Serpent's Quickness ends if the Ranger falls below half of her full normal hitpoints.

Smoke Trap (Elite)
Activation Time: 1 round
Cost: 10 energy
Recharge Time: 4 rounds

The Ranger constructs a quick trap, which releases a spray of noxious gases when triggered. When Smoke Trap is triggered, all enemies within 10 feet must succeed on a Fortitude save or be blinded and distracted for one round per three ranks in the Path of Wilderness Survival, minimum of 1 round.

Snare Trap
Activation Time: 1 round
Cost: 5 energy
Recharge Time: 4 rounds

The Ranger constructs a quick trap of razored wires, which lash out when triggered. When Snare Trap is triggered, all enemies within 10 feet must succeed on a Reflex save or be crippled for one round per rank in the Path of Wilderness Survival. Even on a successful save, foes within the area are crippled for one round.

Foes that already have their movement speed reduced in some manner are also knocked prone on a failed save.

Spike Trap (Elite)
Activation Time: 1 round
Cost: 5 energy
Recharge Time: 4 rounds

The Ranger constructs a quick trap of hidden spikes, which shoot upwards when triggered. When Spike Trap is triggered, all enemies within 10 feet take 1d6 piercing damage per rank in the Path of Wilderness Survival, reflex half. Any enemy that takes damage from the trap is also knocked prone and crippled for one round.

Summer [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Summer, which bathes its area of influence in hot, dry air. All elemental damage inflicted in the spirit's area of influence is converted to fire damage.

Storm Chaser (Stance)
Activation Time: Free action or 1 immediate action
Cost: 10 energy
Duration: 1 round/2 ranks
Recharge Time: 4 rounds

For the duration of this effect, the Ranger's base landspeed increases by half the base amount before any other increases to movement speed, and she gains energy equal to half her rank in the Path of Wilderness Survival whenever she takes elemental damage.

Thunderstorm [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Thunderstorm, which blankets the sky in its area of influence in dark, heavy clouds that let loose crackles of lightning with great rapidity. All elemental damage inflicted in the spirit's area of influence is converted to electric damage.

Tranquility [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Tranquility, which quiets noises and instills a sense of peace upon all creatures in its area of influence. Beneficial spells with a duration expire 100% faster while the recipient is within the spirit's area of influence. (Essentially, each round spent within the affected area counts as two rounds of a spell's duration.) For every three ranks in the Path of Wilderness Survival, beneficial spells expire an additional 100% faster.

Trapper's Focus (Elite) [Preparation]
Activation Time: 1 move action
Cost: 5 energy
Duration: 2 rounds/rank
Recharge Time: 2 rounds

While Trapper's Focus is active, the Ranger reduces the activation time of all trap skills by one step, and increases her rank in the Path of Wilderness Survival by 2 (to a maximum of her class level) for the purpose of adjudicating trap effects.

Trapper's Speed (Stance)
Activation Time: 1 free action or 1 immediate action
Cost: 5 energy
Duration: 1 round/rank
Recharge Time: 4 rounds

While this Skill is active, the Ranger reduces the activation time of all trap skills by one step, and reduces their recharge time by 1 round.

Troll Unguent
Activation Time: 1 Full-round action
Cost: 5 energy
Duration: 3 rounds
Recharge Time: 3 rounds

The Ranger slathers a restorative concoction across her flesh, granting her fast healing equal to her rank in the Path of Wilderness Survival.

Winter [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Winter, which bathes its area of influence in chill winds and quasi-real snowflakes. All elemental damage inflicted in the spirit's area of influence is converted to cold damage.

Jarian
2011-03-07, 04:58 PM
Path of Beast Mastery

Summary of Beast Mastery Skills
Skill Name: Energy cost - description

Bestial Fury: 10 - Gain an additional attack per round at your highest attack bonus; non-attack skills are disable for a short time.
Bestial Mauling: 5 - Spirit Companion makes an attack, dealing bonus damage and applying the distracted condition to prone foes.
Brutal Strike: 10 - Spirit Companion makes an attack, dealing bonus damage. Bonus damage is doubled against foes below half health.
Call of Haste: 10 - Grants Spirit Companion increased movement speed and an additional attack per round at its highest attack bonus.
Call of Protection: 10 - Grants Spirit Companion DR/- equal to rank.
Comfort Animal: 5 - Heals Spirit Companion for light damage.
Companionship: 5 - Heals either the Ranger or her Spirit Companion for light damage, depending on which is more heavily damaged.
Disrupting Lunge: 5 - Spirit Companion performs a distracting attack, interrupting an action and rendering it unusable for a period.
Edge of Extinction: 5 - Summons a spirit that deals automatic damage to creatures of the same type below full health whenever a creature dies.
Energizing Wind: 15 - Summons a spirit that allows spells to be cast in lower level slots, but prevents them from being cast again for a period.
Enraged Lunge (Elite): 5 - Spirit Companion makes an attack, dealing increasing bonus damage based on recharging Beast Mastery skills.
Feral Aggression: 15 - Spirit Companion deals bonus damage and gains an additional attack per round at its highest attack bonus.
Ferocious Strike (Elite): 5 - Spirit Companion makes a demoralizing attack, dealing bonus damage and causing creatures with view of the attack to be shaken.
Heal as One (Elite): 5 - Heals both the Ranger and the Spirit Companion for light damage.
Lacerate (Elite): 10 - Summons a spirit that increases damage taken by lacerated creatures; lacerates creatures below full health when it expires.
Maiming Strike: 10 - Spirit Companion rakes at a foe's legs, dealing bonus damage and possibly crippling it.
Mielikki's Assault: 10 - Spirit Companion delivers a sweeping attack, dealing damage to primary target and adjacent foes if it hits.
Otyugh's Cry: 10 - Spirit Companion gains increased natural armor, bypasses AC and miss chances from spells.
Poisonous Bite: 5 - Spirit Companion's attack applies toxic shock.
Pounce: 5 - Spirit Companion leaps toward its foe, dealing increased damage and knocking prone moving creatures.
Predator's Pounce: 5 - Spirit Companion leaps toward its foe, dealing increased damage and healing itself.
Predatory Bond: 10 - Successful pet attacks heal the Ranger of minor damage.
Predatory Senses: 10 - Summons a spirit that decreases the effectiveness of all healing, but heals creatures on successful attacks.
Rampage as One (Elite): 25 - Ranger and Spirit Companion both gain increased movement speed and an additional attack per round at their highest attack bonus.
Run as One: 5 - Ranger and Spirit Companion both gain increased movement speed.
Scavenger Strike: 5 - Spirit Companion deals bonus damage, Ranger gains energy if attack hits a foe suffering from a condition.
Strike as One (Elite): 5 - Ranger makes an attack that cripples a foe, Spirit Companion moves toward that foe and makes an attack that lacerates.
Symbiosis: 10 - Summons a spirit that divides healing magic evenly amongst all damaged creatures in the area.
Symbiotic Bond: 10 - Half of all damage dealt to Spirit Companion is dealt to the Ranger instead.
Toxicity: 15 - Summons a spirit that increases the damage of toxic shock disease.
Viper's Nest: 10 - Lays a trap that deals piercing damage and applies toxic shock disease to damaged creatures when triggered.

Bestial Fury (Stance)
Activation Time: Free action or 1 immediate action
Cost: 10 energy
Duration: 1 round/2 ranks
Recharge Time: 3 rounds

For the duration of this stance, the Ranger gains an additional attack per round at her highest attack bonus. This bonus attack does not stack with the extra attack granted by haste or similar effects.

When the Ranger enters the Bestial Fury stance, all of her Ranger Skills that are not attacks or companion attacks are disabled for two rounds.

Bestial Mauling
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 5 rounds

The Ranger orders her Spirit Companion to maul its foe, dealing +1d4 bonus damage for each rank in the Path of Beast Mastery. If the Spirit Companion strikes a prone foe, that foe is distracted for one round for every two ranks.

Bestial Pounce
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 2 rounds

The Ranger orders her Spirit Companion to pounce upon its foe, dealing +1d4 bonus damage for each rank in the Path of Beast Mastery. If the Spirit Companion strikes a foe casting a spell or spell-like ability, that foe is knocked prone, provided it is no more than three size categories larger than the Spirit Companion.

Brutal Strike
Activation Time: 1 companion attack action
Cost: 10 energy
Recharge Time: 1 round

The Ranger orders her Spirit Companion to violently rend its foe, dealing +1d4 bonus damage for each rank in the Path of Beast Mastery. If the target is below half of its full normal hitpoints, the bonus damage increases to +1d8/rank.

Call of Haste
Activation Time: 1 swift action
Cost: 10 energy
Duration: 5 rounds
Recharge Time: 5 rounds

The Ranger urges her Spirit Companion on, granting it a +20-foot enhancement bonus to its base landspeed and an additional attack per round at its highest attack bonus. This bonus attack does not stack with the extra attack granted by haste or similar effects.

Call of Protection
Activation Time: 1 swift action
Cost: 10 energy
Duration: 5 rounds
Recharge Time: 5 rounds

The Ranger warns her Spirit Companion of future dangers, urging it to protect itself. For the duration of this Skill, the Spirit Companion gains DR/- equal to the Ranger's rank in the Path of Beast Mastery, stacking with any other form of damage reduction.

Comfort Animal
Activation Time: 1 move action
Cost: 5 energy
Recharge Time: 1 round

The Ranger restores some of her Spirit Companion's essence, healing it for 1d4 damage for each rank in the Path of Beast Mastery.

Companionship
Activation Time: 1 standard action
Cost: 5 energy
Recharge Time: 3 rounds

The Ranger calls upon her bond with her Spirit Companion to heal whomever is most badly injured. Companionship heals either the Ranger or her Spirit Companion (whichever has the lowest remaining hitpoints) for 1d4 damage per rank in the Path of Beast Mastery.

Disrupting Lunge
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 4 rounds

The Ranger orders her Spirit Companion to perform a distracting assault, whether it be a swipe across the eyes or a bite to a sensitive portion of an enemy's anatomy. Disrupting Lunge deals normal damage, but if the Spirit Companion strikes a foe casting a spell or using an Extraordinary, Supernatural, or blade magic ability with an activation time of a standard action or longer, the spell or effect fails to activate and the action is wasted, but the spell or effect is not lost (as such, limited daily uses of supernatural abilities are not consumed, interrupted maneuevers are still readied, and so on). In addition, the interrupted effect cannot be used for three rounds.

Edge of Extinction [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 5 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Extinction, which floods the minds of creatures in its area of influence with knowledge of their coming demise. Whenever a creature in the spirit's area of influence dies, all other creatures of the same type (and subtype, if applicable) below their full normal hitpoints take 1d4 damage per rank in the Path of Beast Mastery.

Energizing Wind [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 15 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Energizing Winds, which causes a brisk wind to blow throughout its area of influence, carrying with it wisps of magical energies. Spontaneous casters in the spirit's area of influence may cast spells they know using a spell slot one level lower than normal, but cannot cast the same spell for two rounds. Instead of lower spell slots, manifesters may reduce the power point cost of powers manifested by two, though this reduction does not allow them to augment a power beyond their normal maximum.

If a creature uses a different method of powering their abilities, such as mana or energy, Energizing Wind reduces the base cost by 30%, and those abilities are disabled for an additional round.

Enraged Lunge (Elite)
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 1 round

The Ranger orders her Spirit Companion to perform a vicious attack, which deals more damage if the Ranger has activated other Beast Mastery Skills recently.

Enraged Lunge deals bonus damage based on the number of Beast Mastery Skills currently recharging, as seen on the table below.

{table=head]Recharging Skills | Bonus Damage
1 | 1/rank
2 | 1d3/rank
3 | 1d6/rank
4 | 1d8/rank[/table]

Feral Aggression
Activation Time: 1 swift action
Cost: 15 energy
Duration: 1 round/2 ranks
Recharge Time: 5 rounds

The Ranger urges her Spirit Companion to unleash its full fury against its enemies, causing it to deal bonus damage with all attacks equal to the Ranger's rank in the Path of Beast Mastery and gain an additional attack per round at its highest attack bonus. This bonus attack does not stack with the extra attack granted by haste or similar abilities.

Ferocious Strike (Elite)
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 2 rounds

The Ranger orders her Spirit Companion to viciously attack its foe, demoralizing nearby opponents. If the attack is successful, it deals +1d4 damage per rank in the Path of Beast Mastery, and all other enemies with line of sight to the attack must make a Will save or be shaken for the duration of the encounter.

Heal as One (Elite)
Activation Time: 1 standard action
Cost: 5 energy
Recharge Time: 2 rounds

The Ranger calls upon her bond with her Spirit Companion to mend the wounds of both. Heal as One heals the Ranger and her Spirit Companion for 1d4 damage per rank in the Path of Beast Mastery.

Lacerate (Elite) [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: 5 rounds

The Ranger calls into being the Spirit of Laceration, which quickens the flow of blood of all creatures within its area of influence, making bleeding wounds more deadly. Creatures suffering from the lacerated condition in the spirit's area of influence lose 10% of their full normal hitpoints each round they bleed instead of 5%.

When the Spirit of Laceration is slain or expires, all creatures below their full normal hitpoints in the spirit's area of influence are lacerated for a number of rounds equal to the Ranger's rank in the Path of Beast Mastery.

Maiming Strike
Activation Time: 1 companion attack action
Cost: 10 energy
Recharge Time: 2 rounds

The Ranger orders her Spirit Companion to rake at its foe's legs or other means of movement. If it hits, Maiming Strike deals +1d4 damage per rank in the Path of Beast Mastery, and the struck creature must succeed on a Fortitude save or be crippled for a number of rounds equal to the Spirit Companion's Strength modifier.

Mielikki's Assault
Activation Time: 1 companion attack action
Cost: 10 energy
Recharge Time: 2 rounds

The Ranger orders her Spirit Companion to deliver a sweeping assault, damaging its target and nearby foes. If it hits, Mielikki's Assault deals +1d4 damage per rank in the Path of Beast Mastery. This bonus damage is also dealt to foes adjacent to the Spirit Companion's target.

Otyugh's Cry
Activation Time: 1 swift action
Cost: 10 energy
Duration: 1 round/2 ranks
Recharge Time: 6 rounds

The Ranger's Spirit Companion releases an unnatural, keening wail, and it takes on a more feral appearance. For the duration of this Skill, the Ranger's Spirit Companion gains an enhancement bonus to natural armor equal to her rank in the Path of Beast Mastery, and it bypasses AC and miss chances granted by spells on its foes.

Poisonous Bite
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 2 rounds

The Ranger's Spirit Companion attacks normally. If the attack hits, the target contracts toxic shock.

Pounce
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 4 rounds

The Ranger orders her Spirit Companion to leap upon its foe and rend it. As part of the attack, the Spirit Companion may make a jump check with a bonus equal to the Ranger's rank in the Path of Beast Mastery, and treats the jump as if it had a running start. If Pounce hits, the Spirit Companion deals +1d4 damage per rank in the Path of Beast Mastery. If Pounce hits a moving foe (such as from a readied action or an attack of opportunity) the foe is knocked prone.

Predator's Pounce
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 1 round

The Ranger orders her Spirit Companion to leap upon its foe and savage it. As part of the attack, the Spirit Companion may make a jump check with a bonus equal to the Ranger's rank in the Path of Beast Mastery, and treats the jump as if it had a running start. If Predator's Pounce hits, the Spirit Companion deals +1d4 damage per rank in the Path of Beast Mastery, and is healed for half of the damage dealt.

Predatory Bond
Activation Time: 1 swift action
Cost: 10 energy
Duration: 1 round/rank
Recharge Time: 6 rounds

Whenever the Ranger's Spirit Companion successfully strikes with an attack while Predatory Bond is active, the Ranger is healed for an amount equal to her rank in the Path of Beast Mastery.

Predatory Senses [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: 5 rounds

The Ranger calls into being the Spirit of Predatory Senses, which instills all creatures in its area of influence with feral instincts. Creatures within the spirit's area of influence receive only half the normal benefit from all healing, including (but not limited to) healing spells, fast healing, and regeneration. Each time a creature in the spirit's area of influence successfully strikes with an attack, it is healed for an amount of damage equal to the Ranger's rank in the Path of Beast Mastery. Predatory Senses does not reduce its own healing granted.

Rampage as One (Elite)
Activation Time: 1 swift action
Cost: 25 energy
Duration: 1 round/2 ranks
Recharge Time: 2 rounds

The bond between the Ranger and her Spirit Companion surges with energy, flooding their bodies with vigor. For the duration of this Skill, the Ranger and her Spirit Companion gain a +20-foot enhancement bonus to their base landspeed and an additional attack per round at ther highest attack bonus. These bonus attacks do not stack with the extra attack granted by haste or similar effects.

Run as One (Stance)
Activation Time: 1 free action or 1 immediate action
Cost: 5 energy
Duration: 1 round/rank
Recharge Time: 3 rounds

For the duration of this Skill, the Ranger and her Spirit Companion gain a +30 foot enhancement bonus to their base landspeed.

Scavenger Strike
Activation Time: 1 companion attack action
Cost: 5 energy
Recharge Time: 1 round

The Ranger's Spirit Companion makes an attack that deals +1d4 damage per rank in the Path of Beast Mastery. If Scavenger Strike hits a foe suffering from a condition, the Ranger gains energy equal to her rank in the Path of Beast Mastery.

The only conditions that trigger Scavenger Strike's energy gain are: blind, burning, confused, cracked armor, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, ignited, immobilized, lacerated, nauseated, paralyzed, shaken, sickened, and stunned.

Strike as One (Elite)
Activation Time: 1 standard action
Cost: 5 energy
Recharge Time: 2 rounds
Range: Normal

The Ranger makes a single ranged attack, dealing +1d4 damage per rank in the Path of Beast Mastery, and forcing her foe to make a Reflex save or be crippled for one round per two ranks. Additionally, the Ranger's Spirit Companion moves up to its speed toward the Ranger's target, and, if in range to do so, makes an attack that deals +1d4 damage per rank in the Path of Beast Mastery and forces the target to make a Fortitude save or be lacerated for one round per two ranks.

Symbiosis [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 10 energy
Recharge Time: 5 rounds

The Ranger calls into being the Spirit of Symbiosis, which causes any healing granted by spells or spell-like abilities to be divided evenly amongst all creatures below full normal hitpoints in its area of influence.

Symbiotic Bond
Activation Time: 1 swift action
Cost: 10 energy
Duration: Encounter
Recharge Time: Encounter

While this Skill is active, half of all damage dealt to the Ranger's Spirit Companion is dealt to the Ranger instead. Damage reduction or energy resistance only applies to this damage once.

Toxicity [Nature Ritual]
Activation Time: Full-round+swift action
Cost: 15 energy
Recharge Time: Encounter

The Ranger calls into being the Spirit of Toxicity, which increases the damage dealt by the toxic shock disease to 1d3 per rank for all creatures within the spirit's area of influence.

Viper's Nest
Activation Time: 1 round
Cost: 10 energy
Recharge Time: 4 rounds

The Ranger constructs a quick trap of camouflaged spikes tipped with diseased barbs. When the trap is triggered, all enemies must succeed on a Reflex save or take 1d4 piercing damage per rank in the Path of Beast Mastery. Any foe that takes damage from this trap contracts toxic shock.

Jarian
2011-03-07, 05:01 PM
Spirit Companions:Some Rangers have the ability to call creatures formed from the essence of nature to their defense. Spirit Companions may be of any form the Ranger desires, but they all follow a general theme:


Animal Type (Rangers who choose the Path of Beast Mastery as their primary path instead have Spirit Companions of the Magical Beast type.)
Undead Immunities. Spirit Companions are not actually undead, but they share many of the defenses that come with unlife.
HD equal to the Ranger's class level.
Strength score equal to the Ranger's Dexterity score before non-permanent effects (such as cat's grace or divine agility)
One primary natural attack dealing 1d6 damage. This attack is usually a bite, but may be a beak, talon, claw, slam, or tail attack, at the Ranger's discretion. A Spirit Companion may make iterative attacks from a high base attack bonus with this natural attack.

A Spirit Companion will only follow a Ranger who has readied the Comfort Animal, Companionship, or Heal as One Skill. A Ranger can order her Spirit Companion to perform - or ready an action to perform - a single companion attack (skills that have an activation time of "1 companion attack") as a swift action by making a DC 15 Handle Animal check, or else may command her Spirit Companion fully, including making iterative companion attacks (assuming the Spirit Companion has a high enough base attack bonus to make multiple attacks in one round) with no check as a standard action.

A Spirit Companion reduced to -10 or fewer hitpoints dissipates into a thin mist, completely destroyed. The Ranger may call a new Spirit Companion with ten minutes of uninterrupted meditation.

Sample Spirit Companion:The following Spirit Companion was called by a 1st level Ranger with 16 Dexterity.

Size/Type: Medium Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +0/+3
Attack: Bite +3 melee (1d6+4)
Full Attack: Bite +3 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light Vision, undead immunities
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 16, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: Determined by Ranger
Feats: Determined by Ranger

As the Ranger gains ranks in the Path of Beast Mastery, her Spirit Companion gains additional abilities.


At 4 ranks, the Spirit Companion gains the Trip special ability. A Spirit Companion that hits with its primary natural attack may make a trip attempt as a free action without making a touch attack or provoking an attack of opportunity.
At 6 ranks, the Spirit Companion gains the Pounce special ability.
At 7 ranks, the Spirit Companion increases to Large size, gaining the appropriate modifiers to its ability scores and reach.
At 8 ranks, the Spirit Companion gains a secondary natural attack. It still makes companion attacks with its primary natural attack.
At 10 ranks, the Spirit Companion increases to Huge size, or gains the Improved Grab special quality, at the Ranger's discretion.
At 12 ranks, the Spirit Companion gains the benefit of the Ranger's Uncanny Dodge, Evasion, Mettle, Hide in Plain Sight, and One With the Wild class abilities.

A note on "attack action" abilities:In general, many of a Ranger's abilities take an attack action to use; that is, they may be used as many times during a full attack action as the Ranger has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Such attacks cannot be made as bonus attacks granted by haste or the Rapid Shot feat, for example.

Several Ranger attacks have an activation time of 1 immediate action. These attacks use the lowest base attack bonus of an attack made by the Ranger on her previous turn.

New condition: Cracked Armor:Whether it be a slash across a critical strap holding armor together, or the precise removal of a scale from a monster's hide, cracked armor lowers the value of armor or natural armor for its duration. Unless otherwise noted, cracked armor reduces either the creature's armor bonus or natural armor bonus (chosen by the attack at the time of the attack; cracked armor may never lower either of these values below 0) by an amount equal to half of the attacking creature's dexterity modifier.

A creature's armor may be repaired by making an appropriate craft check, as usual for repairing broken items. A creature's natural armor can be repaired by making a DC 20 heal check as a standard action.

New condition: Crippled:
A Crippled creature has all of its forms of movement speed reduced by half. A flying creature may be reduced below its minimum forward speed per round due to this effect, in which case it may stall (see flying rules for details). Additionally, a creature with Evasion loses its benefit and a creature with Improved Evasion treats it only as regular Evasion while crippled.

New condition: Distracted:Some skills apply the Distracted condition. A creature who is Distracted increases the casting time for its spells, strike maneuvers, and spell-like abilities by two steps (immediate to swift, swift to move, move to standard, standard to full-round, full-round to 1-round, and so on) and takes a -10 penalty to concentration checks.

New condition: Ignited:Some Ranger skills apply the ignited condition. A creature who is ignited takes fire damage equal to 10% of its maximum hit points at the end of each of its turns. A creature may attempt to extinguish the flames by spending a full-round action to make a Reflex save, DC (10+1/2 HD+Ranger's Dex modifier). The creature may drop prone as part of this action to gain a +4 bonus to the save.

New condition: Lacerated:A lacerated enemy suffers damage equal to 5% of its maximum hit points at the end of each of its turns. A creature may attempt to end this condition with a DC 20 heal check as a standard action, or by applying a heal spell or similar magic. Creatures without discernible anatomies (such as undead, constructs, and oozes) are immune to lacerate.

New disease: Toxic Shock:Toxic Shock: Extraordinary disease - injury application, no save to resist effects after initial application. Incubation period 1 round, damage repeats at beginning of each round thereafter, lasting 5 rounds or until purged. Damage equal to 1d2 per rank in appropriate path.

Trap Skills:Some Ranger skills are described as traps. Traps are extraordinary abilities unless otherwise noted, but are treated like spells with a casting time of one round - that is, they require a full-round action to place, but do not actually come into effect until the beginning of the Ranger's next turn, until which time the character must continue concentrating. Placing a trap provokes attacks of opportunity, and any damage suffered while placing one requires a Concentration check (DC 15 + damage taken) or the trap is ruined with no effect.

A trap skill is placed in a single square, and activates as soon as an enemy steps into its square or any square adjacent to it. Traps are undetectable to casual observation by enemies once placed, but may be spotted at a distance of 20 feet with a Spot check, DC 10 + Ranger's Survival modifier. After one minute per class level, an unactivated trap will automatically trigger, possibly harmlessly if no enemies are within range. If a trap is created so that an enemy is already within an adjacent square when it forms, it does not trigger immediately unless that enemy ends its next turn still in the trap's area. Only one trap may occupy a given space at one time.

Preparations:Some Ranger skills have the [Preparation] descriptor. Preparations are Skills that usually affect the Ranger's attacks. A Ranger may only have one preparations active at once. Activating a new preparation immediately ends the first preparation.

Stances:Some Ranger skills have the (Stance) descriptor. A Ranger may only have one stance active at once. Activating a new stance immediately ends the first stance.

Nature Rituals:Some Ranger skills have the [Nature Ritual] descriptor. These skills summon small, translucent figurines of spiritual significance to that particular Ranger. A spirit called by one of these skills appears in the Ranger's space or an adjacent space. A spirit summoned in this way is not truly real, and does not impede movement in any way.

Nature spirits have AC 10+the Ranger's rank in the path that the skill resides in, and 2 HP per rank. A spirit reduced to 0 hp or lower vanishes instantly. Spirits do not take damage from area of effect attacks. Nature spirits are no more creatures than a door is, and have no actions of their own.

Nature spirits have an area of influence, and affect all creatures within this area. Unless otherwise noted, a spirit's area of influence is an emanation with a radius of 100 feet per rank in the path that created it, centered on the nature spirit.

Most barriers do not block a spirit's area of influence, but ten feet of unworked earth, two feet of worked stone, or a thin layer of lead can stop a spirit's influence from passing through that barrier.

Jarian
2011-03-07, 05:12 PM
The Vision:Rangers. In much fantasy literature and too many games to count, rangers are the ardent defenders of the wild, capable of performing swift executions and disappearing in the blink of an eye. Is the standard D&D ranger capable of this? Um, no. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheWoobie)

Enter the Guild Wars ranger, a counterpart to the Mesmer (http://www.giantitp.com/forums/showthread.php?t=188545) and part of an ongoing series of Guild Wars inspired base classes. Drawing heavily from ideas presented in Tome of Battle as well as the general idea that ranged characters need a lot of love, and translating many of the abilities available to rangers in Guild Wars, you end up with a strong martial character with a few supernatural abilities that hopefully toes the line between tier 2 and tier 3.

This ranger is not intended to be played in a game with fighters or monks. Indeed, some users of Tome of Battle might require a touch of optimization to compete with an out of the box Ranger. This is intentional. This Ranger is intended to be able to keep up with a party of sorcerers and psions, and while she may not have access to their tricks, she has a whole slew of physical tricks of her own - traps, delayed attacks, and a companion ready to knock prone anyone that dares to threaten her in melee.

Is the ranger going to ascend to godhood with a clever combination of her skills? No. Does the class breathe new life into ranged characters? Hopefully. You be the judge.

Ranger Skills and out of combat uses:Given the incredibly rapid rate of Ranger energy regeneration, it is advised that a DM either not allow many of the Ranger's skills to be used out of combat, or impose a sanity cap on how often they can be used in a given period of time. The Ranger is supposed to be able to top its health off, not ride through a pool of lava on the back of its dolphin Spirit Companion while spamming Heal as One every round.

Change log:Nada.

Zaq
2011-03-07, 11:16 PM
Looks like fun. Guild Wars has a special place in my heart, and I like what I see.

Question: How do ToB stances interact with Ranger stances? Still a limit of one at a time, or are they separate? (And for an edge case, what about a gestalt Warblade//Ranger 20 who has Stance Mastery? I know that you can't really balance homebrew around gestalt, especially level 20 gestalt, but I thought I'd ask.)

The changes here are too sweeping for me to comment intelligently on the balance thereof, but it seems cool, at least. Kudos.

Lord_Gareth
2011-03-07, 11:34 PM
The dead levels, they pain me T_T

Jarian
2011-03-07, 11:40 PM
The dead levels, they pain me T_T

They hurt me as much or more than they hurt you, but you have to consider that you basically gain a new class feature of your choice every level in the form of a Skill, and so I opted to avoid shoehorning other class features in just for the sake of filling a table. I'm big on avoiding dead levels, but for these classes, it's less critical.

Jarian
2011-03-10, 12:39 PM
Question: How do ToB stances interact with Ranger stances? Still a limit of one at a time, or are they separate? (And for an edge case, what about a gestalt Warblade//Ranger 20 who has Stance Mastery? I know that you can't really balance homebrew around gestalt, especially level 20 gestalt, but I thought I'd ask.)

Given the massive differences between ToB stances (permanent, minor-to-moderate bonuses) versus these (short-lived, major bonuses) I would say that they're two entirely different effects, and as such you can have one of each up at one time. (Or one Ranger stance and two Warblade stances, in the case of the hypothetical gestalt character.)

peterpaulrubens
2011-03-10, 04:40 PM
Oooh, I LIKES IT. GW rangers have always had a special place in my heart for their ability to frustrate the opponents.

I'd think about limiting energy regen to "only during encounters" or "only in the presence of a hostile enemy". That would limit out-of-combat abuse by providing a finite pool to use, and you'd have to make some hard decisions about starting the next encounter without full Energy. It's not strict Guild Wars but it's a better balance point IMO, and doesn't rely on arbitrary GM decisions.
You could allow the Energy pool to automatically fill each day so a ranger couldn't go months without Energy.

Also, unlike the majority of GW builds, this seems like it would be rather easy to apply some serious spike damage, assuming you're willing to mostly drain your energy pool.

Example:
A level 3 ranger preps Rapid Fire, Keen Arrow, Crossfire, and Punishing Shot. Cast Rapid Fire, and then use Crossfire and Keen Arrow. As soon as it's not your turn, use Punishing Shot. That's a potential 6d4 + 3d6 + other mods on one round.

Jarian
2011-03-10, 05:25 PM
You're missing one key limitation on that: attack action abilities can only be made as attacks derived from base attack bonus. Haste, Rapid Fire, etc, all don't offer the ability to use more attack action abilities than normal.

peterpaulrubens
2011-03-11, 04:17 PM
Ah ok, that does make it better. Still I think they're capable of some serious whoopass spike damage.

I'd like to see the ignited and lacerated conditions work on straight HP damage rather than on percentages. I'd also like to see the toxic shock conditions be a real poison rather than a disease (so poison immunity works properly). Troll Unguent should be enough to counter any one of those conditions and it's probably a good measuring stick to balance against.

All of the conditions need to explicitly state what will counter or end them (does magical healing end lacerated? Is cracked armor forever ruined?)

I'd like to see Cracked Armor scale a bit better. Perhaps (class levels + DEX mod)/2 or something.

The text for Savage Shot has "Punishing Shot" in it.

Jarian
2011-03-11, 05:51 PM
I'd also like to see the toxic shock conditions be a real poison rather than a disease (so poison immunity works properly).

Poisons trigger once, then one minute later. There's precedent for one-round diseases already, which better fits the degeneration of GW's poison.


All of the conditions need to explicitly state what will counter or end them (does magical healing end lacerated? Is cracked armor forever ruined?)

Cracked armor mentions what remedies it in my notes - not sure how that didn't make it into the final posted version. Lacerated already states how it may be ended.


I'd like to see Cracked Armor scale a bit better. Perhaps (class levels + DEX mod)/2 or something.

Each point of AC removed is a 5% increase in the chance to hit. Granting such a huge bonus was never the intent of the condition - it's a minor inconvencience that sets up secondary abilities.


The text for Savage Shot has "Punishing Shot" in it.

Oops.

peterpaulrubens
2011-03-11, 06:47 PM
Poisons trigger once, then one minute later. There's precedent for one-round diseases already, which better fits the degeneration of GW's poison. I don't think damage-per-round is hard to understand nor an egregious departure from standard poison rules. Whereas I think Delay Poison etc. not working IS.




Lacerated already states how it may be ended.So it can only be cured by non-magical means?




Each point of AC removed is a 5% increase in the chance to hit. Granting such a huge bonus was never the intent of the condition - it's a minor
inconvencience that sets up secondary abilities.well that accurately reflects what it did in GW... but it was pretty underwhelming in GW, and it was strictly inferior to inflicting poisoned or crippled etc. I'm not really a fan of porting over abilities that won't be used; I'd like to see it be useful.

Jarian
2011-03-11, 08:29 PM
So it can only be cured by non-magical means?

That was the intention. Simply receiving a CLW and stopping the entire condition makes it very underwhelming. I'll add in a stipulation about heal though, just in case.



well that accurately reflects what it did in GW... but it was pretty underwhelming in GW, and it was strictly inferior to inflicting poisoned or crippled etc. I'm not really a fan of porting over abilities that won't be used; I'd like to see it be useful.

I see a +6 dex modifier at or very near the beginning of a Ranger's career, meaning a +15% chance to hit. I see a +10 or better near the end of his career, for a +25% chance to hit. Your suggestion makes cracked armor give a minimum of a +50% chance to hit at 20. I don't think that's a good idea for a condition that's a prerequisite for other, stronger abilities.

Seraphiel
2011-03-11, 11:31 PM
I've liked your translated classes. But I think this is the only one that I'd play. =x Nice picture :D.

peterpaulrubens
2011-03-12, 02:05 PM
That was the intention. Simply receiving a CLW and stopping the entire condition makes it very underwhelming. I'll add in a stipulation about heal though, just in case.
[quote]But that's what conditions are supposed to do. They're not "HAHA OWNED!" abilities, they're something that's just annoying enough to have to deal with. They're meant to force the enemy to stop doing what they want to do and cast CLW instead.


[QUOTE=Jarian;10538932]
I see a +6 dex modifier at or very near the beginning of a Ranger's career, meaning a +15% chance to hit. I see a +10 or better near the end of his career, for a +25% chance to hit. Your suggestion makes cracked armor give a minimum of a +50% chance to hit at 20. I don't think that's a good idea for a condition that's a prerequisite for other, stronger abilities.
I don't see how it's a prereq for anything. Cracked Armor doesn't work for the Scavenger skills, and the only skill with prerequisites I see is Focused Shot, and it and its prereq (Determined Shot) have nothing to do with Cracked Armor.

At level 20, it'd take off ~15 points of armor, after failing a DC30 Reflex save. I guess that doesn't seem unreasonable to me considering the armor levels your opponents will likely have when you're 20th level(!), or considering what failing a save in general usually means at the Rocket Tag levels.

Jarian
2011-03-14, 12:49 AM
But that's what conditions are supposed to do. They're not "HAHA OWNED!" abilities, they're something that's just annoying enough to have to deal with. They're meant to force the enemy to stop doing what they want to do and cast CLW instead.

Our opinions seem to differ on this. I see making the Heal skill slightly more useful as a good thing, and it still accomplishes the "spend an action doing this or take X negative effect" thing just as well.



I don't see how it's a prereq for anything. Cracked Armor doesn't work for the Scavenger skills, and the only skill with prerequisites I see is Focused Shot, and it and its prereq (Determined Shot) have nothing to do with Cracked Armor.

I was actually referring more to the Paragon and Dervish cracked armor skills, though it's not entirely fair to assume that just because the Ranger will be in a game, so will the other two. Scavenger skills should trigger off of cracked armor though, so I'll fix that presently.

peterpaulrubens
2011-03-14, 11:42 AM
Our opinions seem to differ on this. I see making the Heal skill slightly more useful as a good thing, and it still accomplishes the "spend an action doing this or take X negative effect" thing just as well.

Making the Heal skill useful is good. Making its effects irreproducible by magic is bad.

Bleeding Guy: "Tell me again why you're wrapping a wine-soaked rag around my leg instead of using your magic?"
Cleric: "Because the magic won't stop the bleeding."
Bleeding Guy: "So even though your magic can knit my flesh together as good as new... The flesh will still bleed?"
Cleric: "Yep."
Bleeding Guy: "So open wound plus wine-soaked rag will bleed less than a completely healed wound."
Cleric: "Yep. Now shut up and soak another rag."

Jarian
2011-03-14, 12:28 PM
More like:

Player: "Why can't my 1st level spell end this again?"
DM: "Because somebody got tired of magic solving everything at level 1, I guess."
Player: "But magic can end this, right?"
DM: "Yeah. Panacea or Heal or whatever. Do you have it prepared?"

peterpaulrubens
2011-03-14, 01:02 PM
Panacea or Heal or whatever.
Fantastic. The text for the Lacerated condition should specify Panacea and Heal and all of the whatevers.

It's not that I think that Cure Light Wounds should be able to remove the condition, it's that currently nothing will remove it.