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unosarta
2011-10-04, 10:15 AM
The Ranger

http://th07.deviantart.net/fs70/PRE/f/2010/252/a/d/ranger_by_k_atrina-d2ye50h.jpg
[1] (http://k-atrina.deviantart.com/art/Ranger-178698977)

“My feet are like tongues of spun silver. They slowly pace across the floor of the world, the ceiling of all sight, through the gardens of the gods, and past the wonders of the universe, all the while whispering softly into the darkness, waiting for the cry, sweet like honeysuckle, of my prey. For it will come, while I draw breath, and maybe even after.”
~Gorin, Midnight Upon Dusk, the Sunset of Days


http://fc02.deviantart.net/fs70/i/2010/091/1/9/The_Ranger_by_AlishmcMalish.jpg
[2] (http://alishmcmalish.deviantart.com/art/The-Ranger-158841044)

Adventures: Rangers adventure because there is a need. Unlike many classes, most Rangers do not adventure for a need that is specifically personal. Some adventure to help their family, their community, or their country, but rarely do they adventure to find something that is personal to them. Of course, this is not the rule, and there are Rangers who adventure for revenge, for pleasure, or for power, but they tend to be the minority.

Characteristics: Rangers tend to be solitary, often brooding or introverted. There are some exceptions to this rule, but in general it tends to be true. Rangers, on the general though, remain consistent allies and friends, staying true to what they believe in.

Alignment: Rangers can be of any alignment. Evil Rangers and good Rangers coexist by need if not because they simply do not care enough about alignment. Many are apathetic in moral and ethical grounds, knowing the harsh realities of life that cause the need for evil and good, law and chaos.

Religion: Rangers tend to stay away from organized religion, if only because most view it as a crutch that is used to push away inner weakness, and also because that act of pushing away weakness does not remove it, but simply ignore it, which will get you killed very quickly unless you consolidate and remove weaknesses.

Background: Rangers come from any background, although rarely do Rangers come from resource rich backgrounds. The concept of conservation of energy, food, resources and thoughts is not something that is highly induced in rich countries. Still, Rangers appear throughout the planes, and tend to do well wherever they go.

Races: Rangers can come from most any race. Most if not all races have some penchant for hunting and living off of the land.

Other Classes: Rangers do not do very well with others, even Rangers whose specialty is Charisma. They can deal with melee characters, especially martial ones, but casters tend to be rather archaic and confusing, and rogues and bards tend to think in a way that is very different than the mind of the Ranger.

Role: Rangers are mostly combat characters. They can fulfill the role of a “tank”, if they take the role of the Berserker, or that of the sneaky character as the Thief-Acrobat, but their general role is that of a melee combatant. However, they do receive enough skills to be able to effectively be a skill monkey as well.


http://fc07.deviantart.net/fs7/i/2005/178/7/0/A_Ranger_by_RoninReIIiK.jpg
[3] (http://roninreiiik.deviantart.com/art/A-Ranger-19965034)

Abilities: The Ranger’s key Ability score is Strength or Dexterity depending on their path, and whichever Ability score they have chosen at first level. The chosen ability score modifier governs their special abilities, and Dexterity or Strength determines how effective they are in combat. Constitution is also important, as it is for most characters, as it governs the Ranger’s hit points.
Alignment: Any
Hit Die: d8

Class Skills: The Ranger’s key skills (and associated ability score) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex) and Use Rope (Dex).
Skill Points at 1st Level: (6 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 6 + Intelligence modifier


http://fc02.deviantart.net/fs18/f/2007/146/7/6/Dark_ranger_by_Galligi.jpg
[4] (http://galligi.deviantart.com/art/Dark-ranger-56168547)

RANGER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Maneuvers Known|Maneuvers Readied|Stances Known

1st|
+1|
+1|
+2|
+0|Track, By Will Word or Wit|
4|
4 (1)|
1

2nd|
+2|
+2|
+3|
+0|Wild Strider|
4|
4 (1)|
1

3rd|
+3|
+2|
+3|
+1|--|
5|
4 (1)|
1

4th|
+4|
+2|
+4|
+1|Combat Style (First Step)|
5|
4 (1)|
2

5th|
+5|
+3|
+4|
+1|--|
6|
4 (1)|
2

6th|
+6/+1|
+3|
+5|
+2|Special Ability|
6|
4 (1)|
2

7th|
+7/+2|
+4|
+5|
+2|--|
7|
4 (1)|
2

8th|
+8/+3|
+4|
+6|
+2|Combat Style (Second Step)|
7|
5 (2)|
2

9th|
+9/+4|
+4|
+6|
+3|--|
8|
5 (2)|
2

10th|
+10/+5|
+5|
+7|
+3|Special Ability|
8|
5 (2)|
3

11th|
+11/+6/+1|
+5|
+7|
+3|--|
9|
5 (2)|
3

12th|
+12/+7/+2|
+6|
+8|
+4|Combat Style (Third Step)|
9|
5 (2)|
3

13th|
+13/+8/+3|
+6|
+8|
+4|--|
10|
5 (2)|
3

14th|
+14/+9/+4|
+6|
+9|
+4|Special Ability|
10|
5 (2)|
3

15th|
+15/+10/+5|
+7|
+9|
+5|--|
11|
6 (3)|
3

16th|
+16/+11/+6/+1|
+7|
+10|
+5|Combat Style (Fourth Step)|
11|
6 (3)|
4

17th|
+17/+12/+7/+2|
+8|
+10|
+5|--|
12|
6 (3)|
4

18th|
+18/+13/+8/+3|
+8|
+11|
+6|Special Ability|
12|
6 (3)|
4

19th|
+19/+14/+9/+4|
+8|
+11|
+6|--|
13|
6 (3)|
4

20th|
+20/+15/+10/+5|
+9|
+12|
+6|Combat Style (Fifth Step), Dual Strike|
13|
7 (4)|
4 [/table]


http://th01.deviantart.net/fs27/PRE/f/2008/184/7/8/78334a3b8a021363b43e5b2acd74fa96.jpg
[5] (http://grandanvil.deviantart.com/art/Elf-Ranger-90453871)

Weapon Proficiencies: The Ranger is proficient with all simple and martial weapons. He is also proficient with light and medium armor, but not with shields.

Maneuvers: Rangers begin with knowledge of six maneuvers. The Disciplines available to them are Tiger Claw, Shadow Hand, Diamond Mind, and Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802).

Once the Ranger knows a maneuver, he must ready it before he can use it. A maneuver used by a Ranger is considered an extraordinary ability unless specified otherwise. Maneuvers are not affected by spell resistance, and do not provoke attacks of opportunity when initiated.

The Ranger learns higher level maneuvers as his level increases, as noted upon the following table:
{table=head]Level|Maneuver level

1-2|
1

3-4|
2

5-6|
3

7-8|
4

9-10|
5

11-12|
6

13-14|
7

15-16|
8

17+|
9[/table]
He must meet all prerequisites in order to learn a maneuver.

Upon reaching fourth level, and every even level thereafter, the Ranger may choose to learn a new maneuver in place of one he already knows. He can choose a new maneuver of any level he likes, as long as he observes the restriction on highest level maneuver he can learn. He need not replace the old maneuver with a maneuver of the same level. He may only swap a single maneuver at a given level.

Maneuvers Readied: The Ranger can ready five maneuvers he knows at first level, and must choose which to ready of the six he knows. He readies maneuvers by praying or meditating for 5 minutes. The maneuvers he chooses remain readied until he decides to meditate again, and change his maneuvers.

He begins an encounter with all of his readied maneuvers unexpended, regardless of how many times he may have used them since he chose them. When he initiates a maneuver, he expends it for the current encounter; basically, each of his readied maneuvers can be used once per encounter, unless he recover a maneuver.

Rangers, unlike many martial adepts, rely on flashes of intuition and rushes of creativity to initiate their maneuvers. As such, they don’t control access to their readied maneuvers. Before they take their first action in an encounter, two of his readied maneuvers are chosen randomly, and granted to him. The rest of his maneuvers are withheld, currently inaccessible. At the end of each turn, one of the withheld maneuvers, randomly chosen, is granted to the Ranger, and thus become accessible for his turn, and the rest of his turns. He can freely initiate any maneuver that is currently granted when his turn begins, but he cannot initiate a withheld maneuver. If he chooses to not employ a maneuver in the course of a given round, his current granted maneuvers remain the same, and he still gains a new maneuver that was withheld. It doesn’t matter if he initiates a maneuver in the round or not, he still gets the withheld maneuver.

When the Ranger has no more readied maneuvers to be granted, he must spend a full round doing nothing but attacking or moving, and then he recovers all expended maneuvers, and a gains his number of randomly chosen readied maneuvers from his withheld maneuvers.

Stances Known: The Ranger begins play with knowledge of one maneuver from the Tiger Claw, Shadow Hand, Diamond Mind, or Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802) disciplines. At fourth, tenth, and sixteenth levels, the Ranger can choose a new stance. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he is currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance descriptor.

By Will Word or Wit: When the Ranger takes their first level in this class, they must choose whether to have their class features be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.

Track (Ex): The Ranger gains the Track feat. In addition, he gains a Competency bonus to all Survival checks made to track equal to his chosen ability score modifier. This bonus may not be greater than his Ranger level.

Wild Strider (Ex): Starting at second level, the Ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Combat Style (Ex): Starting at fourth level, the Ranger may choose a combat style upon which to follow. After choosing their style, they may not change it. They gain a benefit from their path, and an additional benefit at eighth level and every four levels thereafter (12th, 16th, 20th). The styles are Skirmisher, Archer, Berserker, Beast, Thief Acrobat, and Bounty Hunter. Each plays a certain role.

Combat Styles

SkirmisherFirst Step: The Ranger deals bonus damage equal to 1/4 of his level after moving at least 10 feet, and gains a Dodge bonus equal to 1/5 of his Ranger level to his armor class after moving at least 10 feet.

Second Step: The Ranger may make a full attack as a standard action. After using this ability, the Ranger must wait 5 rounds before using it again.

Third Step: The Ranger gains a bonus to Base Land speed equal to his chosen Ability score modifier times five. This bonus may not cause his Base Land speed to go to more than double his normal Base Land speed.

Fourth Step: Once per encounter, the Ranger may, as a move action, teleport up to 10 times his chosen Ability score modifier feet in any direction. He does not bring along any thing besides what he is wearing or holding. He may not bring along creatures or living things. This effect is not a Conjuration (Teleportation) effect. This is a supernatural ability.

Fifth Step: Once per day, the Ranger may, as a swift action, spread any number of attacks in a full attack throughout his movement. (E.G. He may move 5 feet, make a melee attack against an opponent once, then move 20 feet and attack an opponent twice, and then move 5 feet.)


ArcherFirst Step: The Ranger deals a bonus 1d6 damage per four Ranger levels he possesses on all ranged attacks.

Second Step: As an immediate action, the Ranger may make an attack of opportunity with any one ranged weapon he is currently wielding. For these purposes, the Ranger is considered to threaten an area of 30 feet from himself, or one half of his Weapon's Range Increment, whichever is lower. After using this ability, he must wait 5 rounds before using it again.

Third Step: The Ranger gains an Insight bonus to all ranged attack rolls equal to his Chosen ability score modifier.

Fourth Step: Once per encounter, the Ranger may, as a move action, gain the ability to Initiate a maneuver with a range of melee that he knows and can Initiate as a ranged attack instead, for one round. This ability cannot be used on maneuvers that target more than one creature. The maneuver must have an Initiating time of a standard action.

Fifth Step: Once per day, the Ranger may, as a swift action, double the number of attacks he makes on his next ranged full attack within one round. All attacks made in this way take a -2 Penalty.


BeserkerFirst Step: The Ranger gains a +1 bonus to damage every time he successfully strikes that opponent with a melee attack. He can only gain +1 per round in this way, to a maximum possible bonus of +5. The bonus fades at the end of the encounter.

Second Step: As a move action, the Ranger may enter a rage for 2 rounds. For the duration, he gains a +4 enhancement bonus to Strength and Dexterity, as well as a +2 Resistance bonus to Will saves, and a +2 Competency bonus to Strength and Dexterity based skill checks, but he takes a -2 penalty to Armor Class. After the duration ends, the Ranger must wait 5 rounds before using this ability again.

Third Step: At the start of an encounter the Ranger gains Fast Healing equal to his chosen Ability score modifier. This Fast Healing lasts until the end of the encounter.

Fourth Step: Once per encounter, the Ranger may, as a move action, gain Damage Reduction 10/Adamantine, for 3 rounds.

Fifth Step: Once per day, as a move action, the Ranger may ignore damage for 3 rounds. He takes no damage during that time, and cannot die by mundane means. At the end of the three rounds, he takes all of the damage he would have taken during the duration of the effect.


BeastFirst Step: The Ranger gains two Claw attacks that deal 1d6 damage. The base damage of these claws increases by one step at fourth level and every three levels thereafter (7th, 10th, 13th, 16th, 19th). He may choose to lose the effects of the claws as a swift action, or regain their effects again as a swift action. While he gains the benefits of the claws, he cannot wield melee or ranged weapons in his hands.

Second Step: As a move action, the Ranger may gain the reach of a creature who is one size category larger than his size category for one round. After using this ability, the Ranger must wait 5 rounds before using it again.

Third Step: The Ranger gains a Competency bonus to Attack rolls made with his natural weapons.

Fourth Step: Once per encounter, the Ranger may, as a move action, cause his next melee attack to inflict a bleeding wound on the opponent. A creature with a bleeding wound takes additional damage at each round following the round in which it gained the wound to equal to the amount of base damage dealt by one of the Ranger's Claws. This last for 2 rounds.

Fifth Step: Once per day, the Ranger may, as a move action, cause his next successful melee attack to allow him to make a grapple attempt as a free action, without provoking attacks of opportunity. He need not make the touch attack that is normally necessary to start a Grapple attempt.


Thief AcrobatFirst Step: The Ranger gains a Competency bonus equal to 1/4 of his Ranger level to Hide, Move Silently, Tumble, and Balance checks.

Second Step: As a move action, the Ranger may, as a move action, make a (DC 10 + 1/2 Initiator level + chosen Ability score modifier) Tumble check and move up to his base land speed. His movement provokes no attacks of opportunity. If the Tumble check is successful, he may make a single melee attack or initiate a Strike against a single opponent during this movement. The Strike may not be of the highest level that he can initiate.

Third Step: The Ranger gains a Competency bonus to attack rolls made after a successful Hide or Tumble check, within one round of making the check, equal to his chosen Ability score modifier.

Fourth Step: Once per encounter, the Ranger may, as a move action, gain the ability to make a melee attack or initiate a Strike while using the Hide skill, without the target of the attack or Strike seeing the Ranger.

Fifth Step: Once per day, the Ranger may, as move action, gain the effects of the Greater Invisibility spell for three rounds. This is a supernatural effect.


Bounty HunterFirst Step: The Ranger deals a bonus +1d6 non-lethal damage per three Ranger levels whenever they deal non-lethal damage to a creature, and gains a Competency bonus to Search, Spot, Listen and Survival checks equal to 1/4 of his Ranger level.

Second Step: As a move action, the Ranger may cause his next melee attack within one round to cause the creature, if struck to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier), or be Slowed, as the condition, for 2 rounds. After using this ability, the Ranger must wait 5 rounds before using it again.

Third Step: The Ranger gains a bonus to attack rolls equal to his chosen Ability score modifier against creatures who are Slowed, who have a move speed penalty, or who have lost an action due to a condition or effect.

Fourth Step: Once per encounter, as a move action, the Ranger may cause his next melee attack within 2 rounds to force his opponent to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier) or be stunned for 1 round.

Fifth Step: Once per day, the Ranger may, as a move action, cause his next melee attack within 5 rounds to force his opponent to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier) or become paralyzed for 3 rounds.

Special Ability (Ex): Starting at sixth level, the Ranger may choose a single ability from the following list of special abilities. He gains another ability every four levels thereafter (10th, 14th, and 18th).
Evasion (Ex): The Ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used even if the Ranger is wearing light or heavier armor. A helpless Ranger does not gain the benefit of evasion.

Uncanny Dodge (Ex): The Ranger can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If the Ranger already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead. This ability may not be taken more than once.

Skill Boost (Ex): The Ranger, upon gaining this ability, chooses 3 skills. He gains a +4 Competency bonus with those skills.

Skill Mastery (Ex): The Ranger chooses one skill. He may take ten with that skill, even when under duress or danger, even if he would otherwise be unable to.

Discipline Focus (Ex): The Ranger chooses a discipline. He gains a +3 Insight bonus to all attacks made with Discipline weapons, and a +2 Competency bonus to the associated Discipline skill. In addition, he may automatically choose one of his granted maneuvers, so long as it is from his chosen Discipline. This ability may only be taken once.

Bonus Feat (Ex): The Ranger gains a bonus feat. He must qualify for all prerequisites associated with the feat.

Dual Strike (Ex): Starting at twentieth level, the Ranger may, once per encounter, initiate two different strikes against the same target, as a full round action. The strikes may not be of the highest level the Ranger can initiate. The Initiating time of the strikes must be standard action or less.


http://fc09.deviantart.net/fs12/f/2006/324/3/a/Elf_Ranger_by_sypri.jpg
[6] (http://sypri.deviantart.com/art/Elf-Ranger-43369917)

unosarta
2011-10-04, 10:24 AM
Explanation

This is a replacement for the Ranger class. I was sort of frustrated with other Ranger fixes that tried to implement the paradigm of Dual Wielding and Archery, when a base class should be able to represent so much more. Indeed, I wanted something that would help differentiate a ToB Ranger from other ToB classes, other than feats, which is why I included the Combat Styles, mimicking the Combat Styles of the original ranger, but making them more encompassing, with actual abilities instead of just feats. I hope this has mirrored my intentions, and feel free to tell me if it hasn't.

This class is also intended to be used in the Vion campaign setting, the links to which are in my signature.

Thank you for reading this, and thanks for any comments or criticisms you have! :smallsmile:

gkathellar
2011-10-04, 03:30 PM
Well, this is just about the only ToB version of the ranger I've seen that I've actually liked. Good job, though I'm a little worried about its power level — between its Maneuvers Known/Readied, the Crusader recovery mechanic, Combat Style and special abilities, it seems like it might blow the other initiators out of the water.

Also, either way, you should probably make a note that Falling Star's save DCs need to be fixed, because they're crazy broken like woah.


I was sort of frustrated with other Ranger fixes that tried to implement the paradigm of Dual Wielding and Archery, when a base class should be able to represent so much more.

This.

gkathellar
2011-10-04, 06:02 PM
There's some Age of Warriors thread somewhere with four or five different archery-based disciplines, some of which are quite good. Fax's Falling Star is excellent, but the save DCs use skill ranks, which puts them way above standard for maneuvers by mid-levels.

I really like the class and its abilities as they are, so I'm in favor of scaling back the number of maneuvers known/readied (possibly to below Warblade levels). A weaker recovery mechanic might also be a good idea.

unosarta
2011-10-04, 06:21 PM
There's some Age of Warriors thread somewhere with four or five different archery-based disciplines, some of which are quite good. Fax's Falling Star is excellent, but the save DCs use skill ranks, which puts them way above standard for maneuvers by mid-levels.

I really like the class and its abilities as they are, so I'm in favor of scaling back the number of maneuvers known/readied (possibly to below Warblade levels). A weaker recovery mechanic might also be a good idea.

I think Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802) looks good. It fits the idea I had for an archery Ranger perfectly.

I think scaling it back is a good. As a note; the recovery mechanic is already worse than that of the normal Crusader. The Ranger has to spend a round doing nothing but attacking or moving, and then his maneuvers are regained and regranted.

zagan
2011-10-05, 08:50 AM
It's been a long time since I've peached some of your work but I've just found this one and I have some times, so I'll give it a try.

HD and skills: No problem.

bab, saves: Why the weird Fort saves ? I recommand granting a stacking +1 bonus to Fort save at 5th, 11th and 17th level, for a total of +3. That way you get the same result but you stay within the "normal" vound of the game.

Maneuvers: Same quantity as warblade but with recovery mechanic similar to crusader. Seem fair to me.



By Will Word or Wit:[/color] When the Ranger takes their first level in this class, they must choose whether to have their class features be based off of Intelligence, Charisma, or Wisdom. After making this choice, they may not switch it.

Make sense particularly with the various combat style. Might have been more thematic to impose an ability modifier depending on the style chosen, like Int for skirmisher and archer, Wis for the berserker and beast and Cha for the thief accribat and bounty hunter. But that's personal.

Track: I like the bonus, it make sense for a ranger to be better at tracking than other. I would recommand capping the bonus equal to ranger level. The
class is less "dippable" that way. (A little less anyway).



Wild Strider (Ex):[/color] Starting at second level, the Ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Why not just call it woodland stride, like before ? In addition as written it's superior to woodland stride because it work even against magical overgrown area.



Combat Style (Ex):[/color] Starting at fourth level, the Ranger may choose a combat style upon which to follow. After choosing their style, they may not change it. They gain a benefit from their path, and an additional benefit at eighth level and every four levels thereafter (12th, 16th, 20th). The styles are Skirmisher, Archer, Berserker, Beast, Thief Acrobat, and Bounty Hunter. Each plays a certain role.

The big part of the class, let's see what we got.



Skirmisher
First Step: The Ranger deals bonus damage equal to 1/4 of his level after moving at least 10 feet, and gains a Dodge bonus equal to 1/5 of his Ranger level to his armor class after moving at least 10 feet.

Poor man skirmish but it's no precision damage so there's that.



Second Step: The Ranger may make a full attack as a standard action. After using this ability, the Ranger must wait 5 rounds before using it again.

Very nice that.



Third Step: The Ranger gains a bonus to Base Land speed equal to his chosen Ability score modifier times five. This bonus may not double his Base Land speed.

So hum, if your base land speed is 30 you can't gain more than +25 (with a +5 modifier) to your speed. Okay, but the wording seem weird to me. (even if I don't really know how to change it at the moment)



Fourth Step: Once per encounter, the Ranger may, as a move action, teleport up to 10 times his chosen Ability score modifier feet in any direction. This is a supernatural ability.

You may need to stat what the ranger can or cannot bring with him (maximum load, small creature like a familliar or an animal companion gained from another class ?). Also does it count as a conjuration (teleportation) effect ?



Fifth Step: Once per day, the Ranger may, as a move action, spread any number of attacks in a full attack throughout his movement. (E.G. He may move 5 feet, make a melee attack against an opponent once, then move 20 feet and attack an opponent twice, and then move 5 feet.)

Not bad at all.


Archer
First Step: The Ranger gains a Competency bonus to Spot, Search and Listen checks equal to 1/4 of his Ranger level.

Seem a little weak to me.



Second Step: As a move action, the Ranger may extend the range increment of his ranged weapon by 1.5 for one round. After using this ability, he must wait 5 rounds before using it again.

Yeah, hum I suppose. I fear it won't see much use. I mean with weapon such as dart or javelin the bonus is so small that it hardly matter, with weapon such as longbow being 120ft or 180ft away don't change much in neither case your foe probably don't know your there. It might be slightly useful with shortbow to be outside charging range but that's all.
In addition it's a move action to use so you can only fire one projectile.



Third Step: The Ranger gains an Insight bonus to all ranged attack rolls equal to his Chosen ability score modifier.

That's much better.



Fourth Step: Once per encounter, the Ranger may, as a move action, Initiate a melee maneuver that he knows and can Initiate as a ranged attack instead. This ability cannot be used on maneuvers that target more than one creature.

The wording is a little confusing. First it should be "initiate a maneuver with a range of melee" and second you use the maneuver as a move action or does expending the move action allow you to then use the maneuver. Wgat if the maneuver as an intiating time greater then a standard action (like avalanche of blade or bounding assault with a full round).
The idea is cool but need work.



Fifth Step: Once per day, the Ranger may, as a move action, double the number of attacks he makes on his next ranged full attack. All attacks made in this way take a -2 Penalty.

Hum, what ? You expend a move action to gain a bonus on your next full-attack. So for example I could expand my move action in the morning, and as long as I don't full attack during the day (limiting a little but with standard action strike doable) I get a double full attack in the evening ? Or simpler just do it before the start of a boss encounter to make a big full attack at the start of combat.

I recomand instead a swift action and until the end of the round.


Beserker
First Step: The Ranger gains a +1 bonus to damage every time he successfully strikes that opponent with a melee attack. He can only gain +1 per round in this way, to a maximum possible bonus of +5.

How long does the bonus last ? End of encounter ?



Second Step: As a move action, the Ranger may enter a rage for 2 rounds. For the duration, he gains a +4 enhancement bonus to Strength and Dexterity, as well as a +2 Resistance bonus to Will saves, and a +2 Competency bonus to Strength and Dexterity based skill checks, but he takes a -2 penalty to Armor Class. After the duration ends, the Ranger must wait 5 rounds before using this ability again.

That's a short rage. I understood that you don't want to step too badly on the barbarian toe but that's a little much. Perhaps 5 rounds but only +2 Str and Dex instead. (and not enhancement bonus in that case).



Third Step: The Ranger gains Fast Healing equal to his chosen Ability score modifier. This Fast Healing is per minute, outside of combat.

Unclear. It's normal per round fast healing during combat but it slow down outside of it ?
Interesting idea, I suppose that if you really take a lot of damage you might be full before the next encounter. Any specific reason for making it work that way ?



Fourth Step: Once per encounter, the Ranger may, as a move action, gain Damage Reduction 10/Adamantine, for 3 rounds.

That one is nice.



Fifth Step: Once per day, as a move action, the Ranger may ignore damage for 3 rounds. He takes no damage during that time, and cannot die by mundane means. At the end of the three rounds, he takes all of the damage he would have taken during the duration of the effect.

Cool effect even if very dangerous, I like it.


Beast
First Step: The Ranger gains two Claw attacks that deal 1d6 damage. The base damage of these claws increases by one step at fourth level and every three levels thereafter (7th, 10th, 13th, 16th, 19th).

Perhaps the best first step so far, particularly with scaling damage. Compared to a bonus to speed, a few perception skills or even a limited bonus to damage.



Second Step: As a move action, the Ranger may gain the reach of a creature who is one size category larger than his size category for one round. After using this ability, the Ranger must wait 5 rounds before using it again.

That one is nice.



Third Step: The Ranger gains a Competency bonus to Attack rolls made with his natural weapons.

What's the bonus value ? (I presume chosen ability modifier but)



Fourth Step: Once per encounter, the Ranger may, as a move action, cause his next melee attack to cause the opponent to bleed for a number of damage equal to his Claw’s base damage every round, for 2 rounds.

This may need better wording. For example:
"Once per encounter, the Ranger may, as a move action, cause his next melee attack to inflict a bleeding wound to the opponent. A creature with bleeding wound take additional damage at each round following the round in which it gain the wound to equal to the amount of base damage dealt by one of your Claw. This last for 2 rounds."

You may also want to specify that the melee attack need to be done with the claw otherwise it seem just weird.



Fifth Step: Once per day, the Ranger may, as a move action, cause his next successful melee attack to allow him to make a grapple attempt as a free action, without provoking attacks of opportunity.

Same duration issue as archer.
It's like the improved grab special ability but you still need to make the touch attack ? and you need to expend a move action to gain it. As far as capstone go it's not great.


Thief Acrobat
First Step: The Ranger gains a Competency bonus equal to 1/4 of his Ranger level to Hide, Move Silently, Tumble, and Balance checks.

Same thing as archer but with four skill so it's a little better.



Second Step: As a move action, the Ranger may, as a move action, make a (DC 10 + 1/2 Ranger level + chosen Ability score modifier) Tumble check and move up to his base land speed. His movement provokes no attacks of opportunity. If the Tumble check is successful, he may make a single melee attack or initiate a Strike against a single opponent during this movement. The Strike may not be of the highest level that he can initiate.

Some issues with this one.
-Why do the tumble check become harder as you gain level ? That's unique as far as I know (well no truenaming is similar but it's truenaming !)
It encourage taking level in other class to make it easier.
-Even if you failled on the check you don't provok for moving is that normal ? just that seem like a good ability to me.
-You can initiate any sort of strike that way, even full-round action one ?
-Unlike the other second step ability this one is at will without 5 rounds wait ?



Third Step: The Ranger gains a Competency bonus to attack rolls made after a Hide or Tumble check equal to his chosen Ability score modifier.

You gain the bonus even if you fail the check ?



Fourth Step: Once per encounter, the Ranger may, as a move action, gain the ability to make a melee attack or initiate a Strike while using the Hide skill, without the target of the attack or Strike being aware of the attack or Strike.

This one is awesome ! Wording at the end is weird the target don't realise at all that they've been attacked ? You might use time stand still and the target won't realise that they've been hit by eight attack ?
I think you mean without seeing the ranger.



Fifth Step: Once per day, the Ranger may, as move action, gain the effects of the Greater Invisibility spell for four rounds. This is a supernatural effect.

Cool.


Bounty Hunter
First Step: The Ranger deals a bonus +1d6 non-lethal damage per three Ranger levels whenever they deal non-lethal damage to a creature, and gains a Competency bonus to Search, Spot, Listen and Survival checks equal to 1/4 of his Ranger level.

This one good way better than archer, one more skill and bonus non-lethal damage.



Second Step: As a move action, the Ranger may cause his next melee attack within one round to cause the creature, if struck to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier), or be Slowed, as the condition, for 1 round. After using this ability, the Ranger must wait 5 rounds before using it again.

Nice idea, but slowed for one round seem weak. Two at least.
Why does the DC is based on initiator level instead of ranger level ?



Third Step: The Ranger gains a bonus to attack rolls equal to his chosen Ability score modifier against creatures who are Slowed, who have a move speed penalty, or who have lost an action due to a condition or effect.

Combo with the previous ability. Nice



Fourth Step: Once per encounter, as a move action, the Ranger may cause his next melee attack within 2 rounds to force his opponent to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier) or be stunned for 1 round.

Cool, same DC question.



Fifth Step: Once per day, the Ranger may, as a move action, cause his next melee attack within 5 rounds to force his opponent to make a Fortitude save (DC 10 + 1/2 Initiator Level + chosen Ability score modifier) or become paralyzed for 3 rounds.[/spoiler]

Very cool, same DC question.



Special Ability (Ex): Starting at sixth level, the Ranger may choose a single ability from the following list of special abilities. He gains another ability every four levels thereafter (10th, 14th, and 18th).

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

Uncanny Dodge (Ex): The Ranger can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If the Ranger already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.

Can i select uncanny dodge twice to gain improved uncanny dodge ?



Skill Boost (Ex): The Ranger, upon gaining this ability, chooses 3 skills. He gains a +4 Competency bonus with those skills.

Little bland but as a specila ability it pass better than for the first step of some of the style.



Skill Mastery (Ex): The Ranger chooses one skill. He may take ten with that skill, even when under duress or danger.

does this allow you to take 10 even with skills that do not normally allow it ?



Discipline Focus (Ex): The Ranger chooses a discipline. He gains a +3 Insight bonus to all attacks made with Discipline weapons, and a +2 Competency bonus to the associated Discipline skill. In addition, he may automatically choose one of his granted maneuvers, so long as it is from his chosen Discipline. This ability may only be taken once.

What do you mean he may "automatically choose one of his granted maneuvers" ? You gain one bonus maneuvers ?



Bonus Feat (Ex): The Ranger gains a bonus feat. He must qualify for all prerequisites associated with the feat.

Okay.


Dual Strike (Ex): Starting at twentieth level, the Ranger may, once per encounter, initiate two different strikes against the same target, as a full round action. The strikes may not be of the highest level the Ranger can initiate.

Very cool, just you may need to specify that initiating time of both maneuver.

Conclusions: A very good idea but need some polishing.

unosarta
2011-10-05, 10:11 AM
It's been a long time since I've peached some of your work but I've just found this one and I have some times, so I'll give it a try.
Thanks!


bab, saves: Why the weird Fort saves ? I recommand granting a stacking +1 bonus to Fort save at 5th, 11th and 17th level, for a total of +3. That way you get the same result but you stay within the "normal" vound of the game.
That is a medium progression save. Honestly, this class doesn't deserve full reflex and fortitude, nor is only one good save a good way to go about it, which is the point of having a medium progression.


Maneuvers: Same quantity as warblade but with recovery mechanic similar to crusader. Seem fair to me.
Actually, worse than the Crusader, but otherwise yes.


Make sense particularly with the various combat style. Might have been more thematic to impose an ability modifier depending on the style chosen, like Int for skirmisher and archer, Wis for the berserker and beast and Cha for the thief accribat and bounty hunter. But that's personal.
Meh, I like letting characters choose how they progress. I could see a beast with Intelligence, an Archer with Wisdom, or a Skirmisher with Charisma. I would love for that to happen.


Track: I like the bonus, it make sense for a ranger to be better at tracking than other. I would recommand capping the bonus equal to ranger level. The
class is less "dippable" that way. (A little less anyway).
Good idea.


Why not just call it woodland stride, like before ? In addition as written it's superior to woodland stride because it work even against magical overgrown area.
Well, I wanted it to be slightly different. Also, this ability is literally a complete quote of the Ranger ability, so, you know...


Poor man skirmish but it's no precision damage so there's that.
It actually ends up being slightly less than Skirmish, in terms of bonus damage (the AC remains about the same), but I am okay with that because most of the maneuvers the character will be using are going to be doing bonus damage anyway, so laying the damage on heavy isn't a good idea.


So hum, if your base land speed is 30 you can't gain more than +25 (with a +5 modifier) to your speed. Okay, but the wording seem weird to me. (even if I don't really know how to change it at the moment)
Oh, I meant it couldn't go past double their base land speed, so 60 is fine, but 65 or 80 isn't.


You may need to stat what the ranger can or cannot bring with him (maximum load, small creature like a familliar or an animal companion gained from another class ?). Also does it count as a conjuration (teleportation) effect ?
Hm, not a bad idea. My main thought was that they could only bring their carried items, and it does not count as teleportation.


Seem a little weak to me.
As a note, the final steps in the Combat Style aren't really supposed to be that powerful. I mean, yes, they are per day, but they aren't supposed to eclipse the power of any one maneuver.


Yeah, hum I suppose. I fear it won't see much use. I mean with weapon such as dart or javelin the bonus is so small that it hardly matter, with weapon such as longbow being 120ft or 180ft away don't change much in neither case your foe probably don't know your there. It might be slightly useful with shortbow to be outside charging range but that's all.
In addition it's a move action to use so you can only fire one projectile.
This is a good point. What would you suggest? The main point was that, if you have a target who is really (or even slightly) far away, you can initiate a maneuver on them still. Maybe allow him to use Attacks of Opportunity from within close range with his ranged weapon?


The wording is a little confusing. First it should be "initiate a maneuver with a range of melee" and second you use the maneuver as a move action or does expending the move action allow you to then use the maneuver. Wgat if the maneuver as an intiating time greater then a standard action (like avalanche of blade or bounding assault with a full round).
The idea is cool but need work.
Making the move action allows you to use the maneuver at range. I will mention that it has to be a standard action maneuver.



Hum, what ? You expend a move action to gain a bonus on your next full-attack. So for example I could expand my move action in the morning, and as long as I don't full attack during the day (limiting a little but with standard action strike doable) I get a double full attack in the evening ? Or simpler just do it before the start of a boss encounter to make a big full attack at the start of combat.

I recomand instead a swift action and until the end of the round.
Swift action is probably better, and within the same round.


How long does the bonus last ? End of encounter ?
End of the Encounter.


That's a short rage. I understood that you don't want to step too badly on the barbarian toe but that's a little much. Perhaps 5 rounds but only +2 Str and Dex instead. (and not enhancement bonus in that case).
Well, it also has a cooldown of 5 rounds, which means that the short duration makes sense. Having it go for five rounds only to wait another five rounds is weird.



Unclear. It's normal per round fast healing during combat but it slow down outside of it ?
Interesting idea, I suppose that if you really take a lot of damage you might be full before the next encounter. Any specific reason for making it work that way ?
Normal during combat, slow outside of it.
I have a problem with Fast Healing in general- there is a reason not many classes grant much of it. It makes out of combat healing a pain in the ass; if you have 6 fast healing per round, how does that translate outside of combat? It takes a lot of math for not very much worth. For instance, outside of combat, with 6 Fast Healing, you heal (6*10*60) or 3600 hit points per hour. What if you only have peace for some 40 minutes? (6*10*40) or 2400. That is a lot of hit points. I might remove the out of combat fast healing any way, because the gain is huge, given any amount of down time.


Perhaps the best first step so far, particularly with scaling damage. Compared to a bonus to speed, a few perception skills or even a limited bonus to damage.
It doesn't end of dealing that much damage, and replaces any weapons the Ranger would normally be able to use; basically, you lose the enhancement bonus, and any weapon effects that would be placed upon it, which isn't that great of a change. You get two of em, but it still isn't amazing. I am planning on adding some skills to the Archery First Step anyway.


What's the bonus value ? (I presume chosen ability modifier but)
Chosen Ability modifier.


This may need better wording. For example:
"Once per encounter, the Ranger may, as a move action, cause his next melee attack to inflict a bleeding wound to the opponent. A creature with bleeding wound take additional damage at each round following the round in which it gain the wound to equal to the amount of base damage dealt by one of your Claw. This last for 2 rounds."

You may also want to specify that the melee attack need to be done with the claw otherwise it seem just weird.
I will change those. Thanks.


Same duration issue as archer.
It's like the improved grab special ability but you still need to make the touch attack ? and you need to expend a move action to gain it. As far as capstone go it's not great.
It's not a capstone, so...
And it isn't a touch attack, but a normal attack.


Some issues with this one.
-Why do the tumble check become harder as you gain level ? That's unique as far as I know (well no truenaming is similar but it's truenaming !)
It encourage taking level in other class to make it easier.
-Even if you failled on the check you don't provok for moving is that normal ? just that seem like a good ability to me.
-You can initiate any sort of strike that way, even full-round action one ?
-Unlike the other second step ability this one is at will without 5 rounds wait ?
Well, basically I wanted to make sure that the Tumble check doesn't become pointless at higher levels, and I can't really make it based on opponents.
Maybe I could make it based on Initiator level? Then it wouldn't really help to PrC out.
No, only standard action ones.
It does have a 5 round wait, I just forgot it.


You gain the bonus even if you fail the check ?
No... it should be if you make the check.


This one is awesome ! Wording at the end is weird the target don't realise at all that they've been attacked ? You might use time stand still and the target won't realise that they've been hit by eight attack ?
I think you mean without seeing the ranger.
Yes, without seeing. derp derp derp


This one good way better than archer, one more skill and bonus non-lethal damage.
Yeah, I think I will make it just Survival and the non-lethal damage.


Nice idea, but slowed for one round seem weak. Two at least.
Why does the DC is based on initiator level instead of ranger level ?
Okay. I like having DCs scale based on overall level, rather than level in one specific class. I love using ECL instead, but Initiator level just makes so much sense in this context.


Can i select uncanny dodge twice to gain improved uncanny dodge ?
No.


Little bland but as a specila ability it pass better than for the first step of some of the style.
I guess, but there aren't many other good bonuses for some of the Combat Styles.


does this allow you to take 10 even with skills that do not normally allow it ?
Yes.


What do you mean he may "automatically choose one of his granted maneuvers" ? You gain one bonus maneuvers ?
Like, he gets to choose one of the granted maneuvers, instead of it being randomly assigned to him. So, for instance, if he specializes in Falcon's Eye, he could, say, choose to gain Unerring Shot. Then, that one maneuver is automatically granted to him, and the rest of his granted maneuvers are randomly chosen.


Very cool, just you may need to specify that initiating time of both maneuver.
Oh, okay.


Conclusions: A very good idea but need some polishing.
Yeah, thanks for the critique! I really appreciate it.

zagan
2011-10-05, 03:59 PM
That is a medium progression save. Honestly, this class doesn't deserve full reflex and fortitude, nor is only one good save a good way to go about it, which is the point of having a medium progression.

My problem is that medium progression does not officialy exist. And while yes you're doing homebrew, my personal preference is to stay within the established rule of the game.
This is why I propose to give an ability that granted a bonus on that save. In addition it mean less dead level. Your choice.


Well, I wanted it to be slightly different. Also, this ability is literally a complete quote of the Ranger ability, so, you know...

This is a complete quote of the ranger ability:

Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

You can see the difference.



This is a good point. What would you suggest? The main point was that, if you have a target who is really (or even slightly) far away, you can initiate a maneuver on them still. Maybe allow him to use Attacks of Opportunity from within close range with his ranged weapon?


Attack of opportunity with range weapon could be great, let's see:
Second Step: As an immediate action, the Ranger may make an attack of opportunity with any one ranged weapon he is currently holding. For this purpose the ranger is considered to threaten an area equal to half (?) the ranged increment of his weapon. After using this ability, he must wait 5 rounds before using it again.

Half range might be a bit too strong with longbow or thing like that, perhaps a fiat 30ft or the weapon range increment whicewer is lower ?


Making the move action allows you to use the maneuver at range. I will mention that it has to be a standard action maneuver.

The new wording still does not say that if you must spend a move action to then make a standard action strike or if you make the strike as part of the move action. (If it's the first one you also need to say that it's before the end of the round)



Normal during combat, slow outside of it.
I have a problem with Fast Healing in general- there is a reason not many classes grant much of it. It makes out of combat healing a pain in the ass; if you have 6 fast healing per round, how does that translate outside of combat? It takes a lot of math for not very much worth. For instance, outside of combat, with 6 Fast Healing, you heal (6*10*60) or 3600 hit points per hour. What if you only have peace for some 40 minutes? (6*10*40) or 2400. That is a lot of hit points. I might remove the out of combat fast healing any way, because the gain is huge, given any amount of down time.

Yes it's a lot outside combat but it stopped once you reach max hp. If you want to make it just during combat just say something like:
"at the start of an encounter the ranger gain fast healing equal to his chosen ability modifier, this last until the end of the encounter."


It doesn't end of dealing that much damage, and replaces any weapons the Ranger would normally be able to use; basically, you lose the enhancement bonus, and any weapon effects that would be placed upon it, which isn't that great of a change. You get two of em, but it still isn't amazing. I am planning on adding some skills to the Archery First Step anyway.

Hum, no. As written it does no prevent you from using weapon, you might be able to use only one claw because the other is holding the weapon but that's all. If someone want to be really pedanthic they can even say that those claws don't need to be on the character hand so it could still use a two handed weapon.
If you use the claws as secondary weapon with I don't know unarmed strike or even armor spike as primary weapon, that's two bonus attacks dealing 1d6+1/2 Str mod damage.
A fair number of well know build use that, notably with totemist or psychic warrior.


It's not a capstone, so...
And it isn't a touch attack, but a normal attack.

Yes but as written it does not say that you don't need to make the touch attack to start the grapple as per the normal grapple rule.


Well, basically I wanted to make sure that the Tumble check doesn't become pointless at higher levels, and I can't really make it based on opponents.
Maybe I could make it based on Initiator level? Then it wouldn't really help to PrC out.

That's a little better but I don't much like the idea of basing a check on your level, it mean that the stronger you are the harder it's to do.
Perhaps you could base it on the distance to make, before making the check the character choose a distance that he want to move with this ability (up to twice speed ?) and the DC is equal to 2 per feet you want to move (or 10+1/5feet, something like that). If you roll less than what you want you may not be able to strike you foe or unable to leave it's threatened area.

That way the player has more control.


Like, he gets to choose one of the granted maneuvers, instead of it being randomly assigned to him. So, for instance, if he specializes in Falcon's Eye, he could, say, choose to gain Unerring Shot. Then, that one maneuver is automatically granted to him, and the rest of his granted maneuvers are randomly chosen.


Ah okay. That is a cool ability. it mean you are never without your favorit maneuver. I like it.

unosarta
2011-10-05, 09:40 PM
My problem is that medium progression does not officialy exist. And while yes you're doing homebrew, my personal preference is to stay within the established rule of the game.
This is why I propose to give an ability that granted a bonus on that save. In addition it mean less dead level. Your choice.
Yeah, but that argument could be used to disqualify a lot of work. I understand what you are saying, but there is no logical reason to not include a medium save, and there are a lot of logical reasons for including it, so it isn't really a question that crossed/crosses my mind.


This is a complete quote of the ranger ability:

You can see the difference.
Derp derp derp. That is my bad. Thanks.


Attack of opportunity with range weapon could be great, let's see:
Second Step: As an immediate action, the Ranger may make an attack of opportunity with any one ranged weapon he is currently holding. For this purpose the ranger is considered to threaten an area equal to half (?) the ranged increment of his weapon. After using this ability, he must wait 5 rounds before using it again.

Half range might be a bit too strong with longbow or thing like that, perhaps a fiat 30ft or the weapon range increment whicewer is lower ?
Oooh, good idea.


The new wording still does not say that if you must spend a move action to then make a standard action strike or if you make the strike as part of the move action. (If it's the first one you also need to say that it's before the end of the round)
It is supposed to read as you can spend a move action, and then for the rest of the round, you can initiate a melee range maneuver as a ranged attack instead. It isn't supposed to be part of the move action.


Yes it's a lot outside combat but it stopped once you reach max hp. If you want to make it just during combat just say something like:
"at the start of an encounter the ranger gain fast healing equal to his chosen ability modifier, this last until the end of the encounter."
Good idea.


Hum, no. As written it does no prevent you from using weapon, you might be able to use only one claw because the other is holding the weapon but that's all. If someone want to be really pedanthic they can even say that those claws don't need to be on the character hand so it could still use a two handed weapon.
If you use the claws as secondary weapon with I don't know unarmed strike or even armor spike as primary weapon, that's two bonus attacks dealing 1d6+1/2 Str mod damage.
A fair number of well know build use that, notably with totemist or psychic warrior.
Good and fair points. I think I will make it so that they can't wield weapons with the claws, but also allow them to remove the claws at will as well, which also makes sense because no one is going to want to be around some dude who has claws all the time, IMO.


Yes but as written it does not say that you don't need to make the touch attack to start the grapple as per the normal grapple rule.
Ooooh, I get it. I will clarify.


That's a little better but I don't much like the idea of basing a check on your level, it mean that the stronger you are the harder it's to do.
Perhaps you could base it on the distance to make, before making the check the character choose a distance that he want to move with this ability (up to twice speed ?) and the DC is equal to 2 per feet you want to move (or 10+1/5feet, something like that). If you roll less than what you want you may not be able to strike you foe or unable to leave it's threatened area.

That way the player has more control.
I guess? The way those rolls would resolve would be super confusing, though.


Ah okay. That is a cool ability. it mean you are never without your favorit maneuver. I like it.
Yeah, that was the intention of the ability. You would think that Crusaders might already have an ability or feat like it, but whatever.