Derjuin
2013-04-16, 03:03 PM
SPELLS
Conjure Missiles
Conjuration (creation) (force)
Level: Ranger 2
Components: V, S
Casting Time: 1 standard action
Effect: 2 arrows, bolts or throwing weapons per caster level
Duration: 1 minute; see text.
You conjure a number of arrows, bolts, or throwing weapons you are proficient with. These missiles are made of force and automatically overcome damage reduction, but do not affect creatures immune to force effects. They last for 1 minute, but automatically disappear after being fired or thrown.
As with normal arrows and bolts, a magical bow or crossbow bestows on these missiles the special abilities and enhancement bonus of the ranged weapon when fired.
Trollslayer
Transmutation
Level: Ranger 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: Self
Duration: 1 minute/level
Your body courses with power, bestowing on your weapons the ability to defeat foes who shrug off blows from weapons. Any weapon you wield automatically overcomes a creature's regeneration ability, dealing lethal damage that does not get healed every round. Ranged weapons you wield bestow this effect to their ammunition as well, including thrown weapons. Any limbs, appendages or body parts you remove from their body while under the effects of this spell are permanently removed; they cannot regrow or reattach the missing part (except by way of a regenerate spell).
Windforce
Transmutation
Level: Ranger 3
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Ranged weapon touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue your ranged weapon with the power of a terrible windstorm, causing it to batter foes when it strikes them. Once per round, you may declare that you are making a wind-blessed attack with the transmuted weapon. This attack can be part of a full attack action or a standard one, or part of another attack (such as Manyshot). The first attack that successfully hits and deals damage causes powerful winds to batter the foe, based on your caster level:
{table=head]Caster level|Wind effect
5-6|Severe (31-50 mph)
7-8|Windstorm (51-74 mph)
9-10|Hurricane (75-174 mph)
11+|Tornado* (175-300 mph)[/table]
This wind effect affects only the victim, and lasts for 1 round, ceasing to affect the creature at the end of their turn.
*Although tornados normally suck victims in, pick them up and whirl them about, the effects of Windforce simply blast them with a wind of similar strength, thus they are blown away as normal.
Nature's Wrath
Transmutation
Level: Ranger 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Target: Self plus animal companion
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: No
You and your animal companion surge with power, becoming much more devastating combatants. You and your animal companion gain a +10 morale bonus to attack and damage rolls, 1d8 temporary hit points per caster level, and the effects of a freedom of movement and a mind blank spell.
Divine focus: An intricately carved and richly adorned statuette of yourself and your current animal companion worth at least 2,000 gp.
FEATS
Sly Hunter
Prerequisites: Favored enemy, sneak attack +2d6
Benefit: Your ranger and rogue levels stack for the purposes of determining the damage of your sneak attack and when you select additional favored enemies as well as the total bonus granted against your favored enemies. For example, a 2nd-level Ranger/3rd-level Rogue would deal 3d6 points of bonus damage on a sneak attack, and would have 2 Favored Enemies (or extra bonuses against one favored enemy).
In addition, your sneak attack extra damage applies against any creature you have selected as a favored enemy, even if it is immune to extra damage from critical hits or sneak attacks.
Special: A rogue may choose Sly Hunter in place of one of her rogue special abilities (gained at 10th, 13th, 16th and 19th levels).
Hawk's Perception
Prerequisites: Spot 5 ranks
Benefit: The penalty for distance when using spot checks is halved: you suffer a -1 penalty for every 20 feet of distance between you and your target. In addition, you don't suffer a penalty for being distracted.
If you have 13 or more ranks in Spot, the distance you can see is doubled; instead of suffering a -1 penalty for every 20 feet, you now only suffer a -1 penalty for every 40 feet between you and your target.
Normal: You suffer a -1 penatly to Spot checks for every 10 feet between you and your target, and suffer a -5 penalty if you are distracted.
Hunter's Wrath
Prerequisites: Rage 2/day, favored enemy
Benefit: Your ranger and barbarian levels stack for the purposes of determining how many times per day you can rage, as well as when you gain the greater rage, tireless rage and mighty rage abilities. For example, a 4th-level Barbarian/8th-level Ranger has Greater Rage and can rage 4 times per day.
In addition, if you engage in combat that includes a foe who is also a favored enemy, you can fly into a rage instantly (as an immediate action). The duration of the rage lasts until all favored enemies in the encounter are dead, and continues for the normal duration afterwards.
Volley
Prerequisites: Base attack bonus +6, Rapid Shot
Benefit: When using your Rapid Shot feat, you can make two extra attacks instead of one. These extra attacks are at your highest base attack bonus, but each attack you make in the round (the extra two and the normal ones) take a -4 penalty instead of a -2 penalty.
Special: A fighter may select Volley as one of his fighter bonus feats.
Note: The penalty from this feat is not removed by the Improved Rapid Shot feat.
Improved Volley
Prerequisites: Base attack bonus +11, Rapid Shot, Volley
Benefit: When using your Rapid Shot feat, you can make three extra attacks instead of one. These extra attacks are at your highest base attack bonus, but each attack you make in the round (the extra three and the normal ones) take a -6 penalty instead of a -2 penalty.
Special: A fighter may select Improved Volley as one of his fighter bonus feats.
Note: The penalty from this feat is not removed by the Improved Rapid Shot feat.
Masterful Manyshot
Prerequisites: Dex 21, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +16
Benefit: You may use Rapid Shot while using your Manyshot feat.
Special: A fighter may select Masterful Manyshot as one of his fighter bonus feats.
Power Shot
Prerequisites: Power Attack, Point Blank Shot
Benefit: You may use your Power Attack feat in conjunction with a bow or crossbow. With a bow or crossbow, you gain 1 point of bonus damage for every 1 point of attack penalty you take; with composite bows, you gain 1.5 points of bonus damage (rounded down) for every 1 point of attack penalty you take.
Normal: You cannot use Power Attack with ranged weapons.
Special: A fighter may select Power Shot as one of his fighter bonus feats. A ranger may select Power Shot as a bonus feat if he selects the Archery fighting style in place of the feat normally offered at 6th or 11th level.
Sniper's Shot
Prerequisites: Spot 9 ranks, Base attack bonus +6
Benefit: You may "give up" attacks in a full attack action to gain improved clarity on all other attacks made in that full attack action. Each attack in a full attack action that you "give up" grants you a +4 bonus to hit and a +1 bonus to critical threat range with all other attacks in the full attack action. This critical threat range increase stacks with all other critical threat range increases. You cannot give up all attacks in a full attack action when using this feat.
For example, if you have a base attack bonus of +12 and can make 4 attacks in a full attack action (3 from your base attack bonus and 1 from Rapid Shot), you can give up 3 of them to gain a +12 bonus on the attack roll of the fourth attack, and gain a +3 bonus to the critical threat range with that attack.
Special: A fighter may select Sniper's Shot as one of his fighter bonus feats. A ranger may select Sniper's Shot as a bonus feat if he selects the Archery fighting style in place of the feat normally offered at 6th or 11th level.
Nature's Swiftness
Prerequisites: Wisdom 14, able to cast 1st-level Ranger spells
Benefit: You can cast two swift action Ranger spells each round. In addition, you may cast Ranger spells with a cast time of 1 standard action as swift actions, and Ranger spells with a cast time of 1 full round action as a standard action. This feat doesn't affect Ranger spells with a cast time longer than 1 full round action.
Special: A ranger may select Nature's Swiftness as a bonus feat in place of a favored enemy. He must still meet the prerequisites to take it.
Hunter's Arsenal
Prerequisites: Wisdom 14, able to cast 1st-level Ranger spells
Benefit: Select a 1st-level Ranger spell you know. You may spontaneously convert any other 1st-level spell you have prepared into that spell. The spell is still divine even if you use an arcane spell slot to cast it. When you gain access to 2nd-level Ranger spells, you can select one of those, and may spontaneously convert any other 2nd-level spell you have prepared into that spell. You can do the same with 3rd-level Ranger spells and 4th-level Ranger spells when you gain access to them.
Special: A ranger may select Hunter's Arsenal as a bonus feat in place of a favored enemy. He must still meet the prerequisites to take it.
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The intent behind these spells and feats was to give rangers and archery in general some love - mostly because I find both to be lacking, even with huge splatbook support.
Conjure Missiles
Conjuration (creation) (force)
Level: Ranger 2
Components: V, S
Casting Time: 1 standard action
Effect: 2 arrows, bolts or throwing weapons per caster level
Duration: 1 minute; see text.
You conjure a number of arrows, bolts, or throwing weapons you are proficient with. These missiles are made of force and automatically overcome damage reduction, but do not affect creatures immune to force effects. They last for 1 minute, but automatically disappear after being fired or thrown.
As with normal arrows and bolts, a magical bow or crossbow bestows on these missiles the special abilities and enhancement bonus of the ranged weapon when fired.
Trollslayer
Transmutation
Level: Ranger 2
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: Self
Duration: 1 minute/level
Your body courses with power, bestowing on your weapons the ability to defeat foes who shrug off blows from weapons. Any weapon you wield automatically overcomes a creature's regeneration ability, dealing lethal damage that does not get healed every round. Ranged weapons you wield bestow this effect to their ammunition as well, including thrown weapons. Any limbs, appendages or body parts you remove from their body while under the effects of this spell are permanently removed; they cannot regrow or reattach the missing part (except by way of a regenerate spell).
Windforce
Transmutation
Level: Ranger 3
Components: V, S
Casting Time: 1 swift action
Range: Touch
Target: Ranged weapon touched
Duration: 1 round/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue your ranged weapon with the power of a terrible windstorm, causing it to batter foes when it strikes them. Once per round, you may declare that you are making a wind-blessed attack with the transmuted weapon. This attack can be part of a full attack action or a standard one, or part of another attack (such as Manyshot). The first attack that successfully hits and deals damage causes powerful winds to batter the foe, based on your caster level:
{table=head]Caster level|Wind effect
5-6|Severe (31-50 mph)
7-8|Windstorm (51-74 mph)
9-10|Hurricane (75-174 mph)
11+|Tornado* (175-300 mph)[/table]
This wind effect affects only the victim, and lasts for 1 round, ceasing to affect the creature at the end of their turn.
*Although tornados normally suck victims in, pick them up and whirl them about, the effects of Windforce simply blast them with a wind of similar strength, thus they are blown away as normal.
Nature's Wrath
Transmutation
Level: Ranger 4
Components: V, S, F
Casting Time: 1 Standard Action
Range: Personal
Target: Self plus animal companion
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: No
You and your animal companion surge with power, becoming much more devastating combatants. You and your animal companion gain a +10 morale bonus to attack and damage rolls, 1d8 temporary hit points per caster level, and the effects of a freedom of movement and a mind blank spell.
Divine focus: An intricately carved and richly adorned statuette of yourself and your current animal companion worth at least 2,000 gp.
FEATS
Sly Hunter
Prerequisites: Favored enemy, sneak attack +2d6
Benefit: Your ranger and rogue levels stack for the purposes of determining the damage of your sneak attack and when you select additional favored enemies as well as the total bonus granted against your favored enemies. For example, a 2nd-level Ranger/3rd-level Rogue would deal 3d6 points of bonus damage on a sneak attack, and would have 2 Favored Enemies (or extra bonuses against one favored enemy).
In addition, your sneak attack extra damage applies against any creature you have selected as a favored enemy, even if it is immune to extra damage from critical hits or sneak attacks.
Special: A rogue may choose Sly Hunter in place of one of her rogue special abilities (gained at 10th, 13th, 16th and 19th levels).
Hawk's Perception
Prerequisites: Spot 5 ranks
Benefit: The penalty for distance when using spot checks is halved: you suffer a -1 penalty for every 20 feet of distance between you and your target. In addition, you don't suffer a penalty for being distracted.
If you have 13 or more ranks in Spot, the distance you can see is doubled; instead of suffering a -1 penalty for every 20 feet, you now only suffer a -1 penalty for every 40 feet between you and your target.
Normal: You suffer a -1 penatly to Spot checks for every 10 feet between you and your target, and suffer a -5 penalty if you are distracted.
Hunter's Wrath
Prerequisites: Rage 2/day, favored enemy
Benefit: Your ranger and barbarian levels stack for the purposes of determining how many times per day you can rage, as well as when you gain the greater rage, tireless rage and mighty rage abilities. For example, a 4th-level Barbarian/8th-level Ranger has Greater Rage and can rage 4 times per day.
In addition, if you engage in combat that includes a foe who is also a favored enemy, you can fly into a rage instantly (as an immediate action). The duration of the rage lasts until all favored enemies in the encounter are dead, and continues for the normal duration afterwards.
Volley
Prerequisites: Base attack bonus +6, Rapid Shot
Benefit: When using your Rapid Shot feat, you can make two extra attacks instead of one. These extra attacks are at your highest base attack bonus, but each attack you make in the round (the extra two and the normal ones) take a -4 penalty instead of a -2 penalty.
Special: A fighter may select Volley as one of his fighter bonus feats.
Note: The penalty from this feat is not removed by the Improved Rapid Shot feat.
Improved Volley
Prerequisites: Base attack bonus +11, Rapid Shot, Volley
Benefit: When using your Rapid Shot feat, you can make three extra attacks instead of one. These extra attacks are at your highest base attack bonus, but each attack you make in the round (the extra three and the normal ones) take a -6 penalty instead of a -2 penalty.
Special: A fighter may select Improved Volley as one of his fighter bonus feats.
Note: The penalty from this feat is not removed by the Improved Rapid Shot feat.
Masterful Manyshot
Prerequisites: Dex 21, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +16
Benefit: You may use Rapid Shot while using your Manyshot feat.
Special: A fighter may select Masterful Manyshot as one of his fighter bonus feats.
Power Shot
Prerequisites: Power Attack, Point Blank Shot
Benefit: You may use your Power Attack feat in conjunction with a bow or crossbow. With a bow or crossbow, you gain 1 point of bonus damage for every 1 point of attack penalty you take; with composite bows, you gain 1.5 points of bonus damage (rounded down) for every 1 point of attack penalty you take.
Normal: You cannot use Power Attack with ranged weapons.
Special: A fighter may select Power Shot as one of his fighter bonus feats. A ranger may select Power Shot as a bonus feat if he selects the Archery fighting style in place of the feat normally offered at 6th or 11th level.
Sniper's Shot
Prerequisites: Spot 9 ranks, Base attack bonus +6
Benefit: You may "give up" attacks in a full attack action to gain improved clarity on all other attacks made in that full attack action. Each attack in a full attack action that you "give up" grants you a +4 bonus to hit and a +1 bonus to critical threat range with all other attacks in the full attack action. This critical threat range increase stacks with all other critical threat range increases. You cannot give up all attacks in a full attack action when using this feat.
For example, if you have a base attack bonus of +12 and can make 4 attacks in a full attack action (3 from your base attack bonus and 1 from Rapid Shot), you can give up 3 of them to gain a +12 bonus on the attack roll of the fourth attack, and gain a +3 bonus to the critical threat range with that attack.
Special: A fighter may select Sniper's Shot as one of his fighter bonus feats. A ranger may select Sniper's Shot as a bonus feat if he selects the Archery fighting style in place of the feat normally offered at 6th or 11th level.
Nature's Swiftness
Prerequisites: Wisdom 14, able to cast 1st-level Ranger spells
Benefit: You can cast two swift action Ranger spells each round. In addition, you may cast Ranger spells with a cast time of 1 standard action as swift actions, and Ranger spells with a cast time of 1 full round action as a standard action. This feat doesn't affect Ranger spells with a cast time longer than 1 full round action.
Special: A ranger may select Nature's Swiftness as a bonus feat in place of a favored enemy. He must still meet the prerequisites to take it.
Hunter's Arsenal
Prerequisites: Wisdom 14, able to cast 1st-level Ranger spells
Benefit: Select a 1st-level Ranger spell you know. You may spontaneously convert any other 1st-level spell you have prepared into that spell. The spell is still divine even if you use an arcane spell slot to cast it. When you gain access to 2nd-level Ranger spells, you can select one of those, and may spontaneously convert any other 2nd-level spell you have prepared into that spell. You can do the same with 3rd-level Ranger spells and 4th-level Ranger spells when you gain access to them.
Special: A ranger may select Hunter's Arsenal as a bonus feat in place of a favored enemy. He must still meet the prerequisites to take it.
================================================
The intent behind these spells and feats was to give rangers and archery in general some love - mostly because I find both to be lacking, even with huge splatbook support.