Teapot Salty
2014-04-05, 11:45 AM
Hey guys. After some mulling over of one of my ranger fixes, and some helpful advice, I decided to give the ranger some (I think) cool abilities. These take the form of stances. (not tome of battle stances)
The ranger first gains access to stances at level 2. You are "in" stances, as in TOB. You can change between stances you know as a swift action. You may be in multiple stances at higher levels. The scaling is:
You know 1 stance at 2nd level, and you learn a new one every 2 levels thereafter. The stances available to you are provided below. At second level you may be in one stance at a time. At 5th level, you may be in 2 at a time. At 10th level, you may be in 3 at a time. At 15th, 4 at a time, and at twentieth, 5 at a time.
The stances available to you (or at least what they do) are:
1:Increase movement speed by 10ft
2:Grant Skirmish, working exactly like the scout ability.
3:+5 damage/ranger level on melee attacks, +1 damage if ranged if above opponent. (For example: On Higher ground, jumping from on top of them etc.) EDIT: +2 on melee attacks
4:Allows you to full attack as a standard action
5:Opponents hit with a ranged attack from you get -5ft to their speed until your next turn. -10 at level 10, -15 at level 15 and -20 at level 20.
6:+3 damage to each attack if fighting with two weapons. (Scale? Maybe. +6 at 10th, +9 at 15th, +12 at 20th)
7:You can take 10 (before modifiers) on any attack roll.
8:You may reroll a failed save or skill check. (Only once)
9:If you make 4 attacks in a row, in a single encounter, next attack auto crits. The “counter” Resets after the auto crit.
10:You gain a deflection bonus to you ac equal to your str modifier. Only applies if armed with a melee weapon or shield, and lose bonus if flat footed. EDIT: Totally different stance: Chose skill, gain +1/half your ranger level bonus on that skill. This stance can be taken multiple times for different skills.
11:Crit range for all weapons is increased by 1, after effects such as keen or improved critical, scales to 2 at 10th level, and 3 at 15th level.
12:Opponents provoke an attack of opportunity from everyone around them (including you), after you make an attack against them that resulted in a critical hit.
13:Choose a damage type, attacks that deal the chosen type of damage deal +1 damage/ranger level
14:You gain a dodge bonus to your ac equal to your dex modifier, If you were to be denied your dex bonus, you are denied this bonus as well.
15:Each consecutive attack you make in a round against a single opponent deals the damage of the last attack, as well as the one you just made. For example, you make your first attack and it deals 5 damage, your second attack ads 5 damage to it’s damage roll, so if you roll seven damage, you add five more, for a total of twelve damage. First attack: 5, Second attack: 7+5=12, third attack 3+12 =15 fourth attack 4+15 =19. If you are TWF, your off hand attacks are treated as if they were a different set of attacks. So they do not add your primary hand attacks damage. That probably made no sense.
16:Weapons are treated as +x weapons where x is the highest level spell you can cast.
17:You may full attack an opponent if they provoke an attack of opportunity instead of making a single attack
18:When you make a successful coup de gra, all allies (including you) gain hit points equal to half their maximum hp. EDIT: All allies within 60 ft.
19:Opponents you hit with ranged attack get -x to all attack rolls they make until your next turn. X is equal to your highest base attack bonus. EDIT: Equal to your wisdom modifier.
20:Any opponent who fails an attack roll on you provokes an attack of opportunity from you if you are armed with a melee weapon.
EDIT:
21: You gain a climb speed equal to half your base land speed.
22: You gain a swim speed equal to half your base land speed.
23: Choose something (at the dms discretion) within 90 ft of you. That thing is treated as if it was your first favored enemy. (separate favored enemy bonuses stack)
Note: The numbers are not levels, they are just listing.
What do you guys think? And as always, go nuts.
The ranger first gains access to stances at level 2. You are "in" stances, as in TOB. You can change between stances you know as a swift action. You may be in multiple stances at higher levels. The scaling is:
You know 1 stance at 2nd level, and you learn a new one every 2 levels thereafter. The stances available to you are provided below. At second level you may be in one stance at a time. At 5th level, you may be in 2 at a time. At 10th level, you may be in 3 at a time. At 15th, 4 at a time, and at twentieth, 5 at a time.
The stances available to you (or at least what they do) are:
1:Increase movement speed by 10ft
2:Grant Skirmish, working exactly like the scout ability.
3:+5 damage/ranger level on melee attacks, +1 damage if ranged if above opponent. (For example: On Higher ground, jumping from on top of them etc.) EDIT: +2 on melee attacks
4:Allows you to full attack as a standard action
5:Opponents hit with a ranged attack from you get -5ft to their speed until your next turn. -10 at level 10, -15 at level 15 and -20 at level 20.
6:+3 damage to each attack if fighting with two weapons. (Scale? Maybe. +6 at 10th, +9 at 15th, +12 at 20th)
7:You can take 10 (before modifiers) on any attack roll.
8:You may reroll a failed save or skill check. (Only once)
9:If you make 4 attacks in a row, in a single encounter, next attack auto crits. The “counter” Resets after the auto crit.
10:You gain a deflection bonus to you ac equal to your str modifier. Only applies if armed with a melee weapon or shield, and lose bonus if flat footed. EDIT: Totally different stance: Chose skill, gain +1/half your ranger level bonus on that skill. This stance can be taken multiple times for different skills.
11:Crit range for all weapons is increased by 1, after effects such as keen or improved critical, scales to 2 at 10th level, and 3 at 15th level.
12:Opponents provoke an attack of opportunity from everyone around them (including you), after you make an attack against them that resulted in a critical hit.
13:Choose a damage type, attacks that deal the chosen type of damage deal +1 damage/ranger level
14:You gain a dodge bonus to your ac equal to your dex modifier, If you were to be denied your dex bonus, you are denied this bonus as well.
15:Each consecutive attack you make in a round against a single opponent deals the damage of the last attack, as well as the one you just made. For example, you make your first attack and it deals 5 damage, your second attack ads 5 damage to it’s damage roll, so if you roll seven damage, you add five more, for a total of twelve damage. First attack: 5, Second attack: 7+5=12, third attack 3+12 =15 fourth attack 4+15 =19. If you are TWF, your off hand attacks are treated as if they were a different set of attacks. So they do not add your primary hand attacks damage. That probably made no sense.
16:Weapons are treated as +x weapons where x is the highest level spell you can cast.
17:You may full attack an opponent if they provoke an attack of opportunity instead of making a single attack
18:When you make a successful coup de gra, all allies (including you) gain hit points equal to half their maximum hp. EDIT: All allies within 60 ft.
19:Opponents you hit with ranged attack get -x to all attack rolls they make until your next turn. X is equal to your highest base attack bonus. EDIT: Equal to your wisdom modifier.
20:Any opponent who fails an attack roll on you provokes an attack of opportunity from you if you are armed with a melee weapon.
EDIT:
21: You gain a climb speed equal to half your base land speed.
22: You gain a swim speed equal to half your base land speed.
23: Choose something (at the dms discretion) within 90 ft of you. That thing is treated as if it was your first favored enemy. (separate favored enemy bonuses stack)
Note: The numbers are not levels, they are just listing.
What do you guys think? And as always, go nuts.