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View Full Version : Pathfinder Ranger Skirmisher Fix



artimus261
2018-09-04, 11:47 PM
So for anyone unfamiliar there is a an archetype for Ranger in pathfinder called skirmisher. To the best of my knowledge it's the only archetype that allows the Ranger to give up his spells for all you rangers who don't want to be spellcasting characters. It had a wonderful concept and start but in the end lacked even a remote comparison in value and use to the spells rangers normally possess. Instead of turning the system on it's head or simply allowing more uses or choices etc. I created some improvements for the abilities they select. Since they begin gaining these 'Hunter Tricks' at 5th I designed it so that at every 5th above that (10th, 15th, 20th) all of them improve. Anyways, have talked enough. Here they are. If you are looking to check out the archetype for basic info here's a link. Tell me what you all think and maybe what I could do to make sure they aren't too crazy or too under powered. Many of these inflict conditions without ever mentioning saving throws so that alone is a very powerful thing truthfully.

http://www.d20pfsrd.com/classes/core-classes/Ranger/archetypes/paizo-ranger-archetypes/skirmisher

Aiding Attack: At 10th level the ranger grants the next ally that strikes the target of this trick gains a +2 bonus on the damage roll. At 15th level the attack roll bonus increases to +4. At 20th level the damage roll bonus increases to +6.

Bolster Companion: At 10th level the ranger's animal companion gains a +6 bonus to his AC and CMD from this trick. At 15th level the bonus increases to +8. At 20th level the bonus increases to +10 and if the companion is hit it only receives 25% of the damage from the attack.

Catfall: At 10th level the distance of catfall is increased by 20ft. At 15th level the distance is increased by an additional 20ft. At 20th level the ranger gains the effects of feather fall for 1 round when using this trick.

Chameleon Step(Ex, Su): At 10th level the ranger gains the effect of the blur spell for a number of rounds equal to his Wisdom modifier (minimum 1 round) when he uses this trick. At 15th level the movement granted by this trick no longer provokes attacks of opportunity. At 20th level the ranger gains the effect of greater invisibility until the start of his next round. The blur and greater invisibility effects are supernatural abilities.

Cunning Pantomime: At 10th level the ranger can use ghost sound at will as a swift action during the duration of this trick. At 15th level the ranger can speak as if under the effects of ventriloquism for the duration of this trick. At 20th level the ranger can now always create the effects of ghost sound and ventriloquism at will. Cunning pantomime no longer expires after 10 minutes, but the ranger must use it again if he wishes to speak to a different creature using it. The use of ghost sound and ventriloquism require that the ranger uses his mouth to generate the sounds and can only mimic animal calls with those abilities.

Defensive Bow Stance: At 10th level the ranger threatens his adjacent squares while wielding a ranged weapon for the duration of this trick and can use ranged weapons to make attacks of opportunity against adjacent enemies. At 15th level the ranger remains in defensive bow stance for a number of rounds equal to his Wisdom modifier. At 20th level once per round the ranger is able to make one attack of opportunity against an enemy within 30ft of the ranger that performs an action that would normally provoke an attack of opportunity. For the purpose of this ability the ranger threatens all squares within 30ft of himself while wielding a ranged weapon.

Deft Stand: At 10th level the ranger gains a +2 dodge bonus on Reflex saves for 1 round after using this trick. At 15th level the ranger can use this trick to stand up as a swift action. At 20th level the ranger gains a +4 dodge bonus to AC for 1 round after using this trick.

Distracting Attack: At 10th level the target of this trick receives a -2 penalty on Reflex saves for 1 round. At 15th level the target of this trick receives a -2 penalty to AC for 1 round. At 20th level the target of this trick becomes staggered for 1 round.

Hateful Attack: At 10th level the ranger gains a +4 bonus on attack rolls to confirm critical threats against a favored enemy. This does not stack with Critical Focus. At 15th level the ranger inflicts an additional amount of damage to his favored enemy equal to ½ his class level. This amount is added to the total damage of the attack and is not multiplied. It is applied to the damage roll whether or not the attack was a successful critical attack. At 20th level the ranger increases the critical multiplier of his weapon by 1 for the attack made against a favored enemy. This does not stack with any other effects that increase a weapon’s critical multiplier.

Heel: At 10th level the ranger’s animal companion gains a +4 dodge bonus to it’s AC against any attacks of opportunity made against it for moving. At 15th level the ranger’s animal companion gains a +30ft bonus to it’s primary speed when targeted by this trick. At 20th level the ranger’s animal companion can treat it’s entire movement as an overrun attempt provided it moves in a straight line towards one of the ranger’s adjacent squares. This overrun does not provoke attacks of opportunity from enemies that are the targets of the overrun.

Hobbling Attack: At 10th level the target of hobbling attack takes a -4 penalty to all Strength-based and Dexterity-based skill checks and cannot run or charge for the duration. At 15th level the target has all of it’s speeds halved for the duration. At 20th level the duration of this trick becomes ½ the ranger’s class level.

Quick Climb: At 10th level the ranger does not lose his Dexterity modifier to his AC while climbing during the round he uses this trick. At 15th level the ranger can move under the effects of this trick for the entire round, allowing him to travel up to two times his full speed in a round without penalty. At 20th level this trick lasts for a number of rounds equal to the ranger’s Wisdom modifier.

Quick Healing(Ex): At 10th the ranger can attempt to treat the poison of an adjacent ally by using this trick as an immediate action. At 15th level a character that receives first aid from the ranger using this trick is healed for an amount of damage equal to 1d4 + his Wisdom modifier. A character can only benefit from this healing once per day. At 20th level a character that receives first aid from the ranger using this trick becomes more receptive to magical healing, increasing the healing they receive for 1 round by 50%.

Quick Swim: At 10th level the ranger can use this trick as an immediate action to make a Swim check to correct a failed Swim check, replacing the result of the initial check with the result of the Swim check granted by this trick. At 15th level the ranger can use this trick as a swift action to move ½ his landspeed without need for a swim check. At 20th level this trick lasts for a number of rounds equal to ½ the ranger’s class level and he can make use of any of the actions normally granted by the trick during this time.

Ranger’s Counsel: At 10th level the ranger grants a +4 bonus with this trick. At 15th level the ranger grants a +6 bonus with this trick and it lasts for a number of rounds equal to his Wisdom modifier. At 20th level the ranger grants a +8 bonus with this trick and once during the duration of this trick each ally may choose to reroll one skill check made with the chosen skill and select the highest result. They must choose to do this before they know the full effects of their skill check.

Rattling Strike: At 10th level the target of the ranger’s attack continues to suffer a -2 penalty to it’s Will save for a number of rounds after the shakened condition expires equal to the ranger’s Wisdom modifier. At 15th level the target of the ranger’s attack cowers for 1 round before becoming shakened as normal. At 20th level the target becomes panicked instead of shakened for 1d4 rounds.

Second Chance Strike: At 10th level the attack roll that the range makes for his reroll with this trick takes only a -3 penalty. At 15th level when the ranger uses this trick due to a missed attack of opportunity the target is considered flat-footed against it. A creature can only become flat-footed in this way once every 24 hours. At 20th level the ranger rerolls each missed melee attack roll for 1 round when he uses this trick.

Sic ‘Em: At 10th level the ranger’s animal companion can move up to 10ft towards an enemy to make it’s attack granted by this trick. At 15th level the ranger’s animal companion gains a +4 morale bonus on the attack and damage roll of the attack granted by this trick. At 20th level the ranger can use this trick as an immediate action. The target of the attack granted by this trick begins to bleed for an amount of damage equal to the companion’s Strength modifier each round. A creature can only bleed from one such wound caused by this trick at any given time.

Skill Sage: At 10th level the ranger can use this trick as an immediate action or free action, but cannot use it more than once on a single skill check. At 15th level the ranger can use an additional d20 when rerolling, choosing the highest result from the three rolls. At 20th level the ranger can reroll each check made with the selected skill for a number of rounds equal to ½ his class level. The ranger cannot use skill sage on more than a single skill at any one time. If he uses the trick again to enhance a different skill the duration of the previous use ends immediately.

Stag’s Leap: At 10th level the DC of the Acrobatics check granted by this trick does not increase for being made on slightly sloped or unsteady surfaces and only receives a +2 bonus for severely sloped and mildly unsteady surfaces. At 15th level the ranger can use this trick as a standard action after he has moved at least 10ft to gain a bonus on the Jump check equal to ½ his class level. At 20th level the ranger can use this trick as an immediate action to perform a long jump at a -10 penalty.

Surprise Shift: At 10th level the ranger can perform this trick between any two melee attacks he makes against a single target. If the first attack is successful the target is considered flanked by the ranger and grants himself a +2 bonus on the second attack. If both are successful the ranger is considered to be flanking the target for any other ally until the start of the ranger’s next round or until it moves, whichever happens first. At 15th level the ranger can move up to 10ft with this trick as a swift action. At 20th level the ranger can use this trick as an immediate action.

Tangling Attack: At 10th level the target continues to take a -2 penalty to it’s Reflex saves for a number of rounds after the entangled condition expires equal to the ranger’s Wisdom modifier. At 15th level the target is slowed as the slow spell for 1 round before becoming entangled for 1 round. At 20th level the target is immobilized for 1 round, then slowed for 1 round, and finally entangled for 1 round.

Trick Shot: At 10th level the ranger selects a secondary target of his trick shot. If the attack against his initial target is successful he makes an attack roll using his highest base attack bonus with a -5 penalty against the second target. At 15th level the ranger selects a third target of his trick shot. If the attack against his initial and secondary target are successful he makes an attack roll against his third target at his full base attack bonus with a -10 penalty. At 20th level the ranger selects a fourth target of his trick shot. If the attacks against his initial, secondary, and third targets are successful he makes an attack roll against his fourth target at his full base attack bonus -15. He must be able to see all of his targets of this trick. No single creature can be hit more than once with any single trick shot. Each target must be at least within 60ft of the previous target of this attack.

Uncanny Senses: At 10th level this trick lasts for a number of rounds equal to the ranger’s Wisdom modifier. At 15th level the ranger gains uncanny dodge for the duration of this trick. At 20th level the ranger gains improved uncanny dodge and blindsense out to 10ft for the duration.

Upending Strike: At 10th level the ranger cannot be tripped by a failed use of this trick. At 15th level the ranger gains a +1 bonus to the CMB check of his trip for every size category his target is larger than him. At 20th level if the ranger's trip combat maneuver was successful he can attempt an additional trip combat maneuver against an enemy that is adjacent to him and his previous target. He can continue to do this until he has no other enemies to trip or he fails an attempt.

Vengeance Strike: At 10th level the ranger can use this trick to attack an enemy that attacked him. At 15th level the target of vengeance strike provokes attacks of opportunity from the ranger for attacking any of the ranger's allies for the remainder of it's round. At 20th level the target of the ranger’s vengeance strike becomes antagonized for 1 round.