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  1. - Top - End - #1
    Barbarian in the Playground
     
    DwarfClericGuy

    Join Date
    Apr 2008

    Default [4E] Class Acts - The Exotic Beast Master Ranger! (PEACH)

    Design Notes:
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    The Ranger is regarded as one of the strongest strikers in 4E, but the beast master path (from Martial Power 1) is largely looked at as unsuccessful and weak. While I'm not sure such a path could ever be mechanically up to snuff with the default ranger, part of the problem (in my estimation) is that WotC was EXTREMELY conservative when it came time to designing powers and paragon paths that put that beast to use. From the word go, that beast companion's attacks are getting compared to Twin Strike and it only gets worse from there. This problem is then compounded by a lack of ways to consistently boost your companion's attack and damage numbers, meaning that at almost every level damage from the pet will be significantly worse than a basic attack from the Ranger themselves (to say nothing of an at-will or encounter power). Beasts can have attributes comparable to a PC, but with no feats, magic items, or proficiency bonuses with their attacks they quickly get left behind even though they add their full level to attack rolls (instead of half).

    This is especially sad to me because in my dream Azeroth 4th Edition campaign, Rangers are the ideal analogue for Hunters from World of Warcraft and the Hunter class in the game is all about the pet companion. Further, the Hunter is exclusively a ranged class, but the handful of Beast Master Ranger powers that are even remotely worth using are actually melee attacks in D&D.

    The following content aims to "fix" this class feature. I don't want to make it outright better than the other ranger fighting styles, and am honestly uncomfortable with the amount of blatant OPness I'd need to include to do so. Instead, what I want to offer are powers that are comparable to the strongest Melee and Ranged powers at each level for the Beast Master, a Paragon Path that feels appropriately "character defining" in the way Battlefield Archer and Stormwarden reward dedication to their fighting styles, and a handful of feats that help the beast companion have attack and damage values that are at least a little bit closer to a PC (although not equal).


    New Ranger Powers:
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    Beastmaster's Strike -- Ranger Attack 1
    You fire off a quick strike, which directs your beast's fury to the target.
    At-will * Beast, Martial, Weapon
    Standard Action -- Melee or Ranged Weapon
    Target: One creature
    Attack: Strength (melee) or Dexterity (ranged) versus AC
    Hit: 1[W] damage.
    Effect: Your Beast companion may make a basic attack against the target.
    Special: If your companion is a Cat, Raptor, Spider, or Wolf, it gets a bonus to the damage roll equal to its wisdom modifier.

    Watchful Beast -- Ranger Attack 1
    Your beast lets out a snarl and throws itself between your allies and the target.
    At-will * Beast, Martial
    Standard Action -- Melee 1 (Beast)
    Target: One creature
    Attack: Your beast's attack versus AC
    Hit: 1[B] + your beast's strength modifier, and an ally within 5 squares of your beast can shift 1 square and gets a bonus to all defenses equal to your beast's constitution modifier until the start of your next turn.
    Special: If your companion is a Bear, Boar, Lizard, or Snake, it gains temporary hitpoints equal to its constitution modifier.

    Growling Charge -- Ranger Attack 1
    Your companion let's out a roar as it charges a foe, keeping their attention occupied.
    Encounter * Beast, Martial
    Standard Action -- Melee 1 (Beast)
    Special: Your beast may charge as part of this power.
    Target: One creature
    Attack: Beast's attack vs. AC
    Hit: 2[B] + your beast's strength modifier damage, and the target is marked by your beast companion until the start of your next turn. Your beast companion gains 5 temporary hitpoints.
    Special: If your companion is a bear, boar, or lizard, it gains a bonus to all defenses equal to your wisdom modifier until the start of your next turn.

    Frenzy -- Ranger Attack 3
    Your pet enters a rabid frenzy, scattering your foes.
    Encounter * Beast, Martial
    Standard Action -- Melee 1 (Beast)
    Target: One or two creatures
    Attack: Beast's attack versus AC, two attacks
    Hit: 1[B] + your beast's strength modifier, and you may slide the target 1 square.

    Kill Command - Ranger Attack 5
    You order your pet to go for the killing blow.
    Daily * Beast, Reliable, Martial
    Standard Action -- Melee 1 (Beast)
    Target: One creature
    Attack: Beast's attack vs. Reflex
    Hit: 3[B] + your beast's strength modifier, and the target is Dazed (save ends).

    Mend Pet -- Ranger Utility 6
    You throw out a word of encouragement and a poultice of healing to your companion.
    Encounter * Beast, Martial
    Minor Action -- Close Burst 10
    Target: Your beast companion in the burst
    Effect: You may spend a healing surge, but regain no hitpoints. Instead, your beast companion regains hitpoints equal to its surge value plus your wisdom modifier. Your beast companion then gets a bonus to all defenses equal to your wisdom modifier until the start of your next turn.

    Hunter's Mark -- Ranger Attack 7
    You mark the target for death, preparing it for your companion's hunt
    Encounter * Martial, Weapon
    Standard Action -- Melee or Ranged Weapon
    Target: One creature
    Attack: Strength (Melee) or Dexterity (Ranged) versus AC
    Hit: 3[W] +strength (melee) or dexterity (ranged) modifier damage. Until the end of your next turn, your beast companion gets a bonus to attack and damage rolls against the target equal to your wisdom modifier.

    Misdirecting Assault - Ranger Attack 9
    You encourage a foe to face your beast companion...or else.
    Daily * Beast, Reliable, Martial
    Standard Action -- Melee or Ranged Weapon
    Target: One creature
    Attack: Strength (Melee) or Dexterity (Ranged) versus AC
    Hit: 3[W] + strength (melee) or dexterity (ranged) modifier damage, and the target is Marked by your beast companion until the end of the encounter. While it is marked by your companion and makes an attack that does not include your companion as a target, your companion may shift its speed and make a basic attack against the target as an immediate reaction after the attack.
    Special: If your companion is a Bear, Boar, or Lizard, it also gains 10 temporary hitpoints.

    Protect the Master -- Ranger Attack 13
    With a whistle your pet comes to your aid, disrupting an attack.
    Encounter * Beast, Martial
    Immediate Interrupt -- Melee 1 (Beast)
    Trigger: You are attacked by an enemy.
    Effect: Your beast companion shifts its speed to a square adjacent to the triggering enemy and makes a basic attack against it. If the attack hits, the enemy also suffers a penalty to damage rolls equal to your beast's strength modifier until the end of its turn.

    Feeding Frenzy -- Ranger Attack 15
    Your companion's jaws glow red, and as it feats you are both satisfied.
    Daily * Beast, Martial
    Standard Action -- Melee 1 (Beast)
    Target: One, two, or three creatures.
    Attack: Your beast companion's attack bonus versus AC, three attacks.
    Hit: 2[B] + your beast's strength modifier damage. You and your beast companion gain a number of temporary hitpoints equal to half the total damage dealt by this power.
    Effect: Your beast companion can spend a healing surge.

    Spirit Bond -- Ranger Utility 16
    The bond between you and your companion provides comfort and strength that nourishes you both.
    Daily * Martial, Stance
    Minor Action -- Personal
    Effect: As long as you are in this stance and your companion is within 10 squares, you both gain Regeneration equal to your wisdom modifier + 2.

    Cobra Shot -- Ranger Attack 17
    You fire a mystical shot of venom that is infused with your beast's strength.
    Encounter * Martial, Poison, Weapon
    Standard Action -- Ranged Weapon
    Target: One creature
    Attack: Dexterity versus Reflex
    Hit: 2[W] + 2[B] +dexterity modifier + your beast companion's strength modifier poison damage and the target is slowed (Save ends).

    Focus Fire -- Ranger Attack 19
    You and your beast companion enter a state of perfect harmony, with each bite and slash from your pet bringing a blow from you.
    Daily * Beast, Martial, Weapon
    Standard Action -- Melee or Ranged Weapon
    Target: One creature
    Attack: Strength (melee) or Dexterity (Ranged) +2 versus AC
    Hit: 2[W] + strength (melee) or dexterity (ranged) modifier damage.
    Effect: Your beast companion makes a basic attack against the target.
    Effect: Until the end of the encounter, the first time each round that your beast hits with an attack, you may make a basic attack against the same target as a free action.

    Master's Call -- Ranger Attack 23
    You call your beast to intervene on an ally's behalf, freeing it from its bonds.
    Encounter * Beast, Martial
    Immediate Reaction -- Melee 1 (Beast)
    Trigger: You or an ally is attacked by an enemy.
    Effect: Any slowed, immobilized, restrained, or marked conditions on your beast companion immediately end. Your beast companion teleports to a square adjacent to the triggering enemy and makes the following attack, Melee 1, against that enemy.
    * Attack: Your beast's attack bonus versus AC
    * Hit: 2[B] and the target is knocked prone.

    Lynx Rush -- Ranger Attack 25
    You command your beast to enter a rabid state and it darts across the battlefield, leaving bleeding wounds in its wake.
    Daily * Beast, Martial
    Standard Action -- Melee 1 (beast)
    Target: One, two, three, or four creatures
    Attack: Your beast can shift its speed. At any point during the move, the beast can make an attack, up to four total attacks, using its attack bonus versus AC.
    Hit: 2[B] + your beast's strength modifier + your beast's dexterity modifier damage, and the target takes ongoing 10 damage (save ends).
    Special: If your beast companion is a Boar, Cat, Raptor, or Wolf, it may shift a number of squares equal to its speed value plus your wisdom modifier instead.

    Blink Strike -- Ranger Attack 27
    Your pet seems to vanish into thin air, then appears suddenly behind your target to launch a surprisingly lethal assault.
    Encounter * Beast, Martial, Teleportation
    Standard Action -- Ranged 10
    Target: One creature
    Attack: Your beast companion teleports to a square adjacent to the target and then makes the following attack, Melee 1, using its attack bonus versus AC.
    * Hit: 6[B] + your beasts strength modifier.
    Special: If your pet is a Cat, Raptor, Snake, or Wolf, it gains a bonus to the attack and damage rolls equal to its Dexterity modifier.

    Stampede -- Ranger Attack 29
    Seemingly out of nowhere, more fearsome companions join the fray, trampling over the opposition.
    Daily * Beast, Martial, Summoning
    Minor Action -- Close Burst 5
    Effect: Up to two new temporary companions appear in spaces within the burst. They can be the same or different species from themselves and your companion. When you use a move action to command your beast companion to move, all the beasts may move. When you command your beast companion to attack as a standard action, all the beasts may attack whichever target you direct them too attack. These new companions return to the wild at the end of the encounter. All of your beast companions gain a bonus to damage rolls equal to your dexterity or strength modifier (chosen when you initiate this power) until the end of the encounter.


    New Ranger Feats:
    Spoiler
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    Beast Master's Expertise
    Prerequisite: Beast Mastery class feature
    Benefit: You get a +1 bonus on all attack rolls made with Bows, Crossbows, Spears, and Heavy Blades. Your beast companion gets a +1 bonus to attack and damage rolls. These bonuses increase to +2 at 11th level and +3 at 21st level.

    Tough Pets
    Prerequisite: Beast Mastery class feature
    Benefit: Your pet's hitpoints increase by your constitution score.

    Go for the Throat
    Prerequisite: Beast Mastery class feature, 11th level
    Benefit: When you score a critical hit, your beast may move or make a basic attack as a free action.

    Stable Master
    Prerequisite: Beast Mastery class feature, 11th level
    Benefit: You may have up to three beast companions, holding two "in reserve". You may select which companion accompanies you during a short or extended rest.

    Stalking Predator
    Prerequisite: Beast Mastery class feature, 11th level
    Benefit: Once per round, your beast companion can shift one square as a free action.

    Dire Beast Mastery
    Prerequisite: Beast Mastery class feature, Wis 17, 21st level
    Benefit: Your beast companion can score critical hits on roll of 19-20.


    New Paragon Path: The Exotic Tamer
    Spoiler
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    "Wolves? Bears? Feh! Ye haven't truly experienced tha wild until ye've wrestled an devilsaur ta a standstill and then bonded over roast boar. Tha wild holds a million criiters: why limit yerself to the ones that are right on the beaten path? " - Hemet Nesingwary, a dwarven Exotic Tamer

    Some Rangers seek to bond with a beast companion, feeling more comfortable with wolves and eagles than their fellow adventurer's. For some Rangers, however, these "mundane" animals simply aren't interesting enough. Like the fighter that seeks to master the strange and exotic spiked chain or boomerang, an Exotic Tamer seeks to find, subdue, train, and master the weirdest, wildest animals imaginable. These companions are powerful allies that frequently confuse and bewilder foe and friend alike with their strange powers.


    Paragon Path Features:
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    Exotic Beast Master (11th level): Upon becoming an Exotic Tamer, you may replace your current companion with one of the exotic beasts listed below. The name in parentheses indicates that this pet counts as that family of pets for the purpose of certain powers. This happens instantaneously. Replacing your companion again follows the procedures outlined on Page 42 of Martial Power.

    Exotic Beast Companions
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    Chimera (Raptor)
    Resembling a cross between a bat and a drake and imbued with magical power, the Chimera is a majestic and fearsome sight.
    Ability Scores: Str 14, Con 12, Dex 16, Int 6, Wis 14, Cha 6
    Size: Medium
    Speed: 4 squares, Fly 6 squares (hover)
    Defenses: AC 14 + level, Fortitude 12 + level, Reflex 13 + level, Will 12 + level
    HP: 12 + 6/level
    Attack: Level +5
    Damage: 1d8
    Melee Basic Attack: Bite; Level +5, 1d8 + Dexterity modifier damage
    Froststorm Breath: Once per encounter when the Chimera hits with an attack, it may choose to make the attack deal cold lightning damage and deal additional cold lightning damage to each adjacent enemy equal to the Chimera's wisdom modifier. Enemies damaged this way are slowed until the end of their next turn.
    Trained Skills: Acrobatics, Perception

    Devilsaur (Lizard)
    The ferocious devilsaur is a deadly reptilian monster that crushes foes with its mighty jaws.
    Ability Scores: Str 18, Con 16, Dex 14, Int 6, Wis 12, Charisma 6
    Size: Large
    Speed: 6 squares
    Defenses: AC 15 + level, Fortitude 14 + level, Reflex 12 + level, Will 11 + level
    Hit points: 14 + 8/level
    Attack Bonus: Level +4
    Damage: 1d12
    Melee Basic Attack: Bite, level +4, 1d12+strength modifier damage.
    Mortal Wound: Once per encounter when the Devilsaur hits with an attack, it may have the target gain Ongoing 5 damage (save ends) (Ongoing 10 damage at 21st level).
    Opportunity Attacks: A Devilsuar has a +2 bonus on opportunity attack rolls.
    Trained Skills: Athletics, Intimidate, Perception

    Quilen (Bear)
    Resembling a large lion, the Quilen are living stone creatures.
    Ability Scores: Str 18, Con 16, Dex 12, Int 6, Wis 12, Cha 6
    Size: Medium
    Speed: 5 squares
    Defenses: AC 16 + level, Fortitude 14 + level, Reflex 11 + level, Will 11 + level
    Attack Bonus: Level +3
    Damage: 2d6
    Melee Basic Attack: Bite; Level +3, 2d6+strength modifier.
    Eternal Guardian:Once per encounter after making an attack, the Quilen and the Ranger gain temporary hitpoints equal to the Quilen's strength modifier.
    Trained Skills: Athletics, Endurance

    Rhino (Boar)
    The Rhino is a lumbering brute of a pet, charging into enemies while its armor-like hide protects it.
    Ability Scores: Str 18, Con 16, Dex 10, Int 6, Wis 12, Cha 6
    Size: Large
    Defenses: AC 15 + level, Fortitude 14 + level, Reflex 10 + level, Will 11 + level
    Hit Points: 15, +9/level
    Speed: 6 squares (8 while charging)
    Attack Bonus: Level +4
    Damage: 1d10
    Melee Basic Attack: Gore +4, 1d10 + strength modifier damage.
    Stampede: Once per encounter, when the Rhino hits with an attack, it may knock the target prone and have it gain Vulnerability 5 to all damage until the end of your next turn.
    Trained Skills: Athletics, Endurance

    Spirit Beast (Cat or Wolf; choose one when pet is obtained)
    The spirit beast is a ghostly hunter that takes the shape of a cat or wolf.
    Ability Scores: Str 16, Con 14, Dex 16, Int 6, Wis 14, Cha 6
    Size: Medium
    Speed: 7 squares
    Defenses: AC 14 + level, Fortitude 13 + level, Reflex 14 + level, Will 12 + level
    Hit Points: 12 + 6/level
    Attack Bonus: Level +5
    Damage: 1d10
    Melee Basic Attack: Bite, level +5, 1d10+dexterity modifier.
    Spirit Walk: Once per encounter after making a melee attack, the Spirit Beast may shift 2 squares and become invisible until the end of your next turn.
    Combat Advantage: When a Spirit Beast has combat advantage against a target, it gains a bonus to damage rolls equal to its wisdom modifier.
    Trained Skills: Acrobatics, Athletics, Nature, Perception, Stealth

    Water Strider (Spider)
    Walking the shores, these beautiful and exotic creatures have a calming effect.
    Ability Scores: Str 14, Con 12, Dex 18, Int 6, Wis 14, Cha 6
    Size: Medium
    Speed: 6 squares, Climb 6 squares, Swim 6 squares
    Defenses: AC 14 + level, Fortitude 12 + level, Reflex 14 + level, Will 12 + level
    Hit Points: 14, +8/level
    Attack Bonus: Level +4
    Damage: 1d8
    Melee Basic Attack: Slam; Level +4, 1d8 + dexterity modifier damage.
    Still Waters: Once per encounter, the Water Strider or the Ranger may reroll an attack roll.
    Trained Skills: Athletics, Stealth

    Wurm (Snake)
    The Wurm is a large burrowing monster with heavy armor plating.
    Abilities: Str 16, Con 14, Dex 16, Int 6, Wis 12, Cha 6
    Size: Medium
    Speed: 5 squares, burrow 5 squares
    Defenses: AC 14 + level, Fortitude 12 + level, Reflex 13 + level, Will 11 + level
    Hit points: 14, +8/level
    Attack Bonus: Level +4
    Damage: 1d10
    Melee Basic Attack: Slam; level +4, 1d10+strength modifier damage.
    Burrow Attack: Once per encounter when the Wurm hits with an attack, that atttack may deal poison damage instead and each adjacent enemy is knocked prone.
    Opportunity Attacks: A Wurm gains a bonus to opportunity attack damage rolls equal to its dexterity modifier.
    Trained Skills: Athletics, Stealth


    Beast Wrath Action (11th level): When you spend an action point to take an additional action, you and your beast companion may each make a saving throw, and you and your beast companion both get a +1 bonus to attack rolls until the end of your next turn.

    Master of the Wild Hunt (16th level): Your beast's attacks gets a +4 bonus to all damage rolls.

    Exotic Tamer Exploits
    Spoiler
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    Intimidation -- Exotic Tamer Encounter 11
    Your foe has never seen a beast quite like the one before them, and they are stricken with terror.
    Encounter -- Beast, Fear, Martial
    Standard Action -- Melee 1 (Beast)
    Target: One creature
    Attack: Your beast's attack bonus versus will
    Hit: 2[B] + your beast's strength modifier, and the target is pushed three squares and stunned until the end of its next turn.
    Special: If your companion is a Cat, Raptor, Snake, or Wolf, it gains combat advantage against the target until the end of your next turn.
    Special: If your companion is a Bear, Boar, Lizard, or Spider, it gains a bonus to all defenses equal to your Wisdom modifier until the end of your next turn.

    Kindred Spirits -- Exotic Tamer Utility 12
    When times get tough, you and your companion's bond grows all the stronger.
    Encounter -- Martial
    Immediate Reaction -- Personal
    Trigger: You or your beast companion are bloodied by an attack.
    Effect: You and your beast companion can each shift two squares. You may spend a healing surge. If you do, your beast companion also gains hitpoints equal to its surge value.

    Beast Cleave -- Exotic Tamer Daily 20
    You and your beast become a joint whirlwind of death, with claw, arrow, and blade cleaving through the battlefield.
    Daily -- Beast, Martial, Weapon
    Standard Action -- Melee or Ranged Weapon
    Special: Before the attacks, you and your beast companion can shift two squares.
    Target: One, two, three, or four creatures.
    Attack: Strength (melee weapon) or Dexterity (Ranged Weapon) versus AC, four attacks.
    Damage: 1[W] + Strength (melee) or Dexterity (Ranged) modifier damage.
    Effect: Each enemy adjacent to your beast companion is dealt damage equal to 5 + your beast companion's strength modifier + your beast companion's dexterity modifier and pushed 1 square.


    So, thoughts?
    Last edited by Hawk7915; 2013-04-04 at 04:48 AM.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    Apr 2008

    Default Re: [4E] Class Acts - The Exotic Beast Master Ranger! (PEACH)

    Great idea!

    Bad execution.

    The Beast Mastery path has flaws, yes. Fun fact: None of the printed "Beastmaster" powers are worth the ink and paper they took up. Your best option with it is, strictly speaking, to pick up a greatbow and use your pet as a spotter for your Hunter's Quarry.

    If you want to actually fix it, on the other hand...
    Spoiler
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    Take a look at the Sentinel druid in Heroes of the Forgotten Kingdoms, and/or the Fey Beast Tamer theme in Heroes of the Feywild. The best fix would start with having the ranger's beast companion blocks look like those.

    Then would follow through by fixing the feature swap; Beast Mastery should cost an at-will power, not Prime Shot. Telling your beast to attack takes up the same action as attacking on your own, and any ancillary effects on the attack are dependent on what kind of animal you've befriended.

    Then, we need more powers that enable paired attacks, of course!

  3. - Top - End - #3
    Barbarian in the Playground
     
    DwarfClericGuy

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    Apr 2008

    Default Re: [4E] Class Acts - The Exotic Beast Master Ranger! (PEACH)

    Quote Originally Posted by vasharanpaladin View Post
    Great idea!

    Bad execution.

    The Beast Mastery path has flaws, yes. Fun fact: None of the printed "Beastmaster" powers are worth the ink and paper they took up. Your best option with it is, strictly speaking, to pick up a greatbow and use your pet as a spotter for your Hunter's Quarry.

    If you want to actually fix it, on the other hand...
    Spoiler
    Show

    Take a look at the Sentinel druid in Heroes of the Forgotten Kingdoms, and/or the Fey Beast Tamer theme in Heroes of the Feywild. The best fix would start with having the ranger's beast companion blocks look like those.

    Then would follow through by fixing the feature swap; Beast Mastery should cost an at-will power, not Prime Shot. Telling your beast to attack takes up the same action as attacking on your own, and any ancillary effects on the attack are dependent on what kind of animal you've befriended.

    Then, we need more powers that enable paired attacks, of course!
    I was hoping that new feats would make up for losing Prime Shot, but I'd agree that giving up Prime Shot is too much, and think that this fix could definitely rule it and say that you give up an at-will power to have a companion, and don't get another fighting style, but keep Prime Shot (and have it work with your companion). Honestly I'm not sure even giving up an at-will is necessary...

    It's a much larger rewrite to give all companions a passive aura or rider on their attack...do you think it's necessary to make them effective?

  4. - Top - End - #4
    Bugbear in the Playground
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    Apr 2008

    Default Re: [4E] Class Acts - The Exotic Beast Master Ranger! (PEACH)

    Quote Originally Posted by Hawk7915 View Post
    I was hoping that new feats would make up for losing Prime Shot, but I'd agree that giving up Prime Shot is too much, and think that this fix could definitely rule it and say that you give up an at-will power to have a companion, and don't get another fighting style, but keep Prime Shot (and have it work with your companion). Honestly I'm not sure even giving up an at-will is necessary...

    It's a much larger rewrite to give all companions a passive aura or rider on their attack...do you think it's necessary to make them effective?
    The aura, not so much. I'm looking more at how defenses and hit points are determined; Sentinel and Fey Beast Tamer have them as flat "your defenses" and "your bloodied value," respectively. Giving up an at-will compares it to the Sentinel; your second at-will is your beast companion's attack, with whatever riders that entails.

    Basically, if you want "ranged attacks with a pet," it's fine as-is; most Sharpshooter builds use a raptor as a spotter. If you want to actually attack with your pet, prepare to jump through a crapload of hoops just to reach baseline ability, because the option was provided without thought to how lack of enhancement bonus would affect you and only addressed half-assedly at best afterwards.

  5. - Top - End - #5
    Troll in the Playground
     
    Yakk's Avatar

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    Nov 2006

    Default Re: [4E] Class Acts - The Exotic Beast Master Ranger! (PEACH)

    Alternative proposal: instead of making the companion cheap, lets make the companion expensive:

    Beast Companion: A Ranger may give up Hunter's Quarry in exchange for a Beast Companion.

    When you have a Beast Companion, your Prime Shot bonus applies if no ally of yours is closer to the enemy than you or your Beast Companion.

    When you do so, you gain a Beast Companion (chosen from the list below (TODO)), and the at-will power Companion's Strike.

    Companion's Strike + Minor Action
    Effect: Your beast companion makes a basic melee attack.
    Special: You may use this ability once per turn.

    You can order your companion to take an action by expending the same kind of action yourself. If you are unconscious, your beast companion will act on its own.

    ---

    Basically, I have replaced the Hunter's Quarry class feature with a different one. HQ has a 75%+ chance of connecting (assuming twin strike) for a DPR of 5.25 at level 1, which gives us a baseline feat-free estimate of a basic melee attack by your companion.

    In general, powers should grant your companion basic melee attacks, with possibly bonus riders, which allows us to have companions that attack Ref or the like by default. Ie, a power might grant a basic melee attack with an extra +2[B] damage.

    Now the design of the "bonus minor attack" is that it is possibly too strong, and corners out possible other power space. Suppose we drop that, and instead roll the HQ damage into the beastmaster powers (making them "better" than they should be)

    Ie:
    Combined Attack + At-Will
    Standard action
    Effect: Make a basic attack, and your beast companion either makes a basic attack or charges.

    This now competes head-to-head against twin strike plus hunters' quarry. By folding this extra power into the beast master powers, we make non-beast master powers "less tempting" (because you lose HQ, and don't get anything for it), but we do leave more design space for the beast master powers.

    The Beast might have a basic attack that is seriously nasty, and scales really fast, under this kind of model, because we are competing directly against Twin Strike+HQ -- with the minor action attack, it would limit the rate at which the Beast's basic attack scales, because it only competes against Hunter's Quarry.

  6. - Top - End - #6
    Bugbear in the Playground
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    Apr 2008

    Default Re: [4E] Class Acts - The Exotic Beast Master Ranger! (PEACH)

    Found it!

    Now all that's left is the necessary edits to make this version useful for the ranger, and powers useful for both...

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