Probably need a few tweaks on a couple of these, but none of them seems like it wouldn't work. The Beast Within feels at least paragon, maybe epic though.
This is a twin-strike like ability. "Don't add attribute if you double-tap a single target" is to keep static bonuses down.Beast Strike + Ranger Attack 1
At-Will + Beast, Martial
Standard Action + Melee beast 1
Effect: Both you and your beast move their speed. Then you both make a Basic Attack. If you attack the same target, neither you nor your beast adds its attribute bonus to damage, but you gain combat advantage on your attack.
I kicked this up to level 10; it is very paragon. Note that offensively this sort of sucks; two basic beast attacks isn't great.The Beast Within + Ranger Utility 10
Daily + Beast, Primal
Effect: You become a copy of your beast until the end of the encounter. When this effect ends, you replace one of the beasts; you are at your current HP when this happens. Both Beasts act under your control independently. If a Beast is reduced to 0 HP, this effect ends and you replace that Beast immediately. Either beast may take a minor action and cause the effect to end, and you replace the Beast that took the action.
This is an off-hand ranger melee, reworked to be a Beast power. Adding a mark here is the idea that we should lean towards making the Beast a tank.Feral Swipe + Ranger Attack 1
Encounter + Beast, Martial
Minor Action + Melee Beast 1
Effect: Your beast make a Basic Attack. If it hits, the creature is marked by your Beast.
This is the fighter combat superiority/challenge class feature, reworked to be beast-ish, once/encounter.Unexpected Bite + Ranger Attack 3
Encounter + Beast, Martial
Opportunity Action + Melee Beast 1
Trigger: A creature adjacent to your beast shifts, moves, or makes an attack that doesn't include the beast.
Effect: Make a basic attack on the triggering creature. If it hits, any triggering attack suffers a -5 penalty, and the creature is immobalized until the end of the current turn.
This one is a bit of a gamble. You have to know you can finish a foe with it, but if so it is a +20 damage attack.Finish the Hunt + Ranger Attack 1
Daily + Beast, Martial
Effect: Your beast moves its speed and makes a basic attack. If the creature is reduced to 20 HP or less by this attack, the creature is instead killed. This power is not expended if it doesn't kill the creature.
This is Reign of Steel, the Beast version.Reign of Claws + Ranger Attack 5
Daily + Beast, Primal, Stance
Effect: Your Beast enters the Reign of Claws stance until the end of the encounter. While it is in that stance, creatures beginning their turn next to the Beast take damage, and the Beast gains an equal number of temporary HP.
Come and Get it, converted from a Burst 3 to a Blast 5. I think this is modestly worse.Challenging Roar + Ranger Attack 7
Encounter + Beast, Primal
Standard Action + Close Blast 5 (from Beast)
Attack: Beast's attack bonus vs Will
Hit: Pull 5 towards Beast, and the creature takes if it ends the pull adjacent to the Beast.
Revised. The old version was too strong -- a Standard Action in order to get a 3-5x tap for the rest of the encounter.Bring it Down + Ranger Attack 9
Daily + Beast, Primal
Minor Action + Melee beast 1
Effect: You designate a creature adjacent to your Beast to Bring Down. Until the end of the encounter whenever the creature is hit, your Beast may make as an Immediate Reaction move up to its speed adjacent to it then make a Basic Attack on it.
Hmmmm that was where I was going with this one. (though I was thinking it needed re-thunk)Design notes:
This is a twin-strike like ability. "Don't add attribute if you double-tap a single target" is to keep static bonuses down.
Note that I'm not requiring melee or ranged basic attacks. The "CA" would be free for melee (you'd just flank), but for ranged it wouldn't be.
Twin Strike needs to have a Beast rival in order for the Beastmaster ranger to not be "a ranger, who happens to have a beast".
I intentionally trigger "beast basic attacks" instead of doing beast damage dice all the time; part of this is because raptors using str on powers is dumb and fixing the wording is hard. But by focusing on basic attacks, we also simplify wording for both ranged and melee rangers.
Swarms of allied beasts providing periodic controller like ability could be possible but challenging.Yeah, I think that different beasts should get different power sets. I mean, it would require a LOT of powers to be created, which is the downside, but it would be a cool way to make the beast a 'sidecar' that gives you access to another role. The bear is a defender, the cat is a striker, the eagle is a controller, etc. The beast master himself could be tweaked to allow for getting some leaderish traits instead, or perhaps some of the other beasts could be more of a "we don't do much in combat but our friend gets a few leaderish things and we can do some interesting non-combat stuff."
It would work!
It could be more versatile like A stampede of Wildebeests or area appropriate herd beasts which you sent your Wolf companion to herd this way ;pYeah, I had an aunt that had 14 cats. Definitely some 'Terrain Powers' there...
Well, now I guess I'll have to work on the HoML BeastMaster.... lol.
Oh I like ...Eagle + Primal Leader
Majestic Eagle leads, if you will follow.
Overwatch + Creates a zone where allies can make OAs on foes.
Bannerbird + Lands on an allies shoulder, creates an aura around them.
Distracting Swoop + Immediate action, makes a foe miss / gives ally an attack against them.
When I do development for 4e I am showing how what I have done integrates with what already exists and where I am taking a divergence but also goals that are being sought. The allowing role flexibility by way of ones companion selection above is intriguing at a broad level but also how a particular element evokes or parallels an existing thing to increase confidence from someone wanting to perhaps use your material.I think design notes are a good thing to include in rules (that being said I haven't done that with my own game, oh well....).