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Ranger Combat Styles
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2375360" data-attributes="member: 20805"><p><strong>Wildscape: Variant Ranger styles...</strong></p><p></p><p>'New' ranger fighting styles.. some of which have little to do with fighting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>All from the book named 'Wildscape' by Legends and Lairs...</p><p></p><p></p><p>All versions remain lightly armored, favoring moblity over protection.</p><p>(terse mode on)</p><p></p><p>Archery..as normal</p><p></p><p>Two Weapon fighting.. as normal</p><p></p><p>2-handed fighting</p><p> 2nd:Gains 2-h defense </p><p> 6th: Sweeping Attack (gains ability similar to Whirlwind attack)</p><p> 11th: Ferocious Blow (wildly unbalanced strike.. for each -1 to AC</p><p>{max -5}</p><p>gain +2 to damage)</p><p> (does not stack with Power Attack)</p><p></p><p>Explorer (rough hewn mountain man sort of style)</p><p> 2nd: Bonus to saves</p><p> 6th: Cultural adaptation (Culture/language skills become class</p><p>skills)</p><p> 11th: Alert Fighter (cannot be flanked)</p><p></p><p>LoreKeeper</p><p> 2nd: Herbalist (can make alchemist versions of potions, including</p><p>Cure Light Wounds)</p><p> 6th: Improved Heal skill (skill check + 10 minutes work with</p><p>bandages and herb mixes = 1d6+wis mod hp healed)</p><p> 11th: Lore of Beast and Blade (lend Favored Enemy bonusi to others</p><p>in combat)</p><p></p><p>Outrider</p><p> 2nd: Horseman (bonus Mounted X feat)</p><p> 6th: Scout (Bonuses to mounts abilities {AC, attacks, and saves}</p><p> 11th: Improved Mounted Jump </p><p></p><p>Ranger Knight (Think the Elvish front line troops from LOTR)</p><p> 2nd: Sword/Shield style </p><p> 6th: Duck! (+1 dodge bonus to AC, limited to light or no armor)</p><p> 11th: Improved Sword/Sheild style </p><p> (this style means you could feasibly get a +5 dodge bonus!)</p><p></p><p>Slayer (Bounty Hunter style)</p><p> 2nd: Stalker (Gains +1d6 Sneak Attack [SA])</p><p> 6th: Maurader (+1d6 SA)</p><p> 11th: Death Dealer (+1d6 SA)</p><p></p><p>Spear Fighter</p><p> 2nd: Agile Spear Fighting </p><p> 6th: Precision Spear Fighting </p><p> 11th: Redoubtable Fighter {NASTY!!!} (deal double damage on</p><p>succesfull AoO as if set against a charge)</p><p>( I just got an article on Pole-arms....which I think this style could adapt</p><p>to rather easily.. and fits into the campaign very well. A Ranger Pole-arm</p><p>fighter would have been one of the many pikemen on the battlefield who</p><p>happened to get good at the weapon. The second and sixth level abilities are</p><p>Feats from that article.)</p><p>( Also, there is a Feat that allows you to deal double damage with a spear</p><p>when *you* charge... )</p><p></p><p></p><p>Additionally, if these options are not enough to think about.. each fighting</p><p>style has an alternate ability set you can trade spell casting for. Normally</p><p>a ranger starts casting spells at 4th level. If you chose an alternate path,</p><p>the pay off is a bit later. You would gain extra abilities based on your</p><p>chosen style at 12th, 14th, 16th, and 18th level.</p><p></p><p>I did not particularly like the Urban Ranger.</p><p>Wildscape also has variant Druids that are very interesting.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2375360, member: 20805"] [b]Wildscape: Variant Ranger styles...[/b] 'New' ranger fighting styles.. some of which have little to do with fighting ;) All from the book named 'Wildscape' by Legends and Lairs... All versions remain lightly armored, favoring moblity over protection. (terse mode on) Archery..as normal Two Weapon fighting.. as normal 2-handed fighting 2nd:Gains 2-h defense 6th: Sweeping Attack (gains ability similar to Whirlwind attack) 11th: Ferocious Blow (wildly unbalanced strike.. for each -1 to AC {max -5} gain +2 to damage) (does not stack with Power Attack) Explorer (rough hewn mountain man sort of style) 2nd: Bonus to saves 6th: Cultural adaptation (Culture/language skills become class skills) 11th: Alert Fighter (cannot be flanked) LoreKeeper 2nd: Herbalist (can make alchemist versions of potions, including Cure Light Wounds) 6th: Improved Heal skill (skill check + 10 minutes work with bandages and herb mixes = 1d6+wis mod hp healed) 11th: Lore of Beast and Blade (lend Favored Enemy bonusi to others in combat) Outrider 2nd: Horseman (bonus Mounted X feat) 6th: Scout (Bonuses to mounts abilities {AC, attacks, and saves} 11th: Improved Mounted Jump Ranger Knight (Think the Elvish front line troops from LOTR) 2nd: Sword/Shield style 6th: Duck! (+1 dodge bonus to AC, limited to light or no armor) 11th: Improved Sword/Sheild style (this style means you could feasibly get a +5 dodge bonus!) Slayer (Bounty Hunter style) 2nd: Stalker (Gains +1d6 Sneak Attack [SA]) 6th: Maurader (+1d6 SA) 11th: Death Dealer (+1d6 SA) Spear Fighter 2nd: Agile Spear Fighting 6th: Precision Spear Fighting 11th: Redoubtable Fighter {NASTY!!!} (deal double damage on succesfull AoO as if set against a charge) ( I just got an article on Pole-arms....which I think this style could adapt to rather easily.. and fits into the campaign very well. A Ranger Pole-arm fighter would have been one of the many pikemen on the battlefield who happened to get good at the weapon. The second and sixth level abilities are Feats from that article.) ( Also, there is a Feat that allows you to deal double damage with a spear when *you* charge... ) Additionally, if these options are not enough to think about.. each fighting style has an alternate ability set you can trade spell casting for. Normally a ranger starts casting spells at 4th level. If you chose an alternate path, the pay off is a bit later. You would gain extra abilities based on your chosen style at 12th, 14th, 16th, and 18th level. I did not particularly like the Urban Ranger. Wildscape also has variant Druids that are very interesting. [/QUOTE]
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