Ranger feats

Here's a few more I thought of

Pierce
You can strike multiple foes with a single shot.
Prereqs: Point Blank Shot, Precise Shot
Benefit: When using a ranged weapon that kills an opponent, the weapon can pierce the opponent and continue past. After a pierce, the range increments the weapon has flown increases by 2. If the weapon hits an opponent, make another attack roll. You can only make one pierce per attack.

Example, I fire a longbow that travels 100 feet and hits a goblin. The attack is at -2, but I hit and kill the goblin. The pierce adds 2 range increments or 200 feet, for 300 feet traveled. The arrow flies another 100 feet and hits another goblin, the distance is 400 feet or a -8 to the attack.

Tactics [Favored Enemy]
You outhink your enemies in advanced combat.
Prereqs: Favored Enemy, Expertise
You can apply your favored enemy bonus to disarm and trip rolls as well as grapple checks.
Special: This bonus also applies when being disarmed or tripped.

Infiltrator [Favored Enemy]
To beat them....you become them.
Prerequs: Humanoid Favored Enemy
Benefit: You gain a +10 bonus to your disguise checks when disguised as a humanoid favored enemy.

Note: This is mainly for those rangers that don't have spells.

Fearful Strike [Favored Enemy]
Your blows deal damage to an enemy's morale.
Prereqs: Favored Enemy +2, Intimidate 5 ranks.
Benefit: When striking a favored enemy, the enemy is entitled to a Will Save (DC = 10+ ranger level) or be shaken for 5 rounds. This applies only if the favored enemy bonus is +2 or higher.
Special: If a creature passes its save, the ability cannot be used again for one day.
 

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Inspired by another thread on this forum a little ways back, I have created a new feat type, to give rangers special bonuses for choosing certain favored enemies.

[Adaptation]
To truly master the killing of an enemy, you must do more than become better with a blade and bow. You must learn to overcome the enemies strength's, tear at his weaknesses, and survive the terrain the enemy calls home. Adaptation feats require a +2 bonus against a specific type of favored enemy. However, the bonuses from the feats often applies to other situations as well.

Elemental Explotation [Adaptation]
Elementals are strong, but many have key weaknesses you've learned to exploit.
Prereq: Favored Enemy: Elementals +2
Benefit: When fighting enemies that have elemental vulnerabilities, using magical or non-magical elemental attacks will do double the normal amount of damage.

Ex. A ranger is fighting a Magmin with a frost weapon. The magmin has a vulneability to cold, and so normally would take 2d6 points of damage. With this feat, you double the double or x3, for 3d6 points of cold damage.

Stealth [Adaptation]
To fight the animals and beasts of the world, you must get around their keen senses.
Prereqs: Favored Enemy: Animal +2 or Favored Enemy: Beast +2
Benefit: You gain a +2 to Hide and Move Silently and cannot be found through the Scent ability.

Winged Assault [Adaptation]
Dragon's flight is a huge advantage for them...until you understand the vulnerabilities it presents.
Prereqs: Favored Enemy: Dragons +2
Benefit: When fighting a winged creature that is in the air, you gain a +2 circumstance bonus to attack and damage with ranged weapons.
Special: The creature must fly with wings for you to get the benefit. You do not get bonuses against a beholder flying, or a sorcerer using the fly spell.

Narrow Movement [Adaptation]
Oozes can move through the small nooks and cranies. To beat them so must you.
Prereqs: Favored Enemy: Ooze +2
Benefit: When attempting to move through tight spaces and other obstructions that block his path, the ranger is considered to be under the effects of a reduce spell with a caster level of 5. You also gain a +4 bonus to escape artist.

Acid Immune Steel [Adaptation]
You have learned how to protect your weapons against the acidity of ooze.
Prereqs: Favored Enemy: Ooze +2, Alchemy 2 ranks
Benefit: You can create a resin, that when applied to stone, wood, or metal will make them immune to acid damage for 20 minutes. The resin requires a Wilderness Lore check (DC 15) to get the necessary items, and an alchemy check of 15 to create the resin.
Special: The resin can used to create cages to trap ooze as well.

Tentacle Attack [Adaptation]
You have learned to counter the viney reach of many plants...with vines of your own.
Prereqs: Favored Enemy: Plants +2
Benefit: You are automatically proficient with the whip/whip dagger, and when using it counts as a melee weapon for you.

Resist Grab [Adaptation]
You've learned to get out of hold of plant vines and tentacles.
Prereq: Favored Enemy: Plants +2
Benefit: You gain a +4 bonus to escape artist and to grapple checks when escaping from a grapple.

Hardened Will [Adaptation]
Your time against Feys has increased your resistance to their influences.
Prereq: Favored Enemy: Fey +2
Benefit: You get a +4 bonus to saves against enchantments.

Decerning Mind [Adaption]
You've become wise to the illusionary tactics of Gnomes
Prereq: Favored Enemy: Gnome +2
Benefit: You gain a +4 bonus to saves against illusions.

Tirelessness [Adaptation]
Your enemy never stops... so neither can you.
Prereq: Favored Enemy: Undead +2 or Favored Enemy: Construct +2
Benefit: You can go 1.5 as long as normal for endurance activities before making con checks.
 


Oh, I forgot--a while back, Mordane76 asked if he could put up the feats here on his website. For what it's worth, feel free to reprint the one feat (Hated Enemy) I contributed to this discussion.
 

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