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<blockquote data-quote="Stalker0" data-source="post: 576273" data-attributes="member: 5889"><p>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.</p><p></p><p>[Adaptation]</p><p>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.</p><p></p><p>Elemental Explotation [Adaptation]</p><p>Elementals are strong, but many have key weaknesses you've learned to exploit.</p><p>Prereq: Favored Enemy: Elementals +2</p><p>Benefit: When fighting enemies that have elemental vulnerabilities, using magical or non-magical elemental attacks will do double the normal amount of damage.</p><p></p><p>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.</p><p></p><p>Stealth [Adaptation]</p><p>To fight the animals and beasts of the world, you must get around their keen senses.</p><p>Prereqs: Favored Enemy: Animal +2 or Favored Enemy: Beast +2</p><p>Benefit: You gain a +2 to Hide and Move Silently and cannot be found through the Scent ability.</p><p></p><p>Winged Assault [Adaptation]</p><p>Dragon's flight is a huge advantage for them...until you understand the vulnerabilities it presents.</p><p>Prereqs: Favored Enemy: Dragons +2</p><p>Benefit: When fighting a winged creature that is in the air, you gain a +2 circumstance bonus to attack and damage with ranged weapons.</p><p>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.</p><p></p><p>Narrow Movement [Adaptation]</p><p>Oozes can move through the small nooks and cranies. To beat them so must you.</p><p>Prereqs: Favored Enemy: Ooze +2</p><p>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.</p><p></p><p>Acid Immune Steel [Adaptation]</p><p>You have learned how to protect your weapons against the acidity of ooze.</p><p>Prereqs: Favored Enemy: Ooze +2, Alchemy 2 ranks</p><p>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.</p><p>Special: The resin can used to create cages to trap ooze as well.</p><p></p><p>Tentacle Attack [Adaptation]</p><p>You have learned to counter the viney reach of many plants...with vines of your own.</p><p>Prereqs: Favored Enemy: Plants +2</p><p>Benefit: You are automatically proficient with the whip/whip dagger, and when using it counts as a melee weapon for you.</p><p></p><p>Resist Grab [Adaptation]</p><p>You've learned to get out of hold of plant vines and tentacles.</p><p>Prereq: Favored Enemy: Plants +2</p><p>Benefit: You gain a +4 bonus to escape artist and to grapple checks when escaping from a grapple.</p><p></p><p>Hardened Will [Adaptation]</p><p>Your time against Feys has increased your resistance to their influences.</p><p>Prereq: Favored Enemy: Fey +2</p><p>Benefit: You get a +4 bonus to saves against enchantments.</p><p></p><p>Decerning Mind [Adaption]</p><p>You've become wise to the illusionary tactics of Gnomes</p><p>Prereq: Favored Enemy: Gnome +2</p><p>Benefit: You gain a +4 bonus to saves against illusions.</p><p></p><p>Tirelessness [Adaptation]</p><p>Your enemy never stops... so neither can you.</p><p>Prereq: Favored Enemy: Undead +2 or Favored Enemy: Construct +2</p><p>Benefit: You can go 1.5 as long as normal for endurance activities before making con checks.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 576273, member: 5889"] 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. [/QUOTE]
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