New Ranger fighting style: Non-lethal?


Classes: Barbarian, Fighter, and Ranger

Sovereign Court

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I don't even know what this would look like but I was thinking about an urban ranger, cop type character and this seemed like a possibility. Two-weapon fighting and archery are cool, but shouldn't there be more types of rangers than that? Non-lethal makes sense for someone like a bounty hunter or hunter who wants to capture big-game alive (for zoos or arenas).

Actually, what about "trapper" as a fighting style? Traps aren't exactly weapons but get some trap building feats instead of weapon feats?

Mostly just trying to think outside the box here. Thoughts?


interesting... but traps are imo very ill-placed in the hands of players. If they work, great, but the rest of the party doesnt get to do anything. If they don't... well, a waste.

I'm curious to see why you think this ought to be done with the ranger class, which to me seems to be one of the least 'cop-like'. I've looked at the urban ranger variant, but I see them as more of gritty underworld stalkers, less like policeman. Though you also mentioned bounty hunter, which would be more appropriate...

Nevertheless, I think you could do this just fine with a sap and/or Merciful weapons. A fighter would be fine, I'm still not convinced on the whole ranger thing.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Really? Favored Enemy - choose a criminal organization. Urban Tracking. Animal Companion/Hunter's Bond with a blood hound or something. Favored Terrain - urban. Quarry. Hide In Plain Sight. Max out skills like Intimidate, Sense Motive, Stealth, Perception. That totally seems like a medieval detective to me.

Now give him/her some fancy non-lethal attacks like one-shot knock outs or ranged disarm and you're talking super cop.


The great thing about d20 Modern is that it's also OGL.

Spoiler:

Knockout Punch
Prerequisite: Brawl, base attack bonus +3.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

Improved Knockout Punch
Prerequisite: Brawl, Knockout Punch, base attack bonus +6.
Benefit: When making the character’s first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This critical hit deals triple damage. The damage is nonlethal damage.
Special: Even if the character has the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.

It wouldn't take much to modify them (and the Brawl feat) to be more universally useful, and applicable to D&D power standards.

Brawl
Prerequisites: Base attack bonus +1
Benefit: You cause an additional 1d6 damage when dealing non-lethal damage.
In addition, you may deal non-lethal damage with a lethal weapon without penalty, and do not provoke attacks of opportunity from armed opponents when you attack them while unarmed as long as you are dealing non-lethal damage.

Improved Brawl
Prerequisites: Brawl, base attack bonus +6
Benefit: You gain a +2 bonus to attack against any opponent that has accrued non-lethal damage.
Also, your non-lethal damage bonus is increased to 2d6.

Knockout Strike
Prerequisites: Brawl, base attack bonus +1
Benefit: Your first attack against a flat-footed opponent is treated as a critical hit. This damage is always considered nonlethal damage.

Improved Knockout Strike
Prerequisites: Brawl, knockout strike, base attack bonus +4
Benefit: You deal maximum weapon damage when performing a Knockout Strike.
Special: Bonus damage from Brawl and Improved Brawl are also treated as maximum. Other effects that grant dice damage, such as Sneak Attack or elemental damage, are rolled normally.

...

Now, keep in mind that you can Feint someone to make them flatfooted against your next attack, and this Knockout Strike thing can be quite powerful for making someone drop without killing them.

Here's how I'd do the Combat Style...

2nd: Brawl, Improved Feint, Improved Trip, Knockout Strike
6th: Improved Brawl, Improved Knockout Strike
11th: Greater Feint, Greater Trip

(If Feinting is fixed to not cause the flatfooted condition, then change Feint to Disarm to be more appropriate.)
.

This kinda what you were looking for?

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