| Majuba |
Combat Style: The name evokes something rather special, and Pathfinder RPG has enhanced the structure, making it more streamlined and versatile.
To expand on that new versatility, here is a write-up of the Combat Style class feature with seven additional combat styles (some patterned after a Class Acts Dragon article in issue #326, some drawn from new cloth).
Combat Style Feat (Ex): At 2nd level, a ranger must select one combat style to pursue from among: arcane, archery, bounty-hunting, horsemanship, mobile fighting, thrown-weapon, two-handed combat, two-weapon combat, and wrestling. This choice affects the character’s class features but does not restrict his selection of feats gained through normal advancement. He can choose these feats, even if he does not have the normal prerequisites.
Arcane
At 2nd level, and every even level thereafter, the ranger gains new spells per day as if he had also gained a level in an arcane spellcasting class he belongs to. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. He may choose to which class he adds the new level for purposes of determining spells per day if he possesses more than one arcane class. This replaces the Rangers' 2nd level Combat Style feat, as well as his ability to cast divine spells that begins at 4th level.
At 6th level, he adds the following feats to his list: Arcane Armor Mastery and Craft Magic Arms and Armor.
At 10th level, he adds the following feats to his list: Improved Feint and Spell Penetration.
Archery
At 6th level, he adds the following feats to his list: Improved Precise Shot and Manyshot.
At 10th level, he adds the following feats to his list: Pinpoint Targeting and Shot on the Run.
Bounty-Hunting
At 6th level, he adds the following feats to his list: Improved Trip and Shatter Defenses.
At 10th level, he adds the following feats to his list: Improved Disarm and Deadly Stroke.
Horsemanship
At 6th level, he adds the following feats to his list: Animal Affinity and Spirited Charge.
At 10th level, he adds the following feats to his list: Skill Focus (Handle Animal or Ride) and Trample.
Mobile Fighting
At 6th level, he adds the following feats to his list: Lunge and Wind Stance.
At 10th level, he adds the following feats to his list: Lightning Stance and Spring Attack.
Thrown-Weapon
At 6th level, he adds the following feats to his list: Deadly Aim and Throw Anything.
At 10th level, he adds the following feats to his list: Penetrating Strike and Shot on the Run.
Two-Handed Combat
At 6th level, he adds the following feats to his list: Greater Sunder and Vital Strike.
At 10th level, he adds the following feats to his list: Improved Vital Strike and Great Cleave.
Two-Weapon Combat
At 6th level, he adds the following feats to his list: Improved Two-Weapon Fighting and Two-Weapon Defense.
At 10th level, he adds the following feats to his list: Greater Two-Weapon Fighting and Two-Weapon Rend.
Wrestling
At 6th level, he adds the following feats to his list: Greater Grapple and Gorgon's Fist.
At 10th level, he adds the following feats to his list: Medusa's Wrath and Stunning Fist.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor.
| Tyska bren Shunder Quah |
Hmm..
Mobile: Another option for Mobile Combat could be Fleet.
Thrown: I think many of the choices for Thrown Weapon could be improved. I think my suggestions would make more sense than penetrating strike or shot on the run. Thrown Weapon could have Exotic Weapon Proficiency (shuriken, bolas). Snatch arrows would be an interesting choice to give at 10th level, and would make more sense. Also, if you are going to have Throw Anything, you should include Improvised Weapon Mastery. I'd even say Weapon Focus (sling, dart, bolas, shuriken, starknife, javelin, or halfling slingstaff)
Arcane: The only time you break the format is with the arcane style. The Arcane style is way too strong. It essentially makes a ranger into an eldritch knight with animal affinities AND divine spells! I can understand making an option that would work well with multi-classing...maybe...but including spells is too much.
2-Handed: If you want to break the format, it would make sense to add Greater Vital Strike at 16th level to the Two-handed style.
Bounty-Hunter: having Dazzling display without Weapon focus seems to permit the feat to apply to any weapon. That seems too strong. It would make sense also to include Skill Focus: Intimidate.
Any other opinions?
Also, is this just recreating fighter? I am prejudice in favor of the styles, but this has concerned me in a way.
My character uses 2-handed style. I have always thought of her as a pole-arm hunter, a Shoanti hunting massive beasts on the Storval Plateau.
| Majuba |
Thrown: Snatch arrows would be an interesting choice to give at 10th level, and would make more sense.
...
Arcane: The only time you break the format is with the arcane style. The Arcane style is way too strong. It essentially makes a ranger into an eldritch knight with animal affinities AND divine spells! I can understand making an option that would work well with multi-classing...maybe...but including spells is too much.
...
Also, is this just recreating fighter? I am prejudice in favor of the styles, but this has concerned me in a way.
Snatch Arrows would be a great idea for thrown.
On the Arcane, you're right about a lot, but it *removes* the divine spells. It probably should start at 4th level, but I couldn't see taking away something at 2nd level (the feat), and giving nothing until 4th.
Allowing *all* these options does impinge on the fighter some (though they now have lots of trinkets of their own), but I'd suggest a DM allow 1-3 of them, based on the campaign setting.