Feat for a ranger


3.5/d20/OGL


I would like to hear an opinion about this feat. I have made it for the 2nd level Ranger, for his 3rd level feat (dex 14). He has an interesting style of play, where he uses many types of weapons during an encounter. He has for the last two levels shifted his a couple of times in every encounter. He role-plays his character to be a member of an order of hunters, who dedicate themselves to be able to wield any weapon in combat.
Is it too powerful or too weak?

Weapon Master of the Harana H’ray
Prerequisites: Dex 14, Quick Draw, must be a member of the Harana H’ray Order

Sense early childhood you have been trained to wield any weapon as naturally as any other limb. In battle you epitomize quickness and control in a frenzied dance where you display a repertoire of weapons in a blur of motions that appear as random and graceful as they are deadly.

Benefit: This feat enables you to use a swift action to drop your melee weapon and draw a new melee weapon within the blink of an eye. If you are fighting with two weapons you can chose to drop one or both of your weapons and substitute with either one or two weapons. You can also take any weapon that is within your current square or a square you threaten; pick a weapon up from the floor; grab a weapon from a weapon rack; or snatch a weapon from an opponents equipment (resolve this as an unarmed disarm attack for which you do not provoke an attack of opportunity).
You instantly attack with the new melee weapon(s) leaving your opponents confused and on their heels. You gain a circumstance bonus that lasts for two rounds:
Roll 1d20 + base attack bonus + Dexterity modifier and determine the bonus from the table below. You can use this feat again when a minimum of three rounds has transpired. In any one encounter, you can’t receive the bonus from the same weapon twice.

Check Bonus
00-09 Nothing happens
10-14 +1 to attack and damage
15-19 +1 to attack and damage / critical threat range improves by one
20-24 +2 to attack and damage
25-29 +2 to attack and damage / critical threat range improves by one
30-34 +3 to attack and damage
35-++ +3 to attack and damage / critical threat range improves by one

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