Cathulhu |
So, hypothetically:
"Freebooter's Bane (Ex)
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy."
PLUS:
"Designating, Greater
Price +4 bonus
Aura moderate enchantment; CL 12th; Weight —
DESCRIPTION
This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +4 morale bonus on melee attack rolls and a +6 morale bonus on melee damage rolls against the designated target for 1 round. Multiple successful shots fired at the same target do not increase the bonuses or their duration."
MEANS: with a move actions, granting the Freebooter Bane, plus a standard action with a ranged weapon enchanted with Greater Designating, you could have a max +9 attack and +11 damage in melee.
Say you have two melee party members. One, a dual wielding fighter, the other, a dual wielder barbarian.
Say you dip gunslinger, and are making that standard attack with a firearm like a musket; thus getting touch AC within the first range increment. Ranger 6 could get you Improved Precise Shot. Freebooters Bane works for all allies within 30 feet WHEN you trigger the ability, and last until the enemy is dead or you designate a new one. Designating weapons appear to have no limit of effect beyond the one round.
By level 7 (Ranger 6, Gunslinger 1) (assuming you can get the party to pitch for a +1 Designating Musket Axe)
You could grant +4 to hit, +4 to damage to any ally in melee. -2 for two weapon fighting, -2 for power attack... Youre looking at +0 to hit, +8 damage to any melee weapon attack for any party member that begins combat within 30 feet of your position.
The Ranger would have Improved Precise Shot, and would be easily able to hit any enemy within the touch AC range of said musket axe.
On top of which, you could still make an somewhat effective switch hitter, based on some of my previous ideas: Ranger/Gunslnger
Thoughts?
Cavall |
Our skull and Shackles group had a skald an evangelist cleric and a free booter.
Without designation weapons they enjoyed a healthy +9 to attack and damage before spells came in to play.
Personally I love the free booter. A move action was nothing for the Ranger who was sword and board style. He used his one move to get into a place he liked another to designate a target and let the bad guys have to get through him. This meant he didn't need to worry as combat found him.
All and all a great group with perfect meshing.