Home Creators Posts Import Register Favorites Logout

Content

I am continuing the work to create Horrifically Overpowered core class features, which began with Horrifically Overpowered Fighter Class Features (which covers why I still do Horrifically Overpowered products and articles, and gives the Horrifically Overpowered Class Feature feat to access these class features). Today, we're doing Horrifically Overpowered Ranger Class Features.

Paying members of this Patreon also have access to an Index of Horrifically Overpowered Content, which I will update every time a new Horrifically Overpowered products or article goes up.

Horrifically Overpowered Ranger Class Features 

You access these class features with the Horrifically Overpowered Class Feature feat (see the Fighter article, or Index).

(Any ranger can look overpowered with multishot and rapid shot. But this one has a magic aura, so... Art by Николай Акатов)

Horrifically Overpowered Ranger Class Skills (Horrifically Overpowered): When you are in a favored terrain, you apply the favored terrain bonus to all your ranger class skills. When you are facing a favored enemy, you apply your favored enemy bonus to any check regarding or opposed by that enemy (such as Handle Animal check to handle a animal favored enemy, Intimidate check to demoralize or compel aid from a favored enemy, or Stealth to not be noticed by a favored enemy.

When attempting to identify a favored enemy using a skill you do not have max ranks in, you can treat your ranger level as your ranks in that skill.

Look, I'm doing my best to make this one Horrifically Overpowered, but I'll be honest, a LOT of these skill options are things I'd just add to rangers if I did a Revised Path revision of Pathfinder 1e.

Horrifically Overpowered Ranger Weapon and Armor Proficiency (Horrifically Overpowered): You can change what weapons and/or shield you have in hand as a free action during your turn, and an immediate action when it's not your turn. You can only swap among weapons and shields you gained proficiency with through the ranger class. You can don and/or remove armor you gained proficiency with through the ranger class as a move action.

Horrifically Overpowered Favorite Enemy (Horrifically Overpowered): Each day when you regain uses of spells and daily abilities, you assign your favorite enemy bonuses.

Horrifically Overpowered Track (Horrifically Overpowered): As long as a creature leaves tracks on the ground, you cannot fail to track it. You can also track creatures moving through water (-10 to your Survival check), air (-20 to your Survival check), and even teleporting or changing planes (-30 to your Survival check).

Anytime you successfully track a creature, you can also make a check to identify the creatures and it's special powers of vulnerabilities. The DC for this check is calculated as it is for Knowledge kills, but you can use either the appropriate Knowledge skill or Survival to make the check, whichever is better. If using Survival, you are also allowed to add any appropriate bonuses from favored enemy and favored terrain.

Horrifically Overpowered Wild Empathy (Horrifically Overpowered): You may use wild empathy as a form of observation and mimicry, or you may use complex movements and gestures to change an animal's attitude. You add your Wisdom or Dexterity modifier +3 as the bonus for your wild empathy checks, and can attempt wild empathy as a move action.

Horrifically Overpowered Combat Style Feat (Horrifically Overpowered): Each time you gain a combat style feat, you select three feats from three different combat styles.

Horrifically Overpowered Endurance Feat (Horrifically Overpowered): Add your ranger level to all checks to which you also add the bonus from Endurance. You also gain the Diehard feat, and add your ranger level to the number of negative hit points you can go to before dying.

At 5th level, 7th level, and every 2 level thereafter you also gain a feat from the following list (to a maximum of 8 feats and 19th level): Altitude Affinity, Cold Celerity, Deep Diver, Deny Death (you do not have to have a ki pool to select this feat, and if you select it without having a ki pool you gain a ki pool with 1 ki point in it), Endure Pain (you do not have to meet this feat's prerequisites), Fast Healer, Flagellant (you do not need to meet this feat's prerequisites), Heavy Gravity Acclimation, Heroic Defiance, Heroic Recovery, Motivated March, Planar Infusion (you may take this feat once without meeting its prerequisites), Stalwart, Improved Stalwart, Survivor, Tenacious Survivor (you do not need to be an orc or half-orc to select this feat), and Run.

Because let's be honest, it takes a LOT of work to make Endurance 'Horrifically Overpowered'.

Horrifically Overpowered Favorite Terrain (Horrifically Overpowered): You add your favored terrain bonuses to all Acrobatics, Climb, Escape Artist, Fly, Ride, and Swim checks made in that terrain.

You also add your favored terrain bonus to attack and damage rolls made against creatures native to your favored terrain while within that terrain.

Horrifically Overpowered Hunter's Bond (Horrifically Overpowered): You gain an additional hunter's bond at 6th level and every 2 levels thereafter, to a maximum of nine hunter's bonds at 20th level. In addition to the normal choices for hunter's bond, you can select as a hunter's bond any ability from a ranger archetype that replaces hunter's bond (as long as it does not also replace anything else, and does not require abilities you do not have), druid herbalism, any druid domain (though you can only cast 1st-4th level spells gained from the domain, using your 1st-4th level ranger spell slots if you have them and do not gain any additional spell slots), or one of the following inquisitions: clandestine, fervor, final rest, illumination, persistence, recovery, restoration, tactics, true death, valor, vengeance, zeal.

At 20h level, you may select a second animal companion as your bond, if you already selected it once earlier.

Horrifically Overpowered Woodland Stride (Horrifically Overpowered): Natural terrain features that grant concealment or cover less that total concealment or cover to not affect your Perception or attacks.

Horrifically Overpowered Evasion (Horrifically Overpowered): You retain your evasion even when bound, helpless, or unconscious. You roll twice for all Reflex saves, taking the better of the two results. If you roll a natural 20 on a Reflex save that evasion applies to, you may also take movement up to your move without provoking attacks of opportunity.

Horrifically Overpowered Quarry (Horrifically Overpowered): You can have two quarries at the same time. At 15h level you can have three. At 20th level you can have four.

Horrifically Overpowered Improved Evasion (Horrifically Overpowered): In addition to the normal function of improved evasion, you also now only fail Reflex saves if you roll a natural 1 on your d20. You must have Horrifically Overpowered Evasion to take Horrifically Overpowered Improved Evasion.

Horrifically Overpowered Hide in Plain Sight (Horrifically Overpowered): This now functions as greater invisibility you can use at will in favored terrains.

Horrifically Overpowered Quarry (Horrifically Overpowered): Add 1 to the number of quarries you can have. You automatically and unerringly know if your quarry is killed.

Horrifically Overpowered Master Hunter (Horrifically Overpowered): When you make your master hunter attack, it is not affected by any amount of concealment or cover, any percentile miss change from any effect, any amount of DR, energy resistance, or energy immunity, any ability to block or deflect attacks, and can affect incorporeal and ethereal creatures. The attack automatically gains the benefits of true strike, its save DC is increased by +4, and does an additional 10d6 damage.

This damage is not multiplied on a critical hit. because, get real, this is boosted enough even for a Horrifically Overpowered 20th level class feature.

This Post Sponsored By

David Chart's Ars Magica Patreon, Check it out!patreon.com/DavidChart

Files