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61

Yeah, Handle Animal is Borked You've accidentally run into something that Optimizers have intentionally used to break world optimization records. Handle Animal has no real limit except the DCs required to train beasts, and finding some way to stop the beast from killing you in the meantime. With Charm Animal and the like, it becomes very possible for a ...


44

There are a few things you're probably glossing over that should be making this circus-collecting way harder than it has been. First, influencing an animal using Wild Empathy requires a whole minute of interaction and study, as this is the animal equivalent of Diplomacy. That can't normally be done during combat! (Incidentally, intelligent magical beasts ...


20

The DM and player can decide this together, and it'll differ based on the character of your game Rules as written, there is no requirement to wait, or to be anywhere in particular, when the companion is granted. (This is true for abilities granted at levelling up in general, e.g. knowing new spells, or having an ability you didn't have yesterday.) In more ...


15

Beastmaster is a bit of a trap The Hunter Archetype incorporates both the Hordebreaker and Giantslayer archetypes from the playtest into itself, letting players pick and choose their features as they level. Either way you build is a strong choice and the Hunter gets Volley or Whirlwind at lvl 11 which really ups their ability to deal damage to multiple ...


13

The best way I have found, within 3.5, to handle the very sudden and abrupt changes that occur on level-up is to prepare for them ahead of time. Have the ranger adopt an animal, or have an animal start to follow the party, or otherwise introduce the future companion prior to level-up. This gives the ranger an opportunity to gain the animal’s trust and begin ...


12

No, it is only spells listed on the Ranger spell list. A Ranger typically learns these spells in a manner similar to druids in that they are essentially communing with nature to gain influence over it. A Ranger's spell list is limited because casting spells is not their forte. They are first and foremost warriors and trackers. The spellcasting is ...


11

Preliminary research indicates that no one has statted up a fox for 5e yet. In lieu of actual monster creation rules which should be present in the DMG, here's the best I can offer, a reasonable conversion from the cat and panther. Without doing a ton of research into foxes, and simply thinking about the iconic images of foxes, we think about them being ...


9

No, it has to be a new creature type from that table. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. — d20 SRD You can't pick an "additional" one by picking the same one. To add a type, it has to be new.


7

Seems Legit Taking a level of rogue (knife master and scout archetypes) and then a level of ranger (trapper and freebooter archetypes) is a legitimate combination. None of the archetype abilities replace other archetype abilities. Obviously, campaigns vary, so confirm the viability and availability with the DM, but this is mechanically sound. There's ...


7

Skilled Companion gives one ally a bonus. They could have written it better. Your confusion is 100% justified. It is quite confusing that the target line says "one ally", and the effect says "any ally" rather than referring to your target. It's reasonable to wonder if that would actually mean this power affects every ally - because you're right, it would ...


6

You could not have taken the opportunity action on your own turn You cannot take opportunity actions on your own turn, so if you, on your turn, move in such a way that your stance is triggered, you can't use the opportunity action granted by the stance. Thus the question about movement interruption is a moot point, though in general interruptions are ...


6

Direct Math for your question and an explanation about Careful Attack. Attack: Roll 1d20+to-hit modifier. If you hit roll (1d8 OR 1d6) + damage modifier . Careful Attack's requirement to have two melee weapons or a ranged weapon is simply that, a requirement. When you make the attack while wielding two melee weapons you can choose which melee weapon you ...


6

Well, the way I reckon it, a third level Beast Master ranger has a proficiency bonus of +2, and assuming a 16 STR would attack at +5 for say 1d8+3 or 1d10+3 damage depending on weapon. A third level Beast Master ranger that has e.g. a Wolf, adds his +2 proficiency bonus to its attack and damage, so its normal +4/7(2d4+2) attack becomes +6/9(2d4+4), which is ...


6

Ok, there are several things you can and should do. First and foremost, keep them working longer. This is a daily power with the chance to change 1 encounter dramatically, there are specific tactics you can employ to discourage resting to make sure their work days are appropriately long (usually about 4 encounters/day). Don't do this regularly, but ...


6

Never miss is hard to come by, but you can get quite a good attack at your level. Attributes For an Archer Ranger there is no reason not to put 18 before racial modifiers on Dex. If you are sure you never reach level 14, 17 is sufficient. Increase it every chance you get. Attack: 6(half level) + 5(attributes) = 11 Race Take any race that gives a Dex ...


5

As you state, there is no RAW precedent for the Beast Master's companion being able to make opportunity attacks. The PHB doesn't have any rules for what would've been "instinctual actions" in 4e. I can't find any words to backup the Beast Master's companion getting to make an opportunity attack. The designers however think its perfectly valid to rule that ...


5

The basic Fighting Style features seem reasonably powerful as second-level abilities, and the Hunter archetype has a lot of options that are quite strong (with Colossus Slayer probably being an easy favorite, and Escape the Horde being nice for combat mobility). The spells are pretty good too — it's easy to escape notice, but a minor version of Arcane Archer ...


5

Since you're building this NPC to support your party of three, build it as a Companion instead. The main reason monsters are different in D&D 4e is to provide them with just the powers that would be useful in a single encounter, without worrying too much about daily resources or situational powers. Just to make a comparison with monsters built as PCs, ...


5

Handle Animal could work, but it's a bad tactic. Summoned animals are still just animals, and all the tricks used to control normal animals work on them. If we assume that the animals would be receptive to your commands if they understand them, you should be able to Push them like any other animal. But. Pushing takes a precious full-round action, because ...


5

It doesn't. The ability asks for a Favored Enemy. It doesn't give any allowances for replacement abilities, similar abilities, other archetypes, nothing. Your DM may houserule it to work that way - and that's something you'll have to talk over with them - but the black-and-white in the book makes Master Hunter useless unless you've got a Favored Enemy to ...


4

When you put your Hunter's Quarry on a creature, the extra damage can only be added on a hit. Your rules quote was either out of date (missing errata) or just simply not a complete copy. Hunter's Quarry actually reads: Hunter's Quarry At-Will Minor Action Effect: You can designate the nearest enemy to you that you can see as your quarry. ...


3

By a strict interpretation of the rules, in a very game-oriented way that is kind of hard to explain logically as the behavior of a real animal, the companion only attacks when you use up your own action to command it to do so. At higher levels, you get to basically share your own extra attacks, but it's not a net win. That makes beast companions ...


3

@Jeff's answer is solid, just adding some perspective from my experience. In my campaigns, I've never had a player complain because I added a bit of storytelling to how they acquired their animal companion. That being said, your campaign and play-style affects this more than anything. To give an example from an intensely story-driven campaign: It took 2 ...


3

Outlaw goes great with Ranger, and it is quite powerful. The encounter power of Outlaw requires a weapon at-will attack power, which you should be using anyway (Twin Strike), and combat advantage that you have from frost cheese. The daze is only good of course if you do not kill the target on your first turn. Also it is easy to explain in the background. A ...


3

Spitting-Cobra Stance is a Daily power, not an Encounter power, so your party can't do that every encounter. The power has been errata-ed to use an Immediate Reaction, not an Opportunity Action, so the Ranger only gets one Ranged Basic Attack per round from the stance, instead of one RBA per turn. The triggering enemy must start the movement within 5 ...


2

Not really Here are some partial solutions: If you were willing to change your PP to Traveler's Harlequin, you could dip into bard for Combat virtuoso. As a half-elf cleric, I assume that you've gone for ranger because of twin-shot, and your paragon of victory certainly supports that assumption. I assume you're using a greatbow for 6.5 average damage per ...


2

Deciding Surprise Round Usually, unless someone is hiding there's no surprise round. You enter the room and you see the rats the same moment the rats see you. If you had some means to effectively sneak into the room without being seen (which involves getting superior concealment or using specific powers) and you managed to hide, the rats wouldn't expect an ...


2

It only affects 1 ally. 4e powers do only exactly what they say, no more no less. Because the power's target line reads "one ally" it can only effect one ally with its effect line. This means when you would use the ability you would have to pick 1 ally PC and use it, its used up (since its a daily) as soon as you use it so it only helps that 1 ally once. ...


2

As the rules state it, yes, this would be an exception However, if you want to make this ranger a little stronger, you may want to give it feats. Also as others have said, a simpler (and possibly more effective) solution could be to re-skin a monster. It would already be balanced and you don't have to put the effort into building it.


2

Use a reskinned monster instead. These are already balanced and you don't have to worry about construction rules. Find one of the appropriate level with the properly themed powers and just hand it to your PCs to play with. This saves you tons of headaches with NPC creation rules (which are likely out of balance pretty dramatically at this point), and keeps ...



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