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Ranger, Tome (3.5e Class)

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==Ranger==
{{quote|''Knowing the routines and movements of your prey tips the balance of a hunt. Fire at the wrong moment and your chance will be forever lost. Patience...''}}
No one should ever play the standard [[SRD:Ranger|ranger]] when they can play a [[SRD:Druid|druid]] instead. The A real ranger is a peerless hunter and , a legitimate threat in multiple forms of combat, someone and not always necessarily devoted to the protection of nature. It's easy to imagine an evil ranger that would use his connection with nature simply to further his own ends, or perhaps even lack lacks any such connection at all beyond the fact that he fights better in a natural setting than elsewhere.
===Making a Ranger===
{{sidebar|Tome of Prowess|This class is designed to be compatible with the [[Tome of Prowess (3.5e Sourcebook)|Tome of Prowess]] rules. Any class abilities that have different rules under Tome of Prowess will be marked by a '''ToP:''' label.}} A ranger places more emphasis on mobility than a [[Fighter, Tome (3.5e Class)|fighter]] or [[Barbarian, Tome (3.5e Class)|barbarian]], since he lacks the action interruption abilities of the former or the universally applicable raw attack strength of the latter. That said, he is still a very capable and adaptable combatant boasting large amounts of utility, and can compensate for any weaknesses with a spell list focused on buffs for himself or his party members.
As the ranger gains levels, he becomes much better at killing creatures of certain types. And thanks to the psychological phenomena of generalization, he is able to utilize this knowledge to combat enemies with traits and abilities similar to his favored enemy.
'''Abilities:''' Even though it is a martial class, a ranger has relatively low Hit Dice; as such, [[SRD:Strength|Strength]], Dexterity, and Constitution all help to ensure his a ranger's combat efficacy. Aside from those three, Wisdom is the ranger's most important stat, as it governs his spellcasting, the effectiveness of the favored enemy class feature, and his ability to track enemies.
'''Races:''' Rangers can come from any race.
'''Alignment:''' Any.
'''Starting Gold:''' 1d6×10 1d6×10 gp (25 gp).
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
|+
<div>{{Anchor|Table: The Ranger}}</div>
[[SRD:Hit Dice|Hit Die]]: d8d10
|-
! rowspan="2" | Level
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
! rowspan="2" | Special
! colspan="10" | [[#Spells|Spells per Day]]|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup>|-
|1st|| class="left" | +1 || +2 || +2 || +0
| class="left" | [[#Animal Companion|Animal Companion]], [[#Combat Style|Combat Style]], [[#Tracker|Tracker]]
|2||—||—||—||—||—||—|-
|2nd|| class="left" | +2 || +3 || +3 || +0
| class="left" | [[#Favored Enemy|Favored Enemy (Minor)]], [[#Nature Walk|Nature Walk]]
|3||0||—||—||—||—||—|-
|3rd|| class="left" | +3 || +3 || +3 || +1
| class="left" | [[#Natural Predator|Natural Predator]], [[#Thrill of the Hunt|Thrill of the Hunt]] |3||1||—||—||—||—||—|-
|4th||class="left" | +4 || +4 || +4 || +1
| class="left" | [[#Animal Companion|Beastmaster]], [[#Favored Enemy|Favored Enemy]]
|3||2||0||—||—||—||—|-
|5th||class="left" | +5 || +4 || +4 || +1
| class="left" | [[#Camouflage|Camouflage]], [[#Swift Tracking|Swift Tracking]]
|3||3||1||—||—||—||—|-
|6th||class="left" | +6/+1 || +5 || +5 || +2
| class="left" | [[#Combat Style|Combat Style]], [[#Favored Enemy|Favored Enemy]]
|3||3||2||—||—||—||—|-
|7th||class="left" | +7/+2 || +5 || +5 || +2
| class="left" | [[#Skirmisher|Skirmisher]]
|3||3||2||0||—||—||—|-
|8th||class="left" | +8/+3 || +6 || +6 || +2
| class="left" | [[#Favored Enemy|Favored Enemy (Advanced)]]
|3||3||3||1||—||—||—|-
|9th||class="left" | +9/+4 || +6 || +6 || +3
| class="left" | [[#Fast Casting|Fast Casting]] (0 and 1st), [[#Ghillie in the Mist|Ghillie in the Mist]]|3||3||3||2||—||—||—|-
|10th||class="left" | +10/+5 || +7 || +7 || +3
| class="left" | [[#Favored Enemy|Favored Enemy]]
|3||3||3||2||0||—||—|-
|11th||class="left" | +11/+6/+6 || +7 || +7 || +3
| class="left" | [[#Combat Style|Combat Style]], [[#Fast Casting|Fast Casting]] (2nd)|3||3||3||3||1||—||—|-
|12th||class="left" | +12/+7/+7 || +8 || +8 || +4
| class="left" | [[#Favored Enemy|Favored Enemy]]
|3||3||3||3||2||—||—|-
|13th||class="left" | +13/+8/+8 || +8 || +8 || +4
| class="left" | [[#Fast CastingCombat Roll|Fast CastingCombat Roll]] (3rd)|3||3||3||3||2||0||—|-
|14th||class="left" | +14/+9/+9 || +9 || +9 || +4
| class="left" | [[#Favored Enemy|Favored Enemy (Major)]]
|4||3||3||3||3||1||—|-
|15th||class="left" | +15/+10/+10 || +9 || +9 || +5
| class="left" | [[#Bloodhound|Bloodhound]], [[#Fast Casting|Fast Casting]] (4th)|4||4||3||3||3||2||—|-
|16th||class="left" | +16/+11/+11/+11 || +10 || +10 || +5
| class="left" | [[#Favored Enemy|Favored Enemy]]
|4||4||4||3||3||2||0|-
|17th||class="left" | +17/+12/+12/+12 || +10 || +10 || +5
| class="left" | [[#Fast Casting|Fast Casting]] (5th), [[#Ghillie in the Mist|Forest Specter]]|4||4||4||4||3||3||1|-
|18th||class="left" | +18/+13/+13/+13 || +11 || +11 || +6
| class="left" | [[#Favored Enemy|Favored Enemy]]
|4||4||4||4||4||3||2|-
|19th||class="left" | +19/+14/+14/+14 || +11 || +11 || +6
| class="left" | [[#Fast Casting|Fast Casting]] (6th), [[#Survival of the Fittest|Survival of the Fittest]] |4||4||4||4||4||4||3|-
|20th||class="left" | +20/+15/+15/+15 || +12 || +12 || +6
| class="left" | [[#Favored Enemy|Favored Enemy]]
|4||4||4||4||4||4||4
|- class="noalt"
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::6]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 ×4 at 1st level)'''<br/>
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
'''Weapon and Armor Proficiency:''' A ranger is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
'''{{Anchor|Spells}}:''' Like a [[SRD:Druid|druid]], a ranger casts divine spells, which are drawn from the ranger spell list (see below). He also gains bonus spells per day based on his [[SRD:Wisdom|Wisdom]] score, and prepares his spells in the same manner as a [[SRD:Cleric|cleric]] does. Most of his spells are designed to aid him in augmenting his already formidable combat abilities or cause detriment to opponents, not as a form of attack. That said, his spells are more limited in number and power than a druid’s. 0&mdash; ''[[SRD:Cure Light Wounds|cure light wounds]]'', ''[[SRD:Detect Magic|detect magic]]'', ''[[SRD:Detect Poison|detect poison]]'', ''[[SRD:Detect Snares and Pits|detect snares and pits]]'', ''[[SRD:Flare|flare]]'', ''[[SRD:Know Direction|know direction]]'', ''[[SRD:Light|light]]'', ''[[SRD:Snare|snare]]'', ''[[SRD:Speak with Animals|speak with animals]]'', ''[[SRD:Speak with Plants|speak with plants]]'' 1st&mdash; ''[[SRD:Barkskin|barkskin]]'', ''[[SRD:Calm Animals|calm animals]]'', ''[[SRD:Charm Animal|charm animal]]'', ''[[SRD:Cure Moderate Wounds|cure moderate wounds]]'', ''[[SRD:Daylight|daylight]]'', ''[[SRD:Delay Poison|delay poison]]'', ''[[SRD:Endure Elements|endure elements]]'', ''[[SRD:Greater Dispel Magic|greater dispel magic]]'', ''[[SRD:Greater Magic Fang|greater magic fang]]'', ''[[SRD:Longstrider|longstrider]]'', ''[[SRD:Obscuring Mist|obscuring mist]]'', ''[[SRD:Pass without Trace|pass without trace]]'', ''[[SRD:Tree Shape|tree shape]]'' 2nd&mdash; ''[[SRD:Animal Trance|animal trance]]'', ''[[SRD:Bear's Endurance|bear’s endurance]]'', ''[[SRD:Bull's Strength|bull’s strength]]'', ''[[SRD:Cat's Grace|cat’s grace]]'', ''[[SRD:Cure Serious Wounds|cure serious wounds]]'', ''[[SRD:Entangle|entangle]]'', ''[[SRD:Faerie Fire|faerie fire]]'', ''[[SRD:Fog Cloud|fog cloud]]'', ''[[SRD:Mass Cure Light Wounds|mass cure light wounds]]'', ''[[SRD:Nondetection|nondetection]]'', ''[[SRD:Owl's Wisdom|owl’s wisdom]]'', ''[[SRD:Resist Energy|resist energy]]'', ''[[SRD:Lesser Restoration|lesser restoration]]'', ''[[SRD:Rusting Grasp|rusting grasp]]'', ''[[SRD:Spider Climb|spider climb]]'', ''[[SRD:Spike Growth|spike growth]]'' 3rd&mdash; ''[[SRD:Air Walk|air walk]]'', ''[[SRD:Cure Critical Wounds|cure critical wounds]]'', ''[[SRD:Mass Cure Moderate Wounds|mass cure moderate wounds]]'', ''[[SRD:Protection from Energy|protection from energy]]'', ''[[SRD:Spike Stones|spike stones]]'', ''[[SRD:Stone Tell|stone tell]]'', ''[[SRD:Water Breathing|water breathing]]'', ''[[SRD:Wind Wall|wind wall]]'' 4th&mdash; ''[[SRD:Freedom of Movement|freedom of movement]]'', ''[[SRD:Giant Vermin|giant vermin]]'', ''[[SRD:Heal|heal]]'', ''[[SRD:Mass Bear's Endurance|mass bear’s endurance]]'', ''[[SRD:Mass Bull's Strength|mass bull’s strength]]'', ''[[SRD:Mass Cat's Grace|mass cat’s grace]]'', ''[[SRD:Mass Cure Serious Wounds|mass cure serious wounds]]'', ''[[SRD:Mass Owl's Wisdom|mass owl's wisdom]]'', ''[[SRD:Solid Fog|solid fog]]'', ''[[SRD:Wall of Thorns|wall of thorns]]'', ''[[SRD:Wall of Stone|wall of stone]]''  5th&mdash; ''[[SRD:Animal Growth|animal growth]]'', ''[[SRD:Commune with Nature|commune with nature]]'', ''[[SRD:Control Winds|control winds]]'', ''[[SRD:Control Weather|control weather]]'', ''[[Bear's Endurance, Greater (3.5e Spell)|greater bear's endurance]]'', ''[[Cat's Grace, Greater (3.5e Spell)|greater cat's grace]]'', ''[[Eagle's Splendor, Greater (3.5e Spell)|greater eagle's splendor]]'', ''[[SRD:Mass Cure Critical Wounds|mass cure critical wounds]]'', ''[[SRD:Stoneskin|stoneskin]]'', ''[[SRD:Transport via Plants|transport via plants]]'', ''[[SRD:Tree Stride|tree stride]]'' 6th&mdash; ''[[SRD:Antilife Shell|antilife shell]]'', ''[[SRD:Etherealness (Spell)|etherealness]]'', ''[[SRD:Greater Restoration|greater restoration]]'', ''[[SRD:Mass Heal|mass heal]]'', ''[[SRD:Refuge|refuge]]'', ''[[SRD:Reverse Gravity|reverse gravity]]'' '''{{Anchor|Animal Companion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger starts play with an animal companion, which may be any [[SRD:Animal Type|animal]] that normally has a [[SRD:Challenge Rating (Creature Statistic)|Challenge Rating]] equal to his character level -2. Templates may be added on to the creature so long as its CR remains at the appropriate level and so long as they don't make the companion an invalid type; templates added should be policed at the discretion of the DM. At first level, the ranger may have an animal companion with a CR equal to his own (such as a [[SRD:Wolf|wolf]]), but such a companion cannot be advanced until 4th level.
Should the ranger ever lose a companion (either by death or voluntary release from service), another one automatically comes to his side after 24 hours if he so desires.
This list is not necessarily intended to be exclusive and may be expanded at the discretion of the DM.
 
:'''ToP:''' Despite not being a Tome Combat feat, [[Combat Casting, Prowess (3.5e Feat)|Combat Casting]] is another feat selectable via this class feature.
'''{{Anchor|Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger possesses an extraordinarily keen sense of smell, and is able to detect creatures by [[SRD:Scent|scent]] out to a distance of 10 feet per class level (this allows the distance of the ranger’s scent ability to exceed the norm of 30 feet, but otherwise follows all normal rules). In addition, the ranger also gains [[Track (3.5e Feat)|Track]] as a bonus feat at first level.
'''{{Anchor|Favored Enemy}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger trains himself vigorously in the destruction of certain types of foes, hereafter referred to as favored enemies. At every even-numbered level, he may choose a favored enemy from the list below, adding another type of creature to his list of favored enemies and granting benefits based on both his class level and the type of enemy selected. Despite the implications of the name, the benefits of choosing a favored enemy are not only applicable to that type of foe; instead, his experience fighting certain opponents aids the ranger in fighting other creatures with similar attributes. Favored enemy benefits are divided into three categories: minor (accessible starting at level 2), advanced (level 8), and major (level 14). Once a new tier of benefits are unlocked, they are gained for every favored enemy the ranger has previously chosen and every one he selects afterwards.
A ranger gains certain benefits that apply regardless of what favored enemy he chooses. He automatically has [[Races of War (3.5e Sourcebook)/Advanced Combat#Base Attack Bonus and Combat Maneuvers|the Edge]] against any favored enemy even if their base attack bonus exceeds his own. In addition, he gains a +2 bonus to attack rolls and a damage on all attacks (not spellsmelee or ranged) against any creature that is designated as a favored enemy. In addition, all attacks from BAB (excluding attacks gained through hasting effects or Two-Weapon Fighting) gain a +1d6 bonus to damage rolls. This damage bonus increases by another d6 for each additional favored enemy the ranger possesses after the first. These bonus damage dice are not multiplied on a critical hit. They also should not be confused with Sneak Attack dice, and do not count as such for any prerequisites or abilities.
Finally, a ranger is well-versed in the tracks and , habits as well as the language of his favored enemies, gaining a competence bonus to [[SRD:Survival Skill|Survival]] checks made to track such creatures equal to one half his character level.
:'''ToP:''' The ranger gains a +3 competence bonus to [[Tome of Prowess (3.5e Sourcebook)/Survival|Survival]] checks made to track favored enemies instead of the normal bonus.
'''{{Anchor|Natural Predator}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 3rd level ranger is extremely good at killing things, even those that aren’t counted among his normal favored enemies. By taking a [[SRD:Move Actions|move action]] to make a Survival check (with a DC of 15 + the Challenge Rating of the creature), he can identify a single opponent that he can somehow sense. Doing this allows him to treat that foe as a favored enemy and gain the associated attack and damage bonuses against it, even if it is not counted amongst his favored enemies. Use of this ability does not actually increase the number of favored enemies the ranger possesses, and as such does not grant him another bonus damage die, bonuses to Survival checks, or the unique benefits accorded to favored enemies of that type. This ability is useable at will and lasts for 1 round per two class levels of the ranger.
:'''ToP:''' Instead of a normal Survival check, the check is made with whatever relevant identification skill the Tome of Prowess dictates for the creature type of the opponent in question (one of [[Tome of Prowess (3.5e Sourcebook)/Arcana|Arcana]], [[Tome of Prowess (3.5e Sourcebook)/Geomancy|Geomancy]], [[Tome of Prowess (3.5e Sourcebook)/Survival|Survival]], or [[Tome of Prowess (3.5e Sourcebook)/Thaumaturgy|Thaumaturgy]]).
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, a ranger can use the [[SRD:Hide Skill|Hide]] skill in any sort of natural terrain, even if he does not have [[SRD:Cover|cover]] or [[SRD:Concealment|concealment]]. So long as he is in natural terrain, he may Hide even when observed. In addition, if he stays still for an entire round (not moving or performing any actions), the ranger becomes [[SRD:Invisibility|invisible]] (with all normal limitations of the [[SRD:Invisibility (Spell)|spell]]) until the end of his next turn.
'''{{Anchor|Skirmisher}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By 7th level, a ranger is superbly mobile and fleet of foot in combat, allowing him to move 5 feet as a [[SRD:Free Actions|free action]] immediately after making an attack roll. This does not count as his 5-foot step for his turn, but provokes [[SRD:Attacks of Opportunity|attacks of opportunity]] normally. This extra movement can only be applied to attacks gained from BAB. If he wishes to use this ability out of turn (such as after making an attack of opportunity), it counts as an [[SRD:Immediate Actions|immediate action]].
 
'''{{Anchor|Fast Casting}}:''' Starting at 9th level, the ranger can cast any ranger orison or 1st-level ranger spell as a swift action, as if he had applied the [[SRD:Quicken Spell|Quicken Spell]] metamagic feat to it. Should he add additional metamagic to the spell, its casting time is never increased beyond a swift action. Every two levels thereafter, the level of spells he can cast as a swift action increases by one (to 2nd level at 11th, 3rd level at 13th, and so on).
'''{{Anchor|Ghillie in the Mist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 9th level ranger is able to blend in almost perfectly with his surroundings. So long as he is in natural terrain, he gains 20% [[SRD:Concealment|concealment]]. At level 17, this improves to 50% concealment. Because it is not magical in nature and stems purely from the ranger's ability to melt into the wilderness, this concealment cannot be penetrated by ''[[SRD:True Seeing|true seeing]]'' spell or a similar effect.
In addition, a 17th level ranger is seamlessly able to blend in to any surroundings. All abilities that depend on him being in natural terrain may now be used anywhere.
 
'''{{Anchor|Combat Roll}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level, the ranger may move up to 10 feet after a successful attack instead of the normal 5 feet allowed by [[#Skirmisher|Skirmisher]]. He also no longer provokes attacks of opportunity for this extra movement.
'''{{Anchor|Bloodhound}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A ranger of 15th level or higher who picks up a trail when tracking gains the effects of a ''[[SRD:Find the Path|find the path]]'' spell (with the tracked creature accessible as the target destination). As a result, the target destination moves as the creature does. The ranger may also receive this effect if he possesses a sample from the target with which to trace their scent. This ability is a location divination effect with a caster level equal to your ranger level; when you use it to track a creature protected by anti-divination effects, you may make a caster level check against a DC equal to 10 + the caster level of the effect) and bypass it if successful.
*'''''Ooze:''''' Weapons and equipment that you are currently wielding no longer have to make saves to avoid taking damage or being destroyed/disjoined by any means.
*'''''Outsider:''''' As a swift action useable at will, you may cast ''[[SRD:Align Weapon|align weapon]]'' on all weapons you are currently wielding.
*'''''Plant:''''' You are immune to any effect that uses plants to magically impede movement (i.e. ''[[SRD:Entangle|entangle]]'', ''[[SRD:Wall of Thorns|wall of thorns]]'', etc.) as well as any and all poisons.
*'''''Undead:''''' You can sense [[SRD:Etherealness|ethereal]] and [[SRD:Incorporeal Subtype|incorporeal]] creatures normally, and may detect such creatures by scent. Plus, all your weapons are treated as having the ''[[SRD:Ghost Touch (Weapon Enhancement)|ghost touch]]'' enhancement when you are wielding them.
*'''''Vermin:''''' Your experience with vermin has allowed you to fight like they do. You gain [[SRD:Tremorsense|tremorsense]] out to 5 feet per class level and never risk poisoning yourself when applying poison to a weapon.
*'''''Aberration:''''' You are now immune to all mind-affecting effects.
*'''''Animal:''''' As a standard action, you may make a single attack against a creature that forces them to make a Reflex save. If they fail, they not only take damage from the attack but also take a penalty to the damage they inflict with one natural or manufactured weapon (of your choice at the time of the attack) equal to your ranger level (to a minimum of 0). This reduction lasts for 1 round per two levels of ranger you possess.
*'''''Construct:''''' As a standard action, you can break clean through an unattended object with a thickness no more than that of your weapon, regardless of hardness or hit points. This renders most objects that fall in that range useless, but may be useful for carving new doors in stone walls or clear cutting forests for lumber. *'''''Dragon:''''' As a standard action, you may make an attack to incapacitate a target and prevent them from moving. If the attack is successful, the target must make a Fortitude save or have one of their movement speeds (as chosen by you) reduced to 0 ft. If the creature is in flight as has their flight speed reduced to 0 feet, they fall. This immobilization lasts until the creature takes a full-round action to treat its own wound, which an ally may instead accomplish with the aid another action. *'''''Elemental:''''' As a free action, you can now change the type of all favored enemy damage dice you deal to a creature with an attack or effect to acid, cold, electricity, or fire damage.
*'''''Fey:''''' You are immune to [[SRD:Paralysis|paralysis]] and magical sleep effects.
*'''''Giant:''''' Add 1 point of damage per favored enemy die you possess to all attacks against an opponent for every size they are larger than you.
====Major====
*'''''Aberration:''''' When a target-specific mind-affecting effect would affect someone with [[SRD:Range (Spell Descriptor)#Close Range|Close range]] of you, you may use an immediate action to change the target of the effect to yourself. In addition, any mind-affecting effect that targets you is automatically rebounded back at its source as if you were the originator. It uses its base save or the default save for favored enemy, whichever is higher.
*'''''Animal:''''' If you study an a single opponent undetected for 1 whole round, you gain sneak attack damage as a [[SRD:Rogue|rogue]] of your class level against it on your next turn. This damage stacks with any bonus damage you may receive from the favored enemy class feature and any normal sneak attack damage you may possess.
*'''''Construct:''''' A creature you strike has their spell resistance (if any) reduced by 4 or to 12 + their CR (whichever is less) until the start of your next turn. Any spell immunities they possess (whether from their own traits or a magical effect) are removed and instead replaced with spell resistance 12 + the CR of the target. Both of these effects last until the beginning of your next turn. A single creature cannot be affected by this ability more than once per round.
*'''''Elemental:''''' When you are targeted by an attack or effect with an elemental subtype, you may take an [[SRD:Immediate Actions|immediate action]] to gain immunity to that paritcular damage type until the end of the current round. In addition, you are healed one point of damage for every three points of elemental damage you normally would have taken from the attack that provoked the change.
*'''''Fey:''''' Whilst in a forest, you are able to detect every creature (and automatically know its type) inside the forest within 100 feet per class level.
*'''''Giant:''''' You now ignore or apply any and all size modifiers so long as it is advantageous to you, and whenever you are targeted by an effect that affects only creatures of a certain size, you are automatically treated as an invalid size if you wish.
*'''''Humanoids:''''' You may make a lethal attack as a standard action. If you deal any damage with this attack, the foe must make a Fortitude save or die. This is not a death effect and works normally against creatures immune to such effects.
*'''''Magical Beast:''''' Opponents struck by your attacks bleed profusely, taking 2 additional points of damage for each successful attack made against them at the beginning of each of your next turns until they are healed back to full health.
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