Saturday Potpourri – The Disruptor (Ranger Archetype)

The Disruptor (Ranger Archetype)

The warrior slathered a thick red grease across his chest and hollered his battle cry. He charged forward and the enemy closed in around him. In a frenzy, they stabbed wildly at the man, reckless to other dangers.

The disruptor lives to distract, frustrate and provoke the enemy. By drawing the attack to himself, he frees his allies from threat. His antics are sure to capture the enemies focus and his survival may depend upon a sacred bond with the healer.

The disruptor is an archetype of the ranger class.

Call Out

At 1st level, a disruptor gains the feat Call Out as a bonus feat.

This ability replaces wild empathy.

Weapon Awareness (Ex)

At 1st level, a disruptor chooses a weapon group from the fighter’s weapon training class ability list (except natural weapons). He gains a +2 bonus to AC against opponents attacking with a weapon from that group.

Additionally, If the opponent’s weapon is one for which the disrupter has the weapon focus feat, he gains a +1 bonus to AC.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the disruptor may select an additional weapon group. At each such interval, the bonus against any one weapon group (including the one just selected, if so desired) increases by +1 (maximum +5).

This ability replaces favored enemy.

Vexing Style (Ex)

At 2nd level, a disruptor must select the vexing combat style.

This modifies the ranger’s combat style feat class feature.

Confounding Mark

At 3rd level, the disruptor can, as a standard action, mark himself with a red marking on his clothes, skin or armor; the disruptor determines the mark’s exact appearance, but it can be no larger than his hand. The mark acts as a target, with which the disruptor goads and distracts the enemy. Any enemy adjacent to or threatening the disruptor suffers a -2 on all attacks not directed at the disruptor. Confounding mark lasts for a number of rounds equal to the disruptor’s Wisdom modifier. He may perform confounding mark twice per day.

At 8th level, a disruptor spends a move action to mark himself and may perform confounding mark three times daily.

At 13th level, a disruptor spends a swift action to mark himself and may perform confounding mark four times daily.

At 18th level, a disruptor spends a swift action to mark himself and may perform confounding mark five times daily.

This ability replaces favored terrain

Armor Training (Ex)

At 4rd level, the disruptor gains armor training, as per the fighter class, except that the he gains the training every four levels starting at 4th, (8th, 12th, and 16th). In all other respects, the disruptor’s armor training is identical to that of the fighter.

Disruptor levels are considered fighter levels for the purpose of meeting Armor Mastery feat prerequisites.

This ability replaces hunter’s bond.


A ranger gains Toughness as a bonus feat at 3rd level.

This ability replaces Endurance.

Marked Inspiration (Ex)

At 11th level, a disruptor can use confounding mark to inspire his allies. Twice per day, upon marking himself with a confounding mark, the disruptor may, as a free action, imbue the mark with greater potency. In addition to the normal effects of confounding mark, all allies of the disruptor gain +2 on all attack rolls made against affected enemies.

This ability replaces quarry.

Improved Marked Inspiration

At 19th level, a disruptor may use marked inspiration three times per day, and all enemies within 30 feet of the disruptor are subject to the effects of marked inspiration. Additionally, allies of the disruptor gain a +4 on attacks made against enemies affected by marked inspiration.

This ability replaces improved quarry.

Greater Marked Inspiration

At 20th level, a disruptor may use marked inspiration four times per day, and all enemies that can see the disruptor are subject to its effects. An enemy affected by marked inspiration is denied their Dexterity bonus to AC against attacks made by allies of the disruptor for the duration of the mark.

This ability replaces master hunter.

Ranger Combat Style


BodyGuard, Combat Expertise, Dodge, and Mobility. If choosing Combat Expertise, the character counts as having 13 Intelligence for the purpose of selecting that feat and others that have Combat Expertise as a prerequisite.

At 6th level, he adds Saving Shield and Canny Tumble to the list.

At 10th level, he adds Combat Patrol and Passing Trick to the list.

About mmiller

Mike Miller first discovered RPG’s in the days of TSR. The mention of a beholder or mind flayer still twists his guts with nervous dread, though now with a tinge of nostalgia. He had no publishing experience prior to writing for the OGN, but has long enjoyed creating histories and legends for his homebrewed worlds.

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