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Rauthiss
2010-03-12, 10:52 PM
The Dungeoneer
http://images1.wikia.nocookie.net/pathfinder/images/thumb/8/89/Harsk.jpg/250px-Harsk.jpg
Let me handle this.

When it comes to handling the depths of tombs and caves, a rogue can work at it, but give him a few hits and he’s dead. A factotum can, but the minute he’s feebleminded, you’re in trouble. A Dungeoneer, however… no matter what happens in a dungeon, a Dungeoneer is always able to get out alive.

Inspiration: I’m running a playtest game, and I have a caster, healer, and tank homebrew. But no skill monkey! Let’s fix that.

Game Rule Information

Alignment: Dungeoneers come in all shapes and sizes. That said, Lawful ones tend to be more common, if only because chaotic characters tend to be rogues.
Hit Die: d10. A dungeoneer is tougher than a rogue.
Starting Gold: As Rogue.

Class Skills:
The class skills for a Dungeoneer (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)
Skill Points at 1st Level: (8+Int Mod) x4
Skill Points at Each Additional Level: (8+Int Mod)

The Dungeoneer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+2|
+2|Trapfinding, Skilled Strike

2nd|
+1|
+3|
+3|
+3|Blindsense 50 ft.

3rd|
+2|
+3|
+3|
+3|Wall Pass (5ft.)

4th|
+3|
+4|
+4|
+4|Secret Door Sense

5th|
+3|
+4|
+4|
+4|Mineral Sense

6th|
+4|
+5|
+5|
+5|Wall Pass (10 ft.)

7th|
+5|
+5|
+5|
+5| Cartographer’s Intuition

8th|
+6/+1|
+6|
+6|
+6| Blindsense 100 ft.

9th|
+6/+1|
+6|
+6|
+6| Wall Pass (15 ft.)

10th|
+7/+2|
+7|
+7|
+7|Evasion

11th|
+8/+3|
+7|
+7|
+7|Mettle

12th|
+9/+4|
+8|
+8|
+8| Wall Pass (20 ft.)

13th|
+9/+4|
+8|
+8|
+8|Creature Sense

14th|
+10/+5|
+9|
+9|
+9| Cartographer’s Sense, Blindsense 150 ft.

15th|
+11/+6|
+9|
+9|
+9|Wall Pass (25 ft.)

16th|
+12/+7/+2|
+10|
+10|
+10| Pockets of Holding

17th|
+12/+7/+2|
+10|
+10|
+10| Improved Evasion

18th|
+13/+8/+3|
+11|
+11|
+11| Wall Pass (30 ft.)

19th|
+14/+9/+4|
+11|
+11|
+11| Improved Mettle

20th|
+15/+10/+5|
+12|
+12|
+12|Blindsense 200 ft., Master Cartograph[/table]

Class Features:

Weapon and Armor Proficiency: Dungeoneers are proficient with all simple weapons and one martial weapon of their choice. In addition, they are proficient with light and medium armor and all shields except tower shields.

Trapfinding: Dungeoneers can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Dungeoneers can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Dungeoneer who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Skilled Strike (Ex): If a dungeoneer knows the location of a creature (through blindsense, his sense creatures ability, or regular vision), he may use a skilled strike on that creature. He makes a skill check of any skill on the dungeoneer skill list, and gains a bonus based on the kind of check. The amount of the bonus, hereafter noted as X, is equal to his result on the check divided by 5 and rounded down. All additional effects only happen if the skilled strike hits.
{table=head]Skill|Effect
Balance|The dungeoneer gains a +X dodge bonus to AC against the next attack by the target.
Climb|The target is stunned for one round unless he succeeds on a reflex save of DC 10 + 1/2 the dungeoneer's class level + X.
Craft|The dungeoneer may make a sunder attack with a +X bonus on any item of the target's that the craft check relates to.
Disable Device|The target must succeed on a reflex save of DC 10+1/2 the dungeoneer's class level + X or drop any objects in one of his hands, of the dungeoneer's choice.
Escape Artist |The dungeoneer may move up to X five foot squares as a free action, but must remain able to attack the target without moving. This movement does not provoke attacks of opportunity.
Heal |The dungeoneer heals Xd4 hit points.
Hide |The dungeoneer may immediately make a hide check with a +X bonus to gain partial concealment against the target's next attack.
Jump |The dungeoneer jumps over the target, moving opposite the target and up to X five foot squares more.
Knowledge (Dungeoneering) |The target treats all terrain in a 5X foot radius as difficult terrain for one minute.
Listen |The target takes a -X penalty on all move silently checks for one minute.
Move Silently |The target takes a -X penalty on all listen checks for one minute.
Open Lock |The dungeoneer may ignore up to X of the target's armor bonus to AC for the next attack.
Search | The dungeoneer may ignore up to X of the target's Dex bonus to AC for the next attack.
Sense Motive | The dungeoneer gains a 10X% miss chance on the target's next attack.
Spot | For X rounds, the dungeoneer ignores any illusion effect on the target or cast by the target.
Survival | The target's speed drops by 5X feet for one round
Swim |The dungeoneer may ignore all penalties for fighting underwater for X rounds
Tumble |The dungeoneer does not provoke attacks of opportunity from the target for the next X turns.
Use Magic Device | The dungeoneer may select one magical object on the target's person and attempt to temporarily suppress its abilities. This functions as a targeted Dispel Magic, using the dungeoneer's class level as the caster level. If successful, the object, rather than being dispelled, loses all magical abilities for X rounds.
Use Rope | The dungeoneer may immediately make a trip attempt against the target with a +X bonus.[/table]

Blindsense (Ex): A Dungeoneer gains blindsense out to the radius indicated.

Wall Pass (Su): A number of times per day equal to a Dungeoneer’s class level, he may place his hand on a wall and focus as a full-round action. If he does, he can sense what is on the other side of the wall as long as it is the given distance thick or less. If the other side of the wall is clear, he may teleport there, as the dimension door spell.

Secret Door Sense (Su): A Dungeoneer who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Mineral Sense (Su): A Dungeoneer can concentrate (a full-round action) to detect the location of the largest mass of metal or minerals within a range of 10 feet per level. If the Dungeoneer concentrates on a specific metal or mineral (such as gold or diamonds), he detects the location of each such deposit within range. This is otherwise identical to the effect of a rod of metal and mineral detection.

Cartographer’s Intuition (Su): By concentrating for a minute, the Dungeoneer may gain basic knowledge of the environment within 50 feet per class level. Underground, for instance, the Dungeoneer would learn the locations of rooms and passages, while overland he may learn the locations of trees and streams. This ability is usable a number of times a day equal to the Dungeoneer’s class level.

Evasion (Ex): A Dungeoneer can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dungeoneer is wearing light armor or no armor. A helpless Dungeoneer does not gain the benefit of evasion.

Mettle (Ex): A Dungeoneer can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Dungeoneer does not gain the benefit of mettle.

Creature Sense (Su): A Dungeoneer can concentrate (a full-round action) to detect the location of each creature within a range of 10 feet per level. However, the location is all the Dungeoneer learns; he learns no other characteristics.

Cartographer’s Sense (Su): The Dungeoneer’s Cartographer’s Intuition ability now extends to a range of 75 feet/class level, and allows the Dungeoneer to know the basic features of the room (The location of a statue or a pool, for example, but not the statue’s appearance or what is in the pool).

Pockets of Holding (Su): For a number of rounds per day equal to a Dungeoneer’s Class level, he may make his pockets the equivalent of Bags of Holding type IV. All items put into his pockets take up the same space; having two pockets does not grant additional holding space. When the Dungeoneer is not using this ability, the extradimensional space is sealed and inaccessible. Upon the Dungeoneer’s death, these items spill out into the area surrounding his body.

Improved Evasion (Ex): This ability works like evasion, except that while the Dungeoneer still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. A helpless Dungeoneer does not gain the benefit of improved evasion.

Improved Mettle (Ex): This ability works like Mettle, except that while the Dungeoneer still takes no effect on a successful Fortitude or Will saving throw against attacks henceforth he takes only the lesser effect on a failed save. A sleeping or unconscious Dungeoneer does not gain the benefit of improved evasion.

Master Cartograph (Su): The Dungeoneer’s Cartographer’s Intuition ability now extends to a range of 100 ft. per class level, and allows the dungeoneer to know all features of the location, as if he had looked into every room in range and done a small, cursory inspection (Anything not requiring a skill check to notice). This does not, however, grant him any information about creatures or traps and such.


(Image from http://images1.wikia.nocookie.net/pathfinder/images/thumb/8/89/Harsk.jpg/250px-Harsk.jpg )

arguskos
2010-03-12, 10:59 PM
Knee-jerk reaction: OP. D10, 8+Int skills, all good saves, 3/4 BAB.
Actually reasoned reaction: Fine, actually kinda weak. They basically can't contribute to combat, due to a lack of ways to deal damage. That's probably a needed balance for their truly crazy chassis, so no complaints.

Final reaction: A bit useless, but fine. I personally prefer the Rogue, but this has an interesting feel to it. I think you succeeded at making the ultimate dungeon crawler.

Realms of Chaos
2010-03-12, 11:35 PM
Hmmm... I think that I see a flaw in the design of this class.
How exactly does the Dungeoneer gain XP?

The dungeoneer has a ho-hum BAB, no offensive abilities, and no social class skills. As such, the dungeoneer cannot negotiate with or kill things.
I suppose that you get XP from disarming traps but unless you are playing with dungeonscape, there are no traps with a CR of over 10 (and it is thus impossible to reach level 20).
Perhaps you intended for dungeoneers to avoid the challenge imposed by creatures by sneaking around them. This guy has hide and move silently, can scan the area for approaching creatures, and can teleport across walls to avoid them. That only seems feasible to do on a regular basis if you have a very specialized campaign.
You could have him gain XP for "participating" in combat but that would seem like something of a joke, rewarding the player for sitting still and not being able to do anything.
Other than that, the only sources of XP I can think of are those for completing missions and bonus XP for good role-playing, neither of which is particularly common.

What I recommend is that you give this guy a bad fortitude save, lower the HD to a d8.
Next, give this guy either...
1. Sneak attack at levels 1, 4, 8, 12, 16, and 20 (if you want a stealthy dungeoneer)
...or...
2. The Dark Knowledge ability (http://www.wizards.com/default.asp?x=dnd/ex/20051007a&page=3) of the archivist (If you want a knowledgable dungeoneer who can act as a guide).

If you are willing, you could also try limiting skills to 6+Int modifer but giving this guy some minor spellcasting ability like the ranger, paladin, or spellthief. Give this guy some useful sneaky spells to call upon as utility and this thing is good to go.

As a side-note, this class looks like it would be very fun to play in a specialized solo campaign, just like playing some of those old video games from the thief series.

arguskos
2010-03-13, 01:47 AM
If you are willing, you could also try limiting skills to 6+Int modifer but giving this guy some minor spellcasting ability like the ranger, paladin, or spellthief. Give this guy some useful sneaky spells to call upon as utility and this thing is good to go.
I like this idea. Check the Savant, from the Dragon Compendium, for my favorite skill-monkey, who takes this tack (along with limited Sneak Attack, and some other stuff).


As a side-note, this class looks like it would be very fun to play in a specialized solo campaign, just like playing some of those old video games from the thief series.
I actually thought of the original Prince of Persia side-scroller. :smallamused:

Corporate M
2010-03-13, 03:50 AM
As said, it's a good class, just lacks any ability to really deal damage and thus kind of negates being a master at dungeon delving...

I think all it needs is some sortof ability to give it more oppurtunity for combat. Either a rogue's sneak attack, ranger's favored enemy, or scout's skirmish. (Or perhaps even let you choose and possibly mix and match them!)

Other then that, I wouldn't change a thing.

boomwolf
2010-03-13, 10:55 AM
Corporate M you just gave me a devious idea for a class I am now about to make. (mix-and-match abilities. the fighter "jack of all trades" with tons of normally scaling abilities, but instead of scaling a single one he keeps getting new ones!)


Anyways, this class appears as a perfect sneak/disassembler/scout dude, with unmatched exploration abilities and hard to beat defensive measures.

Just think of some cool combat ability for him. possibly something that scales. but not too powerful.

Rauthiss
2010-03-13, 11:00 AM
I'd like to have some sort of combat ability that uses the environment to their advantage, but at this point I'm running low on ideas. I'm thinking of, for now, going with an ability where they spend an action observing the opponent, then their next attack gets a bonus on to-hit or damage (their choice). This would be stackable up to their B.A.B., most likely. Thoughts on that?

Thank you all for your kind words of encouragement. It's guys like you that keep me homebrewing! :3

Mulletmanalive
2010-03-13, 11:53 AM
My personal suggestion is non-casting, because i like non-casters:

Grant him something like Hear The Unseen from PHB2, to allow him to discern targets in the dark.
Sudden Strike out to 60ft at 1st [or 2nd if you want to avoid dips], 5th, 9th, 13th and 17th, plus maybe 20th.
The ability to ignore Natural Armour on targets that can't see him [maybe halfing it from 3rd and ignoring it completely at 12-15th?]. I'd probably just ignore it totally from 3rd or so as Dungeoneers are specialised in fighting monsters over humanoids, right? Maybe ignore up to your ranks in Knowledge [Dungeoneering] worth of Natural Armour?
Something to grant a little better hiding from Darkvision [or you could just state in the description that they use a lot of smoke sticks if you prefer].

Extra damage, specific way of fighting in combat and heck, you could throw grit down a corridor and listen for any odd sounds for traps...

Corporate M
2010-03-13, 02:00 PM
I'd like to have some sort of combat ability that uses the environment to their advantage
You mean like the alternate ranger's favored enviorments?

http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm



where they spend an action observing the opponent, then their next attack gets a bonus on to-hit or damage (their choice). This would be stackable up to their B.A.B., most likely. Thoughts on that?
I like it. Then again, I like the assassin prestige class, and this is like a more fighter based version of that. More versatile, faster, but not quite so cheap as a save-or-die death attack is.


Thank you all for your kind words of encouragement. It's guys like you that keep me homebrewing! :3
Glad we could help. I always like seeing new and exciting things so no D&D game is quite like the other.

Rauthiss
2010-03-13, 02:01 PM
My personal suggestion is non-casting, because i like non-casters:

Grant him something like Hear The Unseen from PHB2, to allow him to discern targets in the dark. Blindsense helps him out more than Hear the unseen will, in that regard, IIRC. Also, I'm not seeing Hear the Unseen in PHB2.
Sudden Strike out to 60ft at 1st [or 2nd if you want to avoid dips], 5th, 9th, 13th and 17th, plus maybe 20th. I'm avoiding this mainly because I've already stolen plenty of class features - I want this to be original.
The ability to ignore Natural Armour on targets that can't see him [maybe halfing it from 3rd and ignoring it completely at 12-15th?]. I'd probably just ignore it totally from 3rd or so as Dungeoneers are specialised in fighting monsters over humanoids, right? Maybe ignore up to your ranks in Knowledge [Dungeoneering] worth of Natural Armour? Now, THAT Idea I like. Maybe ignore up to the class level?
Something to grant a little better hiding from Darkvision [or you could just state in the description that they use a lot of smoke sticks if you prefer].This is mainly a preference.

Extra damage, specific way of fighting in combat and heck, you could throw grit down a corridor and listen for any odd sounds for traps...
I was thinking of giving darkvision 60 feet at 1st level, but that might make the class too dippable. Thoughts?

EDIT: Added observational combat. Look good?

Morth
2010-03-13, 04:14 PM
Just an idea... what about letting them choose from a list of abilities that are combat oriented? Like 1d6 Skirmish, 1d6 Sneak attack, Smite Dungeon Lurker, Favored Terrain: Dungeon, Graceful Dungeoneering ect. and have abilities that function like other class abilities that stay at the base level, say two thirds to half of the list at level twenty. Maybe some trap setting too.

Example list:

1d6 Sneak Attack
1d6 Skirmish
Smite Dungeon Lurker (Used on dungeon dwelling creature like a pally smite based on intelligence)
Favored Terrain: Dungeon (Favored Enemy bonuses while in dungeons)
Graceful Dungeoneering (Grace while in dungeons)
ect.

Mulletmanalive
2010-03-13, 06:05 PM
Observational Combat, while making the class more dangerous for one attack doesn't overtly increase their ability to contribute to a combat:

Even in my games where combats are REALLY long, they generally only last around 8-12 rounds. A more standard average being about 4-7; this means that Observational Combat is going to yield at most 3 attacks in that time, with next to no benefits [beyond the ability to ignore a little Natural Armour...]

A not unbalanced feat from the WoW RPG was Careful Strike, which allowed you to aim as a Move action in exchange for a +4 to hit that round only. This seems more reasonable, though maybe you'd prefer it to scale.

One possibility is making an attack as a Full action: you gain a bonus to hit and damage equal to your class level but the bonus to hit cannot exceed your Int bonus, unless the target has Natural Armour, in which case it is capped at your Int + their Natural Armour [fiddly i know, but i'm sure you can smooth it out]...

Naming that is trickier...Precise Shot is already taken :P

Rauthiss
2010-03-13, 11:56 PM
After a review of the class, I realized that observational combat didn't really make sense with the Dungeoneer's many ambush oriented abilities (Creature Sense, Blindsense). As such, I've added in Premeditated Strike and expanded Blindsense's range. Of course, premeditated strike can be used in actual combat, but doing so is inefficient.

Temotei
2010-03-14, 12:18 AM
Premeditated strike lets you travel really far, really fast to attack as an immediate action. You could actually full attack right after, in fact.

{table]||E|
C|C|C|C
C|C|C|C
C|C|C|C
||Y|[/table]

E = Enemy
C = Chasm with each space equaling one hundred feet
Y = You

Whoo! Hole bypass!

Of course, it's balanced. It just doesn't make much sense. :smallwink:

Which really doesn't matter. :smallcool:

arguskos
2010-03-14, 12:20 AM
Premeditated strike lets you travel really far, really fast to attack as an immediate action. You could actually full attack right after, in fact.

{table]||E|
C|C|C|C
C|C|C|C
C|C|C|C
||Y|[/table]

E = Enemy
C = Chasm with each space equaling one hundred feet
Y = You

Whoo! Hole bypass!
My old friend, logic, wants a word. :smalltongue: I think it should be clear you can't teleport or something, just move really fast.

Unless... that IS the point, in which case, I stand corrected (though, that sounds highly silly honestly).

Temotei
2010-03-14, 12:23 AM
My old friend, logic, wants a word. :smalltongue: I think it should be clear you can't teleport or something, just move really fast.

Unless... that IS the point, in which case, I stand corrected (though, that sounds highly silly honestly).

I'm thinking this is another instance of RAW versus RAI. :smallamused:

arguskos
2010-03-14, 12:24 AM
I'm thinking this is another instance of RAW versus RAI. :smallamused:
I am going to reach through my computer and smack you now, mmkay? :smalltongue: Just a friendly warning.

Temotei
2010-03-14, 12:29 AM
I am going to reach through my computer and smack you now, mmkay? :smalltongue: Just a friendly warning.

:smallbiggrin: With this ability, you can do that and more!

First, though, you need to see me. Go find the "YOU!" thread and find a picture of me.

Rauthiss
2010-03-14, 12:32 AM
Premeditated strike is updated, jerks. :smallsigh:

Temotei
2010-03-14, 12:32 AM
Premeditated strike is updated, jerks. :smallsigh:

Darn. :smallcool:

I was thinking about Sir Lancelot in Monty Python and the Holy Grail. :smallbiggrin:

Tacitus
2010-03-14, 12:45 AM
Premeditated Strike reminds me of the little bits in the Sherlock Holmes movie where he mentally works through a fight sequence before actually completing it.

Sherlock Holmes: [Voice Over] First point of attack, right ear. Two, throat, to muffle his scream. Three, cracked ribs. Four, sweep under right knee. In summary: neutralized. Chance of recovery: small.

arguskos
2010-03-14, 12:49 AM
Premeditated strike is updated, jerks. :smallsigh:
Hey now, I didn't mean to insult nor hurt feelings. Me and Temoti, we josh each other a lot (he's a jerk, which is why :smalltongue:).

As for Premeditated Strike, it makes significantly more sense. Also, I do like the feel on it, since you can (if you win init) use it then full attack in rapid succession, which feels like it'd be deeply enjoyable and viscerally satisfying to do in game. :smallamused:

Rauthiss
2010-03-14, 12:52 AM
Hey now, I didn't mean to insult nor hurt feelings. Me and Temoti, we josh each other a lot (he's a jerk, which is why :smalltongue:).

As for Premeditated Strike, it makes significantly more sense. Also, I do like the feel on it, since you can (if you win init) use it then full attack in rapid succession, which feels like it'd be deeply enjoyable and viscerally satisfying to do in game. :smallamused:

I don't take offense. I don't use smilies when I'm offended. :smalltongue:

I really like premeditated strike, if only because I can see a monster just sitting there, then BAM. A dungeoneer appears and shoots him in the face.

arguskos
2010-03-14, 01:08 AM
I don't take offense. I don't use smilies when I'm offended. :smalltongue:

I really like premeditated strike, if only because I can see a monster just sitting there, then BAM. A dungeoneer appears and shoots him in the face.
You know what this class needs? The Dimension Door line of spells. Why? Because Dim Dooring into a Premeditated Strike sounds HILARIOUS.

Monster: "Ho-hum, no crunchy adventurers to eat."
Dungeoneer: *dim doors next to him* "Hi there. Adventurer here." *stabs in face with a billion pointy objects*
Monster's dying words: "I had to open my stupid mouth." *dies*

Rauthiss
2010-03-14, 01:16 AM
You know what this class needs? The Dimension Door line of spells. Why? Because Dim Dooring into a Premeditated Strike sounds HILARIOUS.

Monster: "Ho-hum, no crunchy adventurers to eat."
Dungeoneer: *dim doors next to him* "Hi there. Adventurer here." *stabs in face with a billion pointy objects*
Monster's dying words: "I had to open my stupid mouth." *dies*
Wall pass: "If the other side of the wall is clear, he may teleport there, as the dimension door spell."

Crossbows. That is all. :smallcool:

arguskos
2010-03-14, 01:24 AM
Wall pass: "If the other side of the wall is clear, he may teleport there, as the dimension door spell."

Crossbows. That is all. :smallcool:
Yeah, but Wall Pass just... I dunno. I do like it and all, but I'm a purist at heart. I like the spell itself (I'm picky, yes, I know :smalltongue:). Something about Dimension Door being my favorite spell evar as a kid or somesuch.

Rauthiss
2010-03-14, 01:25 AM
Yeah, but Wall Pass just... I dunno. I do like it and all, but I'm a purist at heart. I like the spell itself (I'm picky, yes, I know :smalltongue:). Something about Dimension Door being my favorite spell evar as a kid or somesuch.
Completely understandable. Who doesn't like low-level, easy transportation?

Temotei
2010-03-14, 01:25 AM
Plus, you can't randomly teleport across three hundred-foot chasms to strike an enemy in melee.

Tacitus
2010-03-14, 01:39 AM
The more I glance at this, the more Blindsense 50ft at second level gnaws at me. Blindsense, while not as insane as Blindsight, is still ridiculously good.

All good saves, 3/4ths BAB, a d10, Trapfinding, Death Attack Lite™ and Blindsense 50ft for two levels? Almost anyone going into a dungeon would take that.

God forbid this gets Gestalted with... anything.

Rauthiss
2010-03-14, 01:51 AM
The more I glance at this, the more Blindsense 50ft at second level gnaws at me. Blindsense, while not as insane as Blindsight, is still ridiculously good.

All good saves, 3/4ths BAB, a d10, Trapfinding, Death Attack Lite™ and Blindsense 50ft for two levels? Almost anyone going into a dungeon would take that.

God forbid this gets Gestalted with... anything.

all good saves gives you a good chance of survival, as does d10 hit die. The 3/4 BAB and Death attack lite are for combat, and Blindsense 50 feet exists mainly to make DAL good. However, I'd be perfectly fine with delaying blindsense's distance progression.

At the same time, a Pseudodragon, at CR 1, gets all good saves, good BAB, d12, and blindsense 60 ft. not sure what that means, but... Meh. I'm not one to talk to on balance.

Tacitus
2010-03-14, 02:09 AM
A pseudodragon had 2 Racial Hit Dice of Dragon and 3 Level Adjustment. Not really comparable to 2 class levels you can dip into. XP

Honestly, even just Blindsense 10ft per level every level would be much less unbalanced. Its just the jump from none to 50ft in two levels that is slightly disconcerting.

Any particular reason why you have Premeditated Strike advance only by 2d8 and at those intervals? Just curious is all.

I may have to gestalt this and Lifeweaver one day, just for the hell of it. XD

Ashtagon
2010-03-14, 02:38 AM
Wall Pass (Su): A number of times per day equal to a Dungeoneer’s class level, he may place his hand on a wall and focus as a full-round action. If he does, he can sense what is on the other side of the wall as long as it is the given distance thick or less. If the other side of the wall is clear, he may teleport there, as the dimension door spell.

As a combat ability, this works fine, but from a flavour perspective, I'm not sure this works so well as a combat ability. Limiting this ability to, say, once every 5 minutes (like the 4e encounter powers) and dropping the uses per day limit, would keep the utility aspect of the power while removing the potential for annoying sniper tactics. Perhaps at the lowest level it could be 1/hour, gradually improving to 1/five minutes.


Creature Sense (Su): A Dungeoneer can concentrate (a full-round action) to detect the location of each creature within a range of 10 feet per level. However, the location is all the Dungeoneer learns; he learns no other characteristics.

What exactly constitutes a "creature" here? Depending on the way this sense works, it is conceivable that something could escape notice.



Pockets of Holding (Su): For a number of rounds per day equal to a Dungeoneer’s Class level, he may make his pockets the equivalent of Bags of Holding type IV. All items put into his pockets take up the same space; having two pockets does not grant additional holding space. When the Dungeoneer is not using this ability, the extradimensional space is sealed and inaccessible. Upon the Dungeoneer’s death, these items spill out into the area surrounding his body.


The time limitation is more annoying bookkeeping than practical limitation. Just specify an actual size limit lower than the "full-size" bag of holding and be done with it.

Fizban
2010-03-14, 04:30 AM
I like the idea of Premeditated Strike, but it's really weak. Required 2 rounds of study means you'll only be using it once per combat, and that's assuming you get the drop on them. How about: "As a free action you may designate one opponent who's location is known to you. The first time you damage that opponent with an attack on your next turn, that attack deals +X damage." While it reduces the fine "sneak attack!" fun, now you can actually participate in combat every round. You get the fun/annoying game of trying to guess if you should concentrate on the guy in front of you, or plan your attack on his buddy since the first one is gonna drop in one more attack.

One thing I really like though: bonus dice that aren't precision based!. Finally, not being chained within 30' of an angry dude with a bolt stuck in his eye. That's the one thing I'd be worried about though: snipers attacking from 1000' away with heavy crossbows dealing a bunch of extra dice. Usually that's not going to help in a dungeon though, and I'd rather reduce the damage than give it a maximum range.

I'll second bumping back the Blindsense. Fifty feet at second level is ridiculously huge, prestige classes will make you wait ten levels for just a few feet.

Mulletmanalive
2010-03-14, 05:26 AM
I like the premeditated strike thing but at the moment it's in too small a number of packages. Having +2d8 at first level just screams the words "DIP ME!!!!. Spread it out a little [so +1d8 on 8 occasions rather than +2d8 on 4] and you've got a winner. Even alongside Optimised builds, +2d8 at first level is somewhat unneccessary; you're already averaging 1/4 of the hp of an ogre with +1d8...

I'd also remind you that Blindsense is unable to tell any information about the target beyond their Space stat, hence why i suggested Blindsight out to a smaller radius. Knowing where things are isn't much use when you can't tell which are friends and foes once the melee starts...

Jogi
2010-03-14, 10:45 AM
How come nobody has said anything about Cartographer's Intuition? I don't think I understood this class feature quite well; I mean: they simply know the place around them? Like, they have a mental map? And 50 ft. per class level? Considering the wording, and that you gain this at the 7th level, it would work for some 350 ft radious, which is a big range. I think you should do it 5 ft. per level, and not increase it later. It's already a kick ass feature.

EDIT: You also might wanna reduce the number os uses per day, I'd probably make it once per day. Also, why not require a Dungeoreering skill check?

Rauthiss
2010-03-14, 07:47 PM
Aright, here we go...


A pseudodragon had 2 Racial Hit Dice of Dragon and 3 Level Adjustment. Not really comparable to 2 class levels you can dip into. XP Nyeh. :p

Honestly, even just Blindsense 10ft per level every level would be much less unbalanced. Its just the jump from none to 50ft in two levels that is slightly disconcerting. Hm... Blindsense 10ft. per level sounds nice. I think I'll work with that. Plus, I'll get to make up some new class abilities.

Any particular reason why you have Premeditated Strike advance only by 2d8 and at those intervals? Just curious is all. Mostly arbitrairily chosen.

I may have to gestalt this and Lifeweaver one day, just for the hell of it. XD Agreed.


(Wall Pass) As a combat ability, this works fine, but from a flavour perspective, I'm not sure this works so well as a combat ability. Limiting this ability to, say, once every 5 minutes (like the 4e encounter powers) and dropping the uses per day limit, would keep the utility aspect of the power while removing the potential for annoying sniper tactics. Perhaps at the lowest level it could be 1/hour, gradually improving to 1/five minutes. The fact that it takes a full round action was my way of making it a bad choice for combat. As for giving it unlimited uses, I avoided that mainly because I didn't want a dungeoneer to be able to totally skip a dungeon, just be able to pass a few walls.



What exactly constitutes a "creature" here? Depending on the way this sense works, it is conceivable that something could escape notice. Any living creature. The fact that the dungeoneer can't detect constructs adds a weakness that, while not crippling, lets a DM still ambush a party.



The time limitation is more annoying bookkeeping than practical limitation. Just specify an actual size limit lower than the "full-size" bag of holding and be done with it. Hmm... The bookkeeping is annoying. How about a Bag of holding Type III?


I like the idea of Premeditated Strike, but it's really weak. Required 2 rounds of study means you'll only be using it once per combat, and that's assuming you get the drop on them. How about: "As a free action you may designate one opponent who's location is known to you. The first time you damage that opponent with an attack on your next turn, that attack deals +X damage." While it reduces the fine "sneak attack!" fun, now you can actually participate in combat every round. You get the fun/annoying game of trying to guess if you should concentrate on the guy in front of you, or plan your attack on his buddy since the first one is gonna drop in one more attack. See, this is what confuses me. Some of you people want me to weaken it, others say it is weak already. Remember, the 2 rounds study gives an immediate action attack; only one and a half rounds if effectively "lost".

One thing I really like though: bonus dice that aren't precision based!. Finally, not being chained within 30' of an angry dude with a bolt stuck in his eye. That's the one thing I'd be worried about though: snipers attacking from 1000' away with heavy crossbows dealing a bunch of extra dice. Usually that's not going to help in a dungeon though, and I'd rather reduce the damage than give it a maximum range. You wanna optimize a sniper build? Feel free.

I'll second bumping back the Blindsense. Fifty feet at second level is ridiculously huge, prestige classes will make you wait ten levels for just a few feet. See above for my scaling it down


I like the premeditated strike thing but at the moment it's in too small a number of packages. Having +2d8 at first level just screams the words "DIP ME!!!!. Spread it out a little [so +1d8 on 8 occasions rather than +2d8 on 4] and you've got a winner. Even alongside Optimised builds, +2d8 at first level is somewhat unneccessary; you're already averaging 1/4 of the hp of an ogre with +1d8... I think I'll follow through with the +1d8 8 times.

I'd also remind you that Blindsense is unable to tell any information about the target beyond their Space stat, hence why i suggested Blindsight out to a smaller radius. Knowing where things are isn't much use when you can't tell which are friends and foes once the melee starts... Your friends will most likely have lights of their own. If you don't have friends, don't worry about it. :p Worst comes to worst, have them say some code word so you can distinguish them.


How come nobody has said anything about Cartographer's Intuition? I don't think I understood this class feature quite well; I mean: they simply know the place around them? Like, they have a mental map? And 50 ft. per class level? Considering the wording, and that you gain this at the 7th level, it would work for some 350 ft radious, which is a big range. I think you should do it 5 ft. per level, and not increase it later. It's already a kick ass feature. At earlier levels, it only lets you know the general shape of rooms and corridors. While it might help in a maze, it won't protect you from the ambush waiting for you or the arrow trap in the wall. at 5 ft. per level, we have a capstone that lets you see 100 feet around you. Honestly, that's nowhere near your 9th level divination abilities. The dungeoneer is meant to be a class based on tactics, and Cartographer's Intuition is perfect for that.

EDIT: You also might wanna reduce the number os uses per day, I'd probably make it once per day. Also, why not require a Dungeoreering skill check? I don't like skill check based class abilities. As for number of uses a day, that I might change.

Jogi
2010-03-15, 10:58 AM
Im sorry, I meant 5 ft. per class level. This way, when you're 7th level in this class, you'd be able to sense shapes within 35 ft. But what about secret passages? Does it let you sense a secret room but does not reveal the entrance?

Rauthiss
2010-03-15, 11:05 AM
Im sorry, I meant 5 ft. per class level. This way, when you're 7th level in this class, you'd be able to sense shapes within 35 ft. But what about secret passages? Does it let you sense a secret room but does not reveal the entrance?

It does, although I'm thinking I'll have the concentration last longer.

Jogi
2010-03-15, 12:19 PM
It does, although I'm thinking I'll have the concentration last longer.

Oh well, that's just me, but I really think this should require some sort of skill test. If not, then lower the number of daily uses. I agree with longer concentration.

Fizban
2010-03-15, 09:50 PM
See, this is what confuses me. Some of you people want me to weaken it, others say it is weak already. Remember, the 2 rounds study gives an immediate action attack; only one and a half rounds if effectively "lost".
No, it's two rounds of full attacks/charges lost. Getting an attack as an immediate action is powerful, but you're doing absolutely nothing for two rounds. A rogue would be moving, flanking, and sneak attacking for +1d6/two levels per round even with only one attack, more with a full attack. You're making one attack for less damage every 2 rounds than the rogue can make in one even if he has to chase his opponent down. If we compare to a fighter, it's still worse because just the base weapon damage he's dealing before power attack on a full attack or leap attack is enough to eclipse the damage from a premeditated strike, every round compared to your every three.

Now, if you want it to be limited to just a suprise/first round bonus that you only get 1/encounter, then you're fine. But otherwise the only way it's going to get used in combat is if you have to chase someone down and you're allowed to prepare while taking move actions like an assassin.

Rauthiss
2010-03-22, 09:58 AM
No, it's two rounds of full attacks/charges lost. Getting an attack as an immediate action is powerful, but you're doing absolutely nothing for two rounds. A rogue would be moving, flanking, and sneak attacking for +1d6/two levels per round even with only one attack, more with a full attack. You're making one attack for less damage every 2 rounds than the rogue can make in one even if he has to chase his opponent down. If we compare to a fighter, it's still worse because just the base weapon damage he's dealing before power attack on a full attack or leap attack is enough to eclipse the damage from a premeditated strike, every round compared to your every three.

Now, if you want it to be limited to just a suprise/first round bonus that you only get 1/encounter, then you're fine. But otherwise the only way it's going to get used in combat is if you have to chase someone down and you're allowed to prepare while taking move actions like an assassin.


Hm, true. I like the idea of allowing move actions to be taken with it, similar to an assassin.

Rauthiss
2010-04-01, 11:12 AM
</bump>


tencharacters.

Rauthiss
2010-04-08, 11:58 AM
Bumping again for spring comments!

Rauthiss
2010-05-29, 01:43 AM
Any more thoughts, anybody? I hunger for opinions!

Rauthiss
2010-06-10, 02:46 PM
I've switched out premeditated strike for a new ability, based on skill checks. Do the abilities look good?

Tacitus
2010-06-10, 02:58 PM
The stun needs a save or some serious nerf. Even given some pretty decent other options I would personally do nothing but stunlock the BBEG forever from 1st level.

Rauthiss
2010-06-10, 03:01 PM
The stun needs a save or some serious nerf. Even given some pretty decent other options I would personally do nothing but stunlock the BBEG forever from 1st level.
Heaping helping of Nerf, done. How do the rest of the abilities look?

mrcarter11
2010-06-10, 03:14 PM
Seems like everything is working nice, I think I may try playing it sometime soon to see how combat goes though.

Tacitus
2010-06-10, 03:19 PM
They all seem to be in about the same area of power and utility and it works better than what ye had going on before. I might suggest Escape Artist specify whether or not it provokes AoOs for movement. As for the UMD, I'd suggest a targeted dispel magic that suppresses a magic item for X rounds or destroys X charges, as if the target has no charged items its useless.

Chainsaw Hobbit
2010-06-11, 05:50 PM
Hmmmmmmm :smallconfused:, should have d8 HD.