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molten_dragon
2010-04-24, 10:43 AM
Ever since I first got the Tome of Battle, I've loved it. It fixes so much of what I thought was wrong with fighter types in this game, and makes them much more fun and interesting to play. That being said, I've always thought it had two glaring errors. First off, it doesn't offer a remake of the ranger class. And secondly, it doesn't offer any schools focusing on ranged combat. A few weeks ago, I had enough free time that I decided to do something about those two issues. The results of my efforts are a new 20-level martial class, the Hunter, and two new schools of maneuvers, both focusing on ranged combat. These schools are Striking Eagle and Wolf Wind.

So far none of this has been playtested yet, but I've got a player who is creating one for the campaign I just started so hopefully soon I'll get to see how it does in an actual game.

Please let me know what you think and offer any constructive criticism you can think of. Also, if you have some ideas for better names for the maneuvers, please suggest them, I'm not real happy with what I have at the moment.

The Hunter
The diving hawk, the tireless wolf, the stalking lion, these are the creatures that a hunter seeks to emulate. The hunter is a martial adept that stalks the wild places of the world. Hunters are wild men and women much more at home in the depths of a primeval forest, or the burning wastes of a desert than in the comfort of a bustling city. Their connection to nature gives hunters abilities which are beyond the normal. Hunters are gifted in the use of the bow, and are the only martial adepts that can make use of the ranged disciplines.

Making a Hunter
A hunter differs in many ways from the other martial adepts. They are average melee fighters at best. They also do not gain the spells or animal companions of a ranger. They make up for these shortcomings through their peerless ability with ranged weapons.
Abilities: Dexterity and Constitution are the most important abilities to a Hunter. Intelligence and wisdom are useful to gain skill points and make best use of those he has. Strength and Charisma are helpful, but a hunter is less reliant on these abilities than others.
Races: Most hunters are humans, elves, and half-elves, because they are the most likely to live in the wild places of the world and have a deep connection to nature. Halflings and Half-orcs take to the hunter class less often. Dwarven and Gnomish hunters are nearly unheard of.
Alignment: A hunter can choose any alignment, but lawful hunters are a rarity.
Starting Gold: 5d4x10 gp (125 gp)
Starting Age: As ranger (PH 109)
Hit Die: d8

Class Features
A hunter prefers not to engage in fair fights. He prefers to stalk his prey from a distance, and strike before the prey is even aware that he is there. To make this possible, a hunter can use a number of ranged martial maneuvers from two different disciplines. He also has a number of class features which improve his ability to move swiftly and silently through the wilderness.
Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and light armor.
Maneuvers: A hunter begins his career with the knowledge of 4 martial maneuvers. The disciplines available to him are Shadow Hand, Tiger Claw, Striking Eagle, and Swarming Hornet. The Striking Eagle and Swarming Hornet disciplines are different than other disciplines in that they can be used with ranged (but not thrown) weapons. Once you know a maneuver you must ready it before you can use it. Upon reaching 4th level and every even-numbered hunter level thereafter, a hunter can choose to learn a new maneuver in place of one he already knows.
Maneuvers Readied: At first level, a hunter can ready 3 of the 4 maneuvers that he knows. A hunter readies his maneuvers by meditating for 5 minutes. He does not need to rest or sleep before readying maneuvers, and can change which ones are readied at any time by spending 5 minutes meditating. A hunter begins combat with all his readied maneuvers unexpended, and when he uses a maneuver it is considered expended for the current encounter. A hunter can recover all of his maneuvers with a swift action, followed by making a single ranged attack or doing nothing for the rest of the round (similar to the warblade).
Stances Known: Stances Known: A hunter begins play with the knowledge of 1 stance from any discipline open to him. At 6th, 11th, and 16th level he can choose an additional stance. At 8th and 12th levels he can replace one stance he knows with another if he wishes.



{table="head"]Level|BAB|Fort|Ref|Will|Special |
Maneuvers Known|
Maneuvers Readied|
Stances Known

1st|+1|+2|+2|+0|Track|
4|
3|
1

2nd|+2|+3|+3|+0|Beast Mind 1/day (skills and feat)|
5|
3|
1

3rd|+3|+3|+3|+1||
6|
4|
1

4th|+4|+4|+4|+1|Beast Mind (Senses)|
6|
4|
1

5th|+5|+4|+4|+1|Bonus Feat|
7|
4|
1

6th|+6/+1|+5|+5|+2|Beast Mind 2/day|
7|
5|
2

7th|+7/+2|+5|+5|+2||
8|
5|
2

8th|+8/+3|+6|+6|+2|Beast Mind (ability +2)|
8|
5|
2

9th|+9/+4|+6|+6|+3||
9|
6|
2

10th|+10/+5|+7|+7|+3|Bonus Feat, Beast Mind 3/day|
9|
6|
2

11th|+11/+6/+1|+7|+7|+3|Camouflage|
10|
6|
3

12th|+12/+7/+2|+8|+8|+4|Beast Mind (ability +4)|
10|
7|
3

13th|+13/+8/+3|+8|+8|+4||
11|
7|
3

14th|+14/+9/+4|+9|+9|+4|Beast Mind 4/day|
11|
7|
3

15th|+15/+10/+5|+9|+9|+5|Bonus Feat|
12|
8|
3

16th|+16/+11/+6/+1|+10|+10|+5|Beast Mind (ability +6)|
12|
8|
4

17th|+17/+12/+7/+2|+10|+10|+5||
13|
8|
4

18th|+18/+13/+8/+3|+11|+11|+6|Beast Mind 5/day|
13|
9|
4

19th|+19/+14/+9/+4|+11|+11|+6||
14|
9|
4

20th|+20/+15/+10/+5|+12|+12|+6|Beast Mind (ability +8), Bonus Feat|
14|
9|
4

[/table]

Class Skills (6+Int modifier per level, x4 at 1st level): Climb, Concentration, Craft, Escape Artist, Handle Animal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Knowledge (Local), Listen, Move Silently, Profession, Ride, Spot, Survival, Swim, Tumble

Track: A hunter gains the track feat (PH 101) for free at 1st level.
Beast Mind: In order to better stalk and kill his prey, a hunter can enter a focused mental state where he emulates the abilities of the most effective hunters from the animal kingdom. This is usable as a swift action once per day at 2nd level and one additional time per day for each 4 levels after that. Each time the hunter enters a state of Beast Mind, he may choose a different animal to emulate. A state of beast mind lasts for a number of rounds equal to 5+ the hunter’s wisdom bonus.

At 2nd level, Beast Mind grants the hunter an inspiration bonus to 2 skills equal to half his hunter level (rounded down) and the use of a single feat (regardless of whether he meets the prerequisites). At 4 level, Beast Mind grants the hunter increased senses. At 8th level, Beast Mind grants the hunter a +2 inspiration bonus to a particular ability score. This bonus increases to +4 at 12th level, and +6 at 16th level. The particular bonuses granted vary based on what animal the hunter seeks to emulate, as shown below.
{table]Animal|Skills|Feat|Senses|Ability Score
Wolf|Survival and Tumble|Improved Trip|Scent|Constitution
Leopard|Jump and Move Silently|Spring Attack / Shot on the Run1|Darkvision2|Dexterity
Bear|Balance and Intimidate |Improved Grapple|Scent|Strength
Bat|Listen and Spot|Blind Fight|Blindsense 30 ft.|Dexterity
Wolverine|Climb and Escape Artist|Diehard|Tremorsense|Strength
Crocodile|Hide and Swim|Great Cleave|Scent|Constitution[/table]
1. The hunter can act as if he has Spring Attack if he is making melee attacks, and can act as if he has Shot on the Run when making ranged attacks.
2. If the hunter already has darkvision, add another 60 feet to the range.

Bonus feat: At 5th level and every 5 levels thereafter, a hunter gains a bonus feat, which must be selected from the following list. Able sniper, adaptive style, alertness, animal affinity, athletic, brachiation, deadeye shot, defensive archery, improved precise shot, improved rapid shot, manyshot, point blank shot, precise shot, quick reconnoiter, rapid shot, sharp-shooting, shot on the run, and stealthy.
Camouflage: A hunter of 11th level or higher can use the hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

molten_dragon
2010-04-24, 10:44 AM
Striking Eagle
An adept of the striking eagle discipline realizes that a single perfect strike can do more harm to a foe than a thousand misses. He fires his weapons slowly and deliberately, and even strikes which are not deadly can cripple their targets. The key skill for striking eagle maneuvers is spot. Weapons associated with striking eagle include the shortbow and longbow (and their composite versions), and crossbows.

1st level
Longshot: Strike – Treat target as 1 range increment closer.
Aimed shot: Strike – Gain +2 to hit and damage but takes as much time as full attack
Eagle Eye: Boost – get a +5 on a single spot check
Hunter’s stance: stance - +4 bonus to confirm critical hits.

2nd level
Leg shot: Strike – deal normal damage and halve movement speed.
Eagle Strike: Strike – deal 2d6 extra damage.
Heavy impact: boost – shots can knock target down for 1 round

3rd level
Sniper shot: Strike – make a single attack followed immediately by a hide check at no penalty.
Improved eagle strike: - strike deal 4d6 extra damage.
Sniper’s stance: Stance – Trade iterative attacks for 2d6 damage each.

4th level
Improved longshot: Strike – Ignore range penalties.
Arm shot: Strike – deal normal damage and 6 strength damage.
Eagle’s gaze: boost – ignore cover and concealment for 1 round.

5th level
Eagle’s grace: stance – add dexterity bonus to damage with ranged attacks.
Heavy pull: strike – make ranged touch attack to deal 3d6 extra damage, ignores DR
Penetrating shot: Boost – Attacks deal damage in a 60-foot line.

6th level
Hand Shot: Strike – deal extra 3d6 damage, 6 dex damage, drops what it is holding.
Greater eagle strike: strike – deal extra 8d6 damage
Hunter’s mark: boost – attacks are automatically critical hits for 1 round.

7th level
Head shot: strike – deal extra 6d6 damage, target is stunned for 1 round
Extra heavy pull: strike – ranged touch attack deals 6d6 extra damage, ignores DR

8th level
Master eagle strike: strike – deal 12d6 extra damage
Eagle talon stance: stance – critical modifier for ranged weapons goes up by one

9th level
Heart shot: strike – slay foe with an arrow to the heart

Maneuver and Stance descriptions

Aimed Shot
Striking Eagle (Strike)
Level: Hunter 1
Initiation Action: 1 full-round action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You steady your arms and nerves, making sure your shot is lined up perfectly before releasing it to strike your foe where he is most vulnerable.

As you initiate this strike, make a single ranged attack against a creature. This strike takes as much time to initiate as a full attack action. You gain a +2 to hit and damage with this attack.

Arm Shot
Striking Eagle (Strike)
Level: Hunter 4
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: 1 minute
Saving throw: None

You fire an arrow and lodge it in your foe’s arm or similar appendage. This cripples his ability to attack properly.

As part of this maneuver, make a single ranged attack against an opponent. In addition to dealing normal damage, you also deal 6 points of strength damage to the target. A successful fortitude save (DC 14 + your Dex modifier) halves this strength damage, but has no effect on the normal damage the strike deals. Your target does not have to have arms for this ability to work, but it must have some sort of discernible anatomy. This strike affects even creatures like undead and constructs which are normally immune to ability damage.

Eagle Eye
Striking Eagle (Boost)
Level: Hunter 1
Initiation Action: 1 swift action
Range: personal
Target: you
Duration: End of turn

You focus your mind on your eyes, shutting out your other senses momentarily to better see.

When you initiate this maneuver, you gain a +5 bonus on the next spot check you make in this round. This bonus is untyped, and stacks with enhancement bonuses such as those granted by eyes of the eagle.

Eagle Strike
Striking Eagle (Strike)
Level: Hunter 2
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You carefully line up your shot, making sure your aim is good, then release it to strike your opponent where they are vulnerable.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus. If it hits, this attack deals an extra 2d6 damage.

Eagle Talon Stance
Striking Eagle (Stance)
Level: Hunter 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You line your shots up perfectly, placing each arrow where it can deal the most damage.

While in this stance, the critical modifier for any ranged weapon you wield increases by one. For example, the critical modifier for a longbow would increase from x3 to x4.

Eagle’s Gaze
Striking Eagle (Boost)
Level: Hunter 4
Initiation Action: 1 swift action
Range: personal
Target: you
Duration: End of turn

Your aim is impeccable, allowing you to ignore obstacles in your way and strike the smallest targets on your foe.

When you initiate this maneuver, any ranged attacks you make during this round ignore the effects of concealment, and any cover less than total cover.

Eagle’s Grace
Striking Eagle (Stance)
Level: Hunter 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You aim your shots superbly, striking your opponents where they are weak, relying on good aim instead to deal extra damage.

While in this stance, you add your dexterity modifier to the damage for any ranged attacks you make.

Extra Heavy Pull
Striking Eagle (Strike)
Level: Hunter 7
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You draw your bow back to its fullest extension, testing the limits of its construction, then loose a shaft that penetrates deep into your target.

When you initiate this maneuver, make a single ranged touch attack at your highest attack bonus. If it hits, this attack deals an extra 6d6 damage, and ignores any damage reduction the target might have.

Greater Eagle Strike
Striking Eagle (Strike)
Level: Hunter 2
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You take careful aim before releasing a single exquisitely aimed shot that strikes your target in a weak point.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus. If it hits, this attack deals an extra 8d6 damage.

Hand Shot
Striking Eagle (Strike)
Level: Hunter 6
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: 1 minute
Saving throw: None

You fire an arrow and lodge it in your foe’s hand or similar appendage. This makes it difficult to use his hand, and may cause him to drop anything he was holding.

As part of this maneuver, make a single ranged attack against an opponent. This attack deals an additional 3d6 points of damage beyond your normal ranged damage. You also deal 6 points of dexterity damage to the target, and cause it to drop anything it is holding in that hand. A successful fortitude save (DC 16 + your Dex modifier) halves this dexterity damage, but has no effect on the normal damage the strike deals. Your target does not have to have hands for this ability to work, but it must have some sort of discernible anatomy.

Head Shot
Striking Eagle (Strike)
Level: Hunter 7
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: 1 round
Saving throw: None

You fire an arrow that strikes your target in the head, dealing massive damage and stunning him.

As part of this maneuver, make a single ranged attack against an opponent. This attack deals an additional 6d6 points of damage and stuns the target for 1 round. A successful fortitude save (DC 17 + your Dex modifier) means the creature is only dazed instead of stunned. Your target does not have to have a head for this ability to work, but it must have some sort of discernible anatomy.

Heart Shot
Striking Eagle (Strike)
Level: Hunter 9
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You fire a perfectly aimed shot that strikes your opponent in the heart, killing him instantly.

As part of this maneuver, make a spot check with a DC equal to your opponent’s AC. If the check succeeds, you can then make a single ranged attack against your foe, also as part of this maneuver. The target is considered flat-footed against this attack. If your attack deals damage, your opponent must attempt a fortitude save (DC 19 + your Dex modifier). If this save fails, your target is instantly slain (his hit points drop to his – Con score). If the save is successful, you deal an extra 20d6 points of damage in addition to your normal weapon damage. Your target does not have to have a heart for this ability to work, but it must have some sort of discernible anatomy. Creatures immune to critical hits are immune to the death effect of this strike. If your spot check fails, you may make a single ranged attack normally. This maneuver is still considered expended.

Heavy Impact
Striking Eagle (Boost)
Level: Hunter 2
Initiation Action: 1 swift action
Range: personal
Target: you
Duration: End of turn

You draw back farther than normal on your bow, causing your shots to hit with extra force that can knock your targets from their feet.

When you initiate this maneuver, any ranged attacks you make during this round can knock your target prone. A creature hit by one of your ranged attacks must make a reflex save (DC 12 + your Dex modifier) or fall prone in the square they are standing in.

Heavy Pull
Striking Eagle (Strike)
Level: Hunter 7
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You draw your bow back as far as you can, then loose a shaft that penetrates deep into your target.

When you initiate this maneuver, make a single ranged touch attack at your highest attack bonus. If it hits, this attack deals an extra 3d6 damage, and ignores any damage reduction the target might have.

Hunter’s Mark
Striking Eagle (Boost)
Level: Hunter 6
Initiation Action: 1 swift action
Range: personal
Target: you
Duration: End of turn

You quickly analyze the enemies around you, searching for chinks in their armor and weak points in their anatomy, before firing arrows aimed to take advantage of those weak spots.

When you initiate this maneuver, any ranged attacks you make during this round are automatically critical hits if they hit their targets. This ability does not allow you to make critical hits against targets which would normally be immune to them.

Hunter’s Stance
Striking Eagle (Stance)
Level: Hunter 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You aim your shots at weak points in your opponents’ armor or anatomy in order to take advantage of those weaknesses

While in this stance, you gain a +4 bonus on all rolls made to confirm critical hits.

Improved Eagle Strike
Striking Eagle (Strike)
Level: Hunter 3
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You take careful aim and release a well-timed shot that strikes your foe for extra damage.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus. If it hits, this attack deals an extra 4d6 damage.

Improved Longshot
Striking Eagle (Strike)
Level: Hunter 4
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You draw your bow back, sighting along the arrow, releasing it at a target hundreds of feet away. The arrow strikes with unerring accuracy

When you initiate this maneuver, make a single ranged attack at your highest attack bonus. You ignore any range penalties that you might normally incur for firing at a target beyond 1 range increment. Your maximum distance is still 5 range increments for thrown weapons and 10 range increments for bows and crossbows.

Leg Shot
Striking Eagle (Strike)
Level: Hunter 2
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: 1 round
Saving throw: None

You fire an arrow and lodge it in your foe’s leg or similar appendage. This makes movement difficult

As part of this maneuver, make a single ranged attack against an opponent. This attack deals normal damage and halves your target’s movement speed. Your target does not have to have legs for this ability to work, but it must have some sort of discernible anatomy.

Longshot
Striking Eagle (Strike)
Level: Hunter 1
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You fire your arrow on an arcing trajectory, allowing you to hit targets further away with better accuracy.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus. When determining penalties due to range for this shot, treat your target as if it were one range increment closer than it actually is.

Master Eagle Strike
Striking Eagle (Strike)
Level: Hunter 8
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You take precise aim and release a single perfect shot, dealing deadly damage.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus. If it hits, this attack deals an extra 12d6 damage.

Penetrating Shot
Striking Eagle (Boost)
Level: Hunter 1
Initiation Action: 1 swift action
Range: personal
Target: you
Duration: End of turn

You focus your senses and strength, allowing your arrows to penetrate clear through targets for a short time.

When you initiate this maneuver, for one round, any ranged attacks you make deal damage in a 60-foot line, rather than only damaging a single target.

Sniper Shot
Striking Eagle (Strike)
Level: Hunter 3
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You take a shot and then quickly duck under cover to prevent return fire.

When you initiate this maneuver, make a single ranged attack at your highest attack bonus. Regardless of whether it hits, you may also make a hide check as part of the maneuver at no penalty. This does not allow you to hide if you would not normally be able to do so.

Sniper’s Stance
Striking Eagle (Stance)
Level: Hunter 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You carefully line up your shots, trading multiple strikes for a single well-aimed shot that does greater damage.

While in this stance, when making ranged attacks, you may choose to forgo your iterative attacks in order to make a single attack with a bonus to hit and damage. For each iterative attack beyond the first that you would normally have, you gain a +1 to hit and an extra 2d6 damage on the single attack you make. Making this single attack requires the same amount of time as making a full attack would. For example, an 11th level hunter would normally have 3 attacks at bonuses of +11/+6/+1. Instead of making those three attacks, he could instead use a full attack action to make one attack at an attack bonus of +13, and dealing an extra 4d6 damage.

molten_dragon
2010-04-24, 10:47 AM
Swarming Hornet
An adept of the swarming hornet discipline realizes that often the weight of numbers can bring down foes that a single strike could not fell. Swarming Hornet adherents learn to fire rapid volleys of arrows almost faster than the eye can see. This quickness bleeds over into their other abilities as well. The key skill for Swarming Hornet maneuvers is tumble. Weapons associated with Swarming Hornet include all bows and crossbows.

1st level
Stinging Strike: Strike – Rapidly fire two arrows
Snap shot: Strike – Fire a single arrow as a move equivalent action with a -2 to hit
Hive Tactics: Boost – Use aid another action at range (within 30 feet)
Distracting Sting: Stance – Allies get +1 to hit for 1 round against any foe you hit.

2nd level
Fistful of arrows: Strike – arrows deal 2d6 damage in a cone.
Swarm Strike: Boost – Fire one extra arrow with full attack action, all attacks at -1
Dive for cover: Counter – Make tumble check instead of reflex save

3rd level
Rushing tumble: Stance – Gain +10 ft. bonus to movement speed and tumble at up to your full movement speed
Takedown: Boost – Trip with ranged weapon within 30 feet.
Double Tap: Strike – Land two arrows quickly in the same spot, ignore DR and hardness

4th level
Greater Stinging Strike: Strike – Rapidly fire three arrows
Roll with it: Counter: Make tumble check instead of fortitude save
Mark the target: Boost – Any foe you hit in this round is counted as flanked for 1 round

5th level
Drunken Bumblebee: Stance – fire in threatened area without provoking attacks of opportunity
Greater fistful of arrows: Strike – Arrows deal 6d6 damage in a cone.
Greater Swarm Strike: Boost – Fire two extra arrows with full attack action, all attacks at -2

6th level
Endless strike: Strike – Every time attack hits, make additional attack at further penalty
Ranged Opportunist: Boost – Make attacks of opportunity with ranged weapon, threaten 30 ft.
Greater snap shot: Strike – Fire single shot as a swift action at a -5 to hit.

7th level
Master Stinging Strike: Strike – Rapidly fire four arrows
Humming Dart: Boost – Make move action as a swift action.

8th level
Master fistful of arrows: Strike – arrows deal 10d6 damage in a cone.
Fast Aim: Stance – fire one extra shot when taking full attack (stacks with rapid shot)
Master Swarm Strike: Boost – Fire three extra arrows with full attack action all attacks at -3

9th level
Call Down the Hive: Strike – rain of arrows deals 100 points of damage in an area

Maneuver and Stance descriptions

Call Down the Hive
Swarming Hornet (Strike)
Level: Hunter 9
Initiation Action: 1 standard action
Range: 100 ft
Area: 20 ft radius burst
Duration: Instantaneous
Saving throw: Reflex half

Faster than the eye can see, you fire volley after volley of arrows into the sky and watch them rain to earth, dealing massive damage to anything in their path.

When you initiate this maneuver, you fire dozens of arrows in an arcing trajectory. They land in a 20 foot radius burst, centered at any location you choose within 100 feet. Creatures in the area can attempt a reflex save (DC 20 + your Dex modifier) for half damage. In order to use this maneuver, reloading your weapon must be a free action. This maneuver is a supernatural ability.

Distracting Sting
Swarming Hornet (Stance)
Level: Hunter 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your attacks distract your foes as they are forced to defend themselves from ranged and melee attacks at the same time.

When you are in this stance, your allies get a +1 to hit with melee attacks made against any creature you have damaged this round.

Dive for Cover
Swarming Hornet (Counter)
Level: Hunter 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You can use your skill at tumbling to better evade spells and other effects.

You can use this maneuver any time you would be required to make a reflex save. Roll a tumble check instead of the reflex save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the reflex save. A result of a natural 1 on your tumble check is not an automatic failure.

Double Tap
Swarming Hornet (Strike)
Level: Hunter 3
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You rapidly land two shots in the same spot on your target. Landing so close together lets both shots penetrate farther than they normally would.

As you initiate this strike, make a single ranged attack roll at your highest base attack bonus for both shots. If you hit, roll damage separately for each of them. This maneuver ignores hardness and damage reduction. In order to use this maneuver, reloading your weapon must be a free action.

Drunken Bumblebee
Swarming Hornet (Stance)
Level: Hunter 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You nimbly bob and weave away from your enemies as you fire your bow, not breaking the rhythm of your movements.

When you are in this stance, making ranged attacks in a threatened area does not provoke attacks of opportunity.

Endless Strike
Swarming Hornet (Strike)
Level: Hunter 6
Initiation Action: 1 full-round action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

Your arms move in a blur, drawing and firing arrows faster than the eye can see.

As part of this maneuver, make a single ranged attack against an opponent. If the attack hits, resolve your damage as normal. You can then make another attack against that foe with a -4 penalty on your attack roll. If that attack hits, you can make another attack at a -8 penalty. You continue to make additional attacks, each one with an additional -4 penalty, until you miss or your foe is reduced to -1 hit points or fewer. You must direct all these attacks at a single target. In order to use this maneuver, reloading your weapon must be a free action.

Fast Aim
Swarming Hornet (Stance)
Level: Hunter 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You focus your mind and senses and let your instincts take over, allowing you to draw, aim, and fire your bow faster than normal.

When you are in this stance, any time you make a full attack action with a ranged weapon, you may make one additional attack at your highest base attack bonus. This stance stacks with rapid shot and other abilities that let you make additional ranged attacks. In order to use this stance, reloading your weapon must be a free action.

Fistful of Arrows
Swarming Hornet (Strike)
Level: Hunter 2
Initiation Action: 1 standard action
Range: 30 ft
Area: cone
Duration: Instantaneous
Saving throw: Reflex half

You nock several arrows at once and fire them all at the same time. They spread out in a cone, striking multiple creatures.

When you initiate this maneuver, you fire several arrows in a cone in front of you, dealing 2d6 piercing damage. Creatures in the area can attempt a reflex save (DC 12 + your Dex modifier) for half damage. This maneuver is a supernatural ability.

Greater Fistful of Arrows
Swarming Hornet (Strike)
Level: Hunter 5
Initiation Action: 1 standard action
Range: 30 ft
Area: cone
Duration: Instantaneous
Saving throw: Reflex half

You nock several arrows at once and fire them all at the same time. They spread out in a cone, striking multiple creatures.

When you initiate this maneuver, you fire several arrows in a cone in front of you, dealing 6d6 piercing damage. Creatures in the area can attempt a reflex save (DC 15 + your Dex modifier) for half damage. This maneuver is a supernatural ability.

Greater Snap Shot
Swarming Hornet (Strike)
Level: Hunter 6
Initiation Action: 1 swift action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You draw and fire a single arrow in the time it would take most creatures to blink. Firing so quickly has its drawbacks however, and your aim suffers.

When you initiate this maneuver, you fire a single arrow as a swift action against a single target. This attack suffers a -5 to hit, and deals normal damage if it hits.

Greater Stinging Strike
Swarming Hornet (Strike)
Level: Hunter 4
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 or more creatures
Duration: Instantaneous
Saving throw: None

You rapidly draw and fire three arrows in the time it would take most archers to fire a single one.

As you initiate this strike, make three ranged attacks with your weapon of choice at your highest attack bonus. These attacks may be against the same, or different creatures. In order to use this maneuver, reloading your weapon must be a free action.

Greater Swarm Strike
Swarming Hornet (Boost)
Level: Hunter 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You focus your mind and senses in order to be able to fire faster. Your arms blur into motion as you fire a volley of arrows.

While this boost is in effect, any time you make a full attack action with a ranged weapon, you may make two additional attacks at your highest base attack bonus. All attacks you make in this round suffer a -2 penalty to hit. This boost stacks with rapid shot and other similar effects that let you make additional attacks. In order to use this boost, reloading your weapon must be a free action.

Hive Tactics
Swarming Hornet (Boost)
Level: Hunter 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Like a hive of bees, you are skilled at assisting your allies when they are in combat

While this boost is in effect, you can use the aid another action with a ranged weapon as long as your target is within 30 feet.

Humming Dart
Swarming Hornet (Boost)
Level: Hunter 7
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

In the blink of an eye, you make your move. Your heightened reflexes allow you to make a fast, bold move that catches your foes off guard.

This maneuver requires a swift action to activate. You can take a fee move action after you initiate this maneuver. You can use any of the options available for a move action. You can then use the rest of your actions as normal. The move action you gain from this maneuver provokes attacks of opportunity as normal.

Mark the Target
Swarming Hornet (Boost)
Level: Hunter 4
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You time your shots to distract your enemies and assist your allies.

While this boost is in effect, any target you hit with a ranged attack is treated as if it were flanked for 1 round. This does not affect targets which cannot ordinarily be flanked.

Master Fistful of Arrows
Swarming Hornet (Strike)
Level: Hunter 8
Initiation Action: 1 standard action
Range: 30 ft
Area: cone
Duration: Instantaneous
Saving throw: Reflex half

You nock several arrows at once and fire them all at the same time. They spread out in a cone, striking multiple creatures.

When you initiate this maneuver, you fire several arrows in a cone in front of you, dealing 10d6 piercing damage. Creatures in the area can attempt a reflex save (DC 18 + your Dex modifier) for half damage. This maneuver is a supernatural ability.

Master Stinging Strike
Swarming Hornet (Strike)
Level: Hunter 7
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 or more creatures
Duration: Instantaneous
Saving throw: None

You rapidly draw and fire four arrows in the time it would take most archers to fire a single one.

As you initiate this strike, make four ranged attacks with your weapon of choice at your highest base attack bonus. These attacks may be against the same, or different creatures. In order to use this maneuver, reloading your weapon must be a free action.

Master Swarm Strike
Swarming Hornet (Boost)
Level: Hunter 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You focus your mind and senses in order to be able to fire faster. Your arms blur into motion as you fire a volley of arrows.

While this boost is in effect, any time you make a full attack action with a ranged weapon, you may make three additional attacks at your highest base attack bonus. All attacks you make in this round suffer a -3 penalty to hit. This boost stacks with rapid shot and other similar effects that let you make additional attacks. In order to use this boost, reloading your weapon must be a free action.

Ranged Opportunist
Swarming Hornet (Boost)
Level: Hunter 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

For a short time, you are able to fire your weapon quickly and accurately enough to take advantage of a foe when they leave themselves vulnerable.

While under the effects of this maneuver, you can make attacks of opportunity with a ranged weapon. You threaten a 30-foot radius around yourself. This maneuver does not allow you to make more attacks of opportunity than you would normally be able to.

Roll with it
Swarming Hornet (Counter)
Level: Hunter 4
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

You can use your skill at tumbling to quickly evade attacks that could cripple or kill you.

You can use this maneuver any time you would be required to make a fortitude save. Roll a tumble check instead of the fortitude save and use the result of that check to determine the save’s success. You must use this maneuver before you roll the fortitude save. A result of a natural 1 on your tumble check is not an automatic failure.

Rushing Tumble
Swarming Hornet (Stance)
Level: Hunter 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your reflexes and acrobatic skill allow you to move quicker than normal and evade attacks without slowing.

When you are in this stance, you gain a +10 ft. bonus to your movement speed. You can also tumble at your normal movement speed, rather than half speed as you usually do.

Snap Shot
Swarming Hornet (Strike)
Level: Hunter 1
Initiation Action: 1 move-equivalent action
Range: Same as weapon
Target: 1 creature
Duration: Instantaneous
Saving throw: None

You draw and fire a single arrow in the time it would take most creatures to draw and nock one. Firing so quickly has its drawbacks however, and your aim suffers.

When you initiate this maneuver, you fire a single arrow as a move-equivalent action against a single target. This attack suffers a -2 to hit, and deals normal damage if it hits.

Stinging Strike
Swarming Hornet (Strike)
Level: Hunter 1
Initiation Action: 1 standard action
Range: Same as weapon
Target: 1 or more creatures
Duration: Instantaneous
Saving throw: None

You rapidly draw and fire a pair of arrows in the time it would take most archers to fire a single one.

As you initiate this strike, make two ranged attacks with your weapon of choice at your highest attack bonus. These attacks may be against the same, or different creatures. In order to use this maneuver, reloading your weapon must be a free action.

Swarm Strike
Swarming Hornet (Boost)
Level: Hunter 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You focus your mind and senses in order to be able to fire faster. Your arms blur into motion as you fire a volley of arrows.

While this boost is in effect, any time you make a full attack action with a ranged weapon, you may make one additional attack at your highest base attack bonus. All attacks you make in this round suffer a -1 penalty to hit. This boost stacks with rapid shot and other similar effects that let you make additional attacks. In order to use this boost, reloading your weapon must be a free action.

Takedown
Swarming Hornet (Boost)
Level: Hunter 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Like a swarm of attacking bees, you can cause your target to fall to the ground in a futile attempt to fend off your furious strikes.

While this boost is in effect, you can make trip attempts with a ranged weapon. If you hit an opponent, you deal normal damage, then resolve the trip attempt by making a dexterity check, opposed by your foe’s strength or dexterity check, as normal.

demidracolich
2010-04-24, 12:20 PM
This is a great idea, we need more ToB archery. Also, I have a friend that is playing an archer character and this would be extremely useful to him. (However, I'm not telling him because the character is in a tournament and he is on the opposite team.)

Mongoose87
2010-04-24, 12:25 PM
Eagle's Grace is currently underwhelming, for a 5th-level stance, IMHO. I'd make it add Dex to damage as well as Str.

Nero24200
2010-04-24, 12:30 PM
Just a though, but would a name like Howling Hawk or some such be more appropriate than Wolf Wind? It's just...when I think of wolves, I think of a pack animal, so it makes me think a discipline with Wolf in the name is going to be White Raven-esc.

Minor nitpick aside, alot of this looks really good at first glance, I'll need to have a longer, more in-depth look before any problems spring to mind.

Incidently, add to favourites

Cute_Riolu
2010-04-24, 12:31 PM
Eagle's Grace is currently underwhelming, for a 5th-level stance, IMHO. I'd make it add Dex to damage as well as Str.

I'd make it a class feature. Archery's underwhelming already. :P

Roderick_BR
2010-04-24, 12:42 PM
I'd make it a class feature. Archery's underwhelming already. :P
Maybe either a feat or a weapon property.

Cute_Riolu
2010-04-24, 01:03 PM
If it were a feat, then it'd be a feat tax for any self-respecting archer. A weapon property might work, but it'd cause pain when switching weapons, more than is already true. In my mind, archers should be LESS dependent on their specific weapon, not more.

molten_dragon
2010-04-24, 02:31 PM
Eagle's Grace is currently underwhelming, for a 5th-level stance, IMHO. I'd make it add Dex to damage as well as Str.

What specifically makes you think it's underwhelming? I thought it stacked up fairly well against similar 'add damage' stances around the same level.

Fiery assault (level 6 desert wind stance) adds 1d6 fire damage to your attacks.
Giant's stance (level 5 stone dragon stance) let's you deal damage as if 1 size category larger (most likely going to be an extra 1d6 at most).
So assuming that your dex bonus is 3-4 points higher than your strength bonus (which I don't see as much of a stretch) the it should add roughly the same amount of damage on average.

Or do you think the other two stances mentioned are underwhelming as well?

molten_dragon
2010-04-24, 02:38 PM
Just a though, but would a name like Howling Hawk or some such be more appropriate than Wolf Wind? It's just...when I think of wolves, I think of a pack animal, so it makes me think a discipline with Wolf in the name is going to be White Raven-esc.

Minor nitpick aside, alot of this looks really good at first glance, I'll need to have a longer, more in-depth look before any problems spring to mind.

Incidently, add to favourites

I'm not too fond of the name Wolf Wind myself to be honest, but it was the best I could think of at the time. I'm definitely open to renaming it, but I think howling hawk sounds too much like striking eagle to me. I want it to evoke thoughts of 'many things together can take down what one couldn't alone'. If you (or anyone else) can think of other names please keep firing them out there.

Schooling Minnow maybe?
Swarming Wasp?
Swarming Sparrow?
Flock of Seagulls? :smallbiggrin:

Akal Saris
2010-04-24, 02:45 PM
I like what I see so far, I'd need to go more in-depth to comment better.

Quick question though - why no crossbow love? It gets less support than bows already, and letting Wolf Wind have a few crossbow-focused feats would help differentiate it from Eagle Eye, especially since most crossbow fighters use two-weapon fighting to shoot a flurry of bolts each round.

Something like a swift boost to reload a crossbow, or a maneuver that lets you shoot two crossbows as a standard action, or a stance to allow you to reload a weapon while holding a weapon in your other hand.

Thrice Dead Cat
2010-04-24, 03:08 PM
I'll have to actually look over your list of maneuvers, but the recovery method looks fine. I would probably give them more than just three disciplines, however, as it feels a little light to me.

Class abilities feel a bit wanting; even though the current martial adepts mimic their core counterparts, they aren't carbon copies. Instead, some abilities are weakened (Crusader lacks full-on Divine Grace, Warblade doesn't get as many bonus feats [excluding maneuvers, as they can be feat-like], and default Swordsages lack unarmed striking potential) while others are expanded (Crusader's pool of extra HP that can boost their hit/damage, Warblade's Int synergy, Swordsage's class abilities I'm too lazy to actually double-check and name here).


That all being said, other people have felt similarly about the lack of ranged options. Both Tempest Stormwind (http://community.wizards.com/go/thread/view/75882/19527602/Falling_Star_style:_the_Tenth_Path_of_the_Sublime_ Way) and Fax Celestis (http://www.giantitp.com/forums/showthread.php?t=10707) have created a ranged combat focused discipline by the name Falling Star. There is also the Sublime Way Variant Ranger, (http://community.wizards.com/go/thread/view/75882/19519074/Sublime_Way_Variant_Ranger) which is nearly as old as ToB itself.

However, it is always nice to see the development of new options here on the Homebrew forum. My dumping of all of the above links is to try to give some sort of inspiration while hoping to prevent overlap between the separate 'brews. Actual PEACHes will have to come later, I regret to say.

molten_dragon
2010-04-24, 03:18 PM
I like what I see so far, I'd need to go more in-depth to comment better.

Quick question though - why no crossbow love? It gets less support than bows already, and letting Wolf Wind have a few crossbow-focused feats would help differentiate it from Eagle Eye, especially since most crossbow fighters use two-weapon fighting to shoot a flurry of bolts each round.

Something like a swift boost to reload a crossbow, or a maneuver that lets you shoot two crossbows as a standard action, or a stance to allow you to reload a weapon while holding a weapon in your other hand.

I didn't want to make any of the maneuvers or stances specific to a particular weapon. Both schools of maneuvers are usable with a crossbow, though striking eagle works a little better, since it doesn't rely on being able to reload as a free action like wolf wind does. Most of the descriptions assume the user is firing a bow, but that's just to save myself work trying to write them all to be generic.

molten_dragon
2010-04-24, 03:21 PM
I'll have to actually look over your list of maneuvers, but the recovery method looks fine. I would probably give them more than just three disciplines, however, as it feels a little light to me.

Class abilities feel a bit wanting; even though the current martial adepts mimic their core counterparts, they aren't carbon copies. Instead, some abilities are weakened (Crusader lacks full-on Divine Grace, Warblade doesn't get as many bonus feats [excluding maneuvers, as they can be feat-like], and default Swordsages lack unarmed striking potential) while others are expanded (Crusader's pool of extra HP that can boost their hit/damage, Warblade's Int synergy, Swordsage's class abilities I'm too lazy to actually double-check and name here).


Could you be more specific as to what you find lacking about the class abilities? Should there be more of them? Should they be more or less powerful? Or are they simply not distinguished enough from the ranger to be interesting (which is what I suspect you're getting at)?

As far as giving them more disciplines, I thought about it, but none of the other melee disciplines seemed to fit very well. Shadow hand might work I guess, but I wanted them to be more focused on ranged combat and less so on melee. I'll give it some consideration though.

Thrice Dead Cat
2010-04-24, 04:04 PM
Could you be more specific as to what you find lacking about the class abilities? Should there be more of them? Should they be more or less powerful? Or are they simply not distinguished enough from the ranger to be interesting (which is what I suspect you're getting at)?

The issue is, it's basically as the ranger with a different set up on the bonus feats. Not much else I can say, as I'm not sure what to add in place of what's there. Yo could try to do some "same, but different" abilities in addition to completely new stuffs like the Warblade's "add int to X" abilities.


As far as giving them more disciplines, I thought about it, but none of the other melee disciplines seemed to fit very well. Shadow hand might work I guess, but I wanted them to be more focused on ranged combat and less so on melee. I'll give it some consideration though.

Stone Dragon could work, as everyone else has it. Not terribly sure. You could find some similar homebrewed disciplines and just cross link them for readers.

molten_dragon
2010-04-24, 04:11 PM
The issue is, it's basically as the ranger with a different set up on the bonus feats. Not much else I can say, as I'm not sure what to add in place of what's there. Yo could try to do some "same, but different" abilities in addition to completely new stuffs like the Warblade's "add int to X" abilities.

I definitely get what you're saying, and I think I have an idea of something that can replace most of the class features with something more interesting. It might take me a day or two to get written up though.


Stone Dragon could work, as everyone else has it. Not terribly sure. You could find some similar homebrewed disciplines and just cross link them for readers.

I might give them shadow hand, or another homebrew discipline then, I'll have to see if I can find something that fits.

DracoDei
2010-04-24, 05:03 PM
There has, of course, been prior work on these subjects on these boards. I haven't looked at the mechanics of your work yet, but you make no mention of such work, so I am providing links to the more recent of the archery disciplines here for cross-pollination purposes. The Age of Warriors project includes other archery disciplines, but the three below were created to reorganize those into a better system. That project can be found HERE (http://www.giantitp.com/forums/showthread.php?t=134088) (be aware of the companion threads and the spreedsheets in Elliot20's sig, even if you never look at them). It seems to currently lack any archery focused base classes, although it does include the Thousand Arrow Archer (http://www.giantitp.com/forums/showthread.php?t=76147) and Spirit Archer (http://www.giantitp.com/forums/showthread.php?t=87501) prestige classes. For this reason I suggest you submit at least the class, and maybe the disciplines for inclusion in the project. The disciplines might not be accepted, but in that case individual maneuvers you created might end up included in the three disciplines below, provided you are willing.

Here is the original thread Refactoring ToB Archery (http://www.giantitp.com/forums/showthread.php?t=143785&highlight=Refactoring) thread, which later split into one thread for each discipline it contains.

Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802) - Similar to your Striking Eagle discipline


Iron Rain (http://www.giantitp.com/forums/showthread.php?t=145803) - Most similar to your Wolf Wind discipline's rapid fire stuff, but your cooperative aspect is different.

Rising Phoenix (Phoenix Feather?) (http://www.giantitp.com/forums/showthread.php?t=145804) - Highly supernatural stuff with Archery. No parallel to your's that I note, which is probably as it should be.

molten_dragon
2010-04-24, 05:28 PM
There has, of course, been prior work on these subjects on these boards. I haven't looked at the mechanics of your work yet, but you make no mention of such work, so I am providing links to the more recent of the archery disciplines here for cross-pollination purposes. The Age of Warriors project includes other archery disciplines, but the three below were created to reorganize those into a better system. That project can be found HERE (http://www.giantitp.com/forums/showthread.php?t=134088) (be aware of the companion threads and the spreedsheets in Elliot20's sig, even if you never look at them). It seems to currently lack any archery focused base classes, although it does include the Thousand Arrow Archer (http://www.giantitp.com/forums/showthread.php?t=76147) and Spirit Archer (http://www.giantitp.com/forums/showthread.php?t=87501) prestige classes. For this reason I suggest you submit at least the class, and maybe the disciplines for inclusion in the project. The disciplines might not be accepted, but in that case individual maneuvers you created might end up included in the three disciplines below, provided you are willing.

Here is the original thread Refactoring ToB Archery (http://www.giantitp.com/forums/showthread.php?t=143785&highlight=Refactoring) thread, which later split into one thread for each discipline it contains.

Falcon's Eye (http://www.giantitp.com/forums/showthread.php?t=145802) - Similar to your Striking Eagle discipline


Iron Rain (http://www.giantitp.com/forums/showthread.php?t=145803) - Most similar to your Wolf Wind discipline's rapid fire stuff, but your cooperative aspect is different.

Phoenix Feather (http://www.giantitp.com/forums/showthread.php?t=145804) - Highly supernatural stuff with Archery. No parallel to your's that I note, which is probably as it should be.

Thanks for the links to the other material. I didn't really draw from other sources or compare my work to them when creating it, it's all a product of my own (admittedly deranged at times) brain. I included a link to this thread in the Age of Warriors project thread.

molten_dragon
2010-04-24, 06:06 PM
Okay, I made a few minor changes. The Wolf Wind school got renamed to swarming hornet, which I like a lot better. Several of the maneuvers got renamed too. I also fixed a couple descriptions in the base class as well.

Mongoose87
2010-04-24, 06:56 PM
What specifically makes you think it's underwhelming? I thought it stacked up fairly well against similar 'add damage' stances around the same level.

Fiery assault (level 6 desert wind stance) adds 1d6 fire damage to your attacks.
Giant's stance (level 5 stone dragon stance) let's you deal damage as if 1 size category larger (most likely going to be an extra 1d6 at most).
So assuming that your dex bonus is 3-4 points higher than your strength bonus (which I don't see as much of a stretch) the it should add roughly the same amount of damage on average.

Or do you think the other two stances mentioned are underwhelming as well?

Yeah, I'm not a big fan of either of those stances. Additionally, it's not that hard to boost both your Str and Dex, for a ranged attacker, so,

a) you're probably not looking at that big of a difference

and

b) ranged characters are usually hurting for damage, so it wouldn't be that OP to give them both, or make a feat ala Shadow Blade that gives Dex to damage in one of these stances.

molten_dragon
2010-04-25, 05:02 AM
Moongoose87: I changed Eagle's grace the way you suggested. I doubt it was going to make or break the class either way, but maybe it'll be a little more balanced as well.

To all: I made a pretty major change to the class features for the Hunter base class. I added the beast mind ability, and took away several of the things that made them too much like a ranger clone. Hopefully the new ability is more flavorful and fun without being broken. Let me know what you think.

Spiryt
2010-04-25, 05:23 AM
While I don't like the idea of "Ranger like" class as purely ranged class, I must say that Beast Mind is possibly best thing since popcorn.

My only suggestion would be to give it some permanent effects on higher level.

Like, the sentient creature had awakened some primal instinct in it, and it's not just going away after few rounds.

It may be something less "rumbleworthy", probably something about senses or generall mental state.

molten_dragon
2010-04-25, 05:51 AM
While I don't like the idea of "Ranger like" class as purely ranged class, I must say that Beast Mind is possibly best thing since popcorn.

My only suggestion would be to give it some permanent effects on higher level.

Like, the sentient creature had awakened some primal instinct in it, and it's not just going away after few rounds.

It may be something less "rumbleworthy", probably something about senses or generall mental state.

Glad you like the idea. I wanted tit to be sort of like a barbarian's rage, where it was something you could only pull off a few times a day. I might toy with the idea of adding some minor permanent effect though.

As far as making the class more melee-friendly, I'm considering it. It wouldn't be too hard to do, just give them access to more melee disciplines. My biggest problem though, is that I'm having trouble deciding which one(s) they should get access too. None of them seem to really fit all that well. Got any suggestions?

molten_dragon
2010-04-27, 02:02 PM
Okay, I made a couple more final changes but I think this is getting close to ready for playtesting.

Mulletmanalive
2010-04-27, 03:01 PM
Worth pointing out that the version of Fax' Falling Star that i've seen isn't properly balanced with the rest of TOB because he seemed to have misread something in the TOB's mechanisms.

It can be made to fit by doubling the number of Spot ranks in the tables though.