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Nelyo
2013-03-21, 08:25 PM
Hey guys, so, this is my first attempt at creating a base class. Not as easy as it looks, but I have the almost-finished product here. Criticism is very much appreciated, but please be courteous.

I've based it off of the concept of the Sleepless Detective Pathfinder Prc, because I fell absolutely in love with the concept. I've merely expanded on it. Some of the class abilities come from it, and might be slightly modified. For those who are curious, the PRC is here: Sleepless Detective (http://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sleepless-detective)

So you're in the loop, I tried to use the Anti-Paladin/Paladin's class framework to shape the class abilities, though it's somewhat difficult to balance certain abilities like the auras. Anyhow, I did my best. So without further ado. . .

Class:


Watcher
To be a Watcher is a calling, much like being a Paladin is a calling. They are first and foremost pragmatists. While others are content to remove demons and hunt down dragons, these warriors track down the day-to-day demons within their city. His specialty is tracking down criminals, cultists and deviant mages. Watchers are generally affiliated with the local authorities, becoming investigators that deal with the difficult cases the town watch is ill equipped to handle. They are the day-to-day heroes that are often left out of the history books. Some, however, become sell-swords and rent out their talents for god, gold and glory.

Upon becoming a Watcher, a person goes through a transformation which grants them their various abilities. The process is different for everyone. It is painless to some, quite painful to others. Those with magical abilities or latent magical talent suffer the most through this process. Once it is finished, they can no longer gain levels in a spell-casting class, or cast spells from any previous classes. The Watcher becomes what they have come to call "Hollow".

Characteristics: The Watcher's powers of observation are unmatched. His way of combat involves studying his opponent and adapting his fighting style to counter theirs, while employing certain supernatural tricks here and there.

Alignment/Class Restrictions: The Watcher can be of any alignment; however, he cannot gain any further levels in a spell-casting class after becoming a Watcher, and loses previous spell-casting abilities.

Religion: The Watcher favors deities which exemplify justice, knowledge and shrewdness.

Races: Any race can be a Watcher; however, generally city-dwellers hear the call more than others. Watchers are less-prevalent in dwarves and elves, which generally live underground and in the forest, respectively. The poster-child for this class is the urbanite human, half-orc, half-elf and halfling.

Role: The Watcher's role in a party is that of a scout, debuffer and a secondary combatant. His true strengths lie in tracking people, and shutting down spell-casters.

Game Rule Information:
Abilities: In truth, the Watcher benefits from most, if not all, of the stats. However, Intelligence is generally more important than others because most of his class skills and class abilities rely upon it. Constitution, Dexterity, and Strength are also considered important due to the nature of combat.

Alignment: Any

Hit Die: d10

The Watcher
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+2|+0|+2|Analyze 1/day, Forensic Thaumaturgy, Canny Sleuth, Hollow

2nd|+2|+3|+0|+3| Arcane Brand, Follow Clues

3rd|+3|+3|+1|+3| Arcane Enhancement, Favored Terrain (Urban)

4th|+4|+4|+1|+4| Eye for Detail, Divination (Residual Tracking), Analyze 2/day

5th|+5|+4|+1|+4| Arcane Strike (Magic)

6th|+6/+1|+5|+2|+5| Arcane Enhancement

7th|+7/+2|+5|+2|+5| Analyze 3/day, Divination (Deduction)

8th|+8/+3|+6|+2|+6| Contact (Minor), Arcane Strike (Cold Iron/Silver)

9th|+9/+4|+6|+3|+6| Arcane Enhancement

10th|+10/+5|+7|+3|+7| Analyze 4/day, Divination (Blood Biography)

11th|+11/+6/+1|+7|+3|+7| Arcane Strike (Lawful)

12th|+12/+7/+2|+8|+4|+8| Arcane Enhancement, Camouflage

13th|+13/+8/+3|+8|+4|+8| Analyze 5/day, Divination (Discern Lies)

14th|+14/+9/+4|+9|+4|+9| Contact (Mid-level)

15th|+15/+10/+5|+9|+5|+9| Arcane Enhancement

16th|+16/+11/+6/+1|+10|+5|+10| Analyze 6/day, Divination (Speak with Dead)

17th|+17/+12/+7/+2|+10|+5|+10| Hide in Plain Sight, Arcane Strike (Adamantine)

18th|+18/+13/+8/+3|+11|+6|+11| Arcane Enhancement

19th|+19/+14/+9/+4|+11|+6|+11| Analyze 7/day, Divination (True Seeing)

20th|+20/+15/+10/+5|+12|+6|+12| Contact (High Level), Definitive Insight
[/table]

Class Skills

The Watcher's class skills (and the key ability for each skill) are: Bluff (CHA), Diplomacy (CHA), Disable Device (DEX), Disguise (CHA), Intimidate (CHA), Knowledge (Arcana) (INT), Knowledge (Local) (INT), Knowledge (Religion) (INT), Linguistics (INT), Perception (WIS), Profession (WIS), Sense Motive (WIS), Stealth (DEX)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Proficiencies: A Watcher is proficient with all Simple weapons and martial weapons. They are also proficient with light and medium armor.

Analyze(EX): Once per day, a watcher can study his opponent. As a swift action, the watcher chooses one target within sight and gains the following bonuses against his target. He gains a bonus to his attack equal to his intelligence modifier, and deals 1 point of additional damage equal to his watcher level. The watcher can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Focusing on an opponent requires concentration, thus the watcher takes a -2 penalty to his Armor Class, except against attacks made by the target he has analyzed.

This remains in effect until the target is dead or unconscious or until the combat ends.

Canny Sleuth(EX): At 1st level a watcher adds his Intelligence bonus (if it is higher) on all Perception and Sense Motive checks, as well as on Diplomacy checks made to gather information, in lieu of adding his charisma or wisdom modifier.

Forensic Thaumaturgy(SU): At 1st level a watcher can cast detect magic at will as a spell-like ability (caster level equal to his class level). When using detect magic the watcher treats recently ended magical effects as though they were one category stronger when determining how long a lingering aura remains, and by concentrating for an additional round can determine exactly how long the lingering aura has been there (effectively allowing the watcher to learn when the spell or magic item that caused the aura was cast or destroyed, respectively).

The Hollow(SU): At 1st level, the watcher loses the ability to cast spells and use spell completion or spell trigger items usable by a previous spell-casting class. (I.E scrolls, wands, etc)

Eventually the absence of spell-casting aptitude begins to pay off. At 2nd level, the watcher gains a +1 bonus to saving throws made against spells, spell-like abilities and supernatural abilities. This bonus increases every four levels to a maximum of +5 at 18th level.

Follow Clues(EX): At 2nd level, a watcher can use Perception to follow tracks as per the Survival skill, as though she possessed the follow clues rogue talent. If the watcher already has this ability from another class, she can move at her normal speed while tracking with the Perception skill without taking the usual –5 penalty on her Perception checks.

Arcane Brand(SU): Beginning at 2nd level, a watcher can infuse his hand with arcane energy and use it to harm his foes. Each day he can use this ability a number of times equal to 1/2 his watcher level plus his Intelligence modifier. As a touch attack, a watcher can cause 1d6 points of damage for every two watcher levels he possesses. Using this ability is a standard action that does not provoke attacks of opportunity.

The extra lay on hands feat can be taken for the purposes of increasing the amount of times arcane brand can be used per day. In the Watcher's case it would be retitled to extra arcane brand.

Favored Terrain(EX): At 3rd level, a watcher gains the Urban terrain from the Ranger's favored terrains list. The watcher gains a +2 bonus on initiative checks and Knowledge (Local), Perception, Stealth, and Sense Motive skill checks when he is in this terrain. A watcher traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the watcher gains a cumulative +2 bonus to the aforementioned skills and to initiative.

Arcane Enhancement(SU):
At 3rd level, and every three levels thereafter, a watcher can select one enhancement. Each enhancement adds an effect to the watcher's arcane brand ability. Whenever the watcher uses arcane brand to deal damage to one target, the target also receives the additional effect from one of the arcane enhancements possessed by the watcher. This choice is made when the touch is used. The target receives a Will save to avoid this affliction. If the save is successful, the target takes the damage as normal, but not the effects of the affliction. The DC of this save is equal to 10 + 1/2 the watcher’s level + the watcher’s Intelligence modifier.

At 3rd level, the watcher can select from the following initial arcane enhancements.

Fatigued: The target is fatigued.
Marked: The target begins to shed light as the faerie fire spell, and is marked with its effects. The target is marked for 1 minute per level of the watcher.
Shaken: The target is shaken for 1 round per level of the watcher.
Sickened: The target is sickened for 1 round per level of the watcher.

At 6th level, an watcher adds the following enhancements to the list of those that can be selected.

Dazed: The target is dazed for 1 round.
Prone: The target is knocked down prone. The target can be knocked prone in his own square, or any square within five feet of the one he was occupying.
Staggered: The target is staggered for 1 round per two levels of the watcher.

At 9th level, an watcher adds the following enhancements to the list of those that can be selected.

Confused: The target is confused for 1 round per two levels of watcher. The watcher must have the marked enhancement before selecting this enhancement.
Cursed: The target is cursed, as if the watcher had cast bestow curse, using his watcher level as his caster level.
Exhausted: The target is exhausted. The watcher must have the fatigue enhancement before selecting this enhancement.
Frightened: The target is frightened for 1 round per two levels of the watcher. The watcher must have the shaken enhancement before selecting this enhancement.
Nauseated: The target is nauseated for 1 round per three levels of the watcher. The watcher must have the sickened enhancement before selecting this enhancement.

At 12th level, an watcher adds the following enhancements to the list of those that can be selected.

Blinded: The target is blinded for 1 round per level of the watcher.
Deafened: The target is deafened for 1 round per level of the watcher.
Paralyzed: The target is paralyzed for 1 round.
Stunned: The target is stunned for 1 round per four levels of the watcher.

These abilities are not cumulative. For example, a 12th-level watcher’s arcane brand deals 6d6 points of damage and might also cause the target to become fatigued, dazed, staggered, or blinded. Once a enhancement is chosen, it can’t be changed.

Eye for Detail(EX): At 4th level, a watcher's keen eye for detail helps her notice hidden traps, doors, and clues. The watcher is entitled to an immediate Perception check to notice such features whenever she passes within 10 feet of them, whether or not she is actively looking. This check should be made in secret by the GM. If the watcher would already receive such a check because of an ability from some other source (such as the trap spotter rogue talent), the GM should roll the Perception check twice whenever the watcher is within 10 feet of a trap and use the higher result.

Divination(SU):
At 4th level, the watcher cultivates his ability to conduct investigations by supernatural means. He gains a special ability, and a new special ability every three levels after the 4th. These can be used a number of times per day equal to his class level (Caster level equal to his class level), and all draw upon the same pool. These rounds do not need to be consecutive.

I.E: At tenth level Residual Tracking may be used for 2 rounds, while a Discern Lies may be used for 3 rounds and a Speak with Dead may be used for 5 rounds.

[Deductive Examination]: At 4th level, a watcher can use residual tracking, as the spell. Residual Tracking (http://www.d20pfsrd.com/magic/all-spells/r/residual-tracking)
[Deduction]: At 7th level, a watcher can use augury, as the spell except as follows: The watcher makes a statement or assertion (Generally something she doesn't already know to be true or false) and if the spell is a success, it is revealed to be true or false. The watcher is not able to inquire about a course of action or know whether it will bring good or bad consequences.
: At 10th level, a watcher can use blood biography, as the spell. Blood Biography (http://www.d20pfsrd.com/magic/all-spells/b/blood-biography)
[Discern Lies]: At 13th level, a watcher can use discern lies, as the spell.
[Speak with Dead]: At 16th level, a watcher can use speak with dead, as the spell.
[Pierce Deception]: At 19th level, a watcher can use true seeing, as the spell.

[B]Arcane Strike(SU):
The watcher gains a pool of arcane points that she can use to perform various feats. At 5th level, she has 1 arcane point + his Intelligence modifier. He gains one additional point every five levels thereafter. As long as he has at least 1 point in his arcane pool, he can make an arcane strike.

At 5th level, arcane strike allows any melee weapon he is wielding to be treated as a magic weapon for the purpose of overcoming damage reduction. Arcane strike improves with the character's watcher level.
At 8th level, his arcane strike allows any melee weapon he is wielding to be treated as cold iron or silver for the purpose of overcoming damage reduction.
At 11th level, his arcane strike allows any melee weapon he is wielding to be treated as lawful for the purpose of overcoming damage reduction.
At 17th level, his arcane strike allows any melee weapon he is wielding to be treated as adamantine for the purpose of overcoming damage reduction.

By spending 1 point from his arcane pool, a watcher can do one of the following attacks:

Counter Strike: As an immediate action, the character can declare a counter strike when wielding a melee weapon. The effects are the same as dispel magic (counter spell). This ability can only be used if the watcher has an attack of opportunity available, and uses up an attack of opportunity. Use the watcher's class level as the caster level for the purposes of dispelling.
Dispelling Strike: As a swift action, the watcher can declare a dispelling strike when wielding a melee weapon. If the melee attack is successful, the target is affected as if dispel magic (targetted dispel) had been cast upon him. If this is resolved as part of a full-attack action, it only applies to the first attack, and is wasted if the attack misses, even if a secondary or tertiary attack hits. Use the watcher's class level as the caster level for the purposes of dispelling.
Volatile Strike: As a swift action, the watcher can declare a volatile strike when wielding a melee weapon. Volatile strike only works against summoned, called, or magically animated creatures (Including constructs, undead, and oftentimes outsiders). For 1 round, all of the watcher's attacks deal extra damage to such creatures equal to his Intelligence modifier.

The arcane pool is replenished each morning after 8 hours of rest. The extra ki pool feat can be taken for the purposes of increasing the amount of times arcane strike can be used per day. In the Watcher's case it would be retitled to extra arcane pool.

Contact(EX): A watcher of 8th level or higher cultivates associates and informants. Each time the watcher gains a contact, the GM should develop a supporting character to represent the contact. Working with the player on the type of contact his or her character wants to gain is advised, but is left to the discretion of the GM.

A contact will not accompany a watcher on missions or risk his or her life. A contact can, however, provide information, grant access, give refuge, or render some kind of service. The watcher can't call on the same contact more than once in a week, and may be required by the contact for services rendered.

At 8th level, the watcher gains a low-level contact, at 14th level a mid-level contact, and a high-level contact at 20th.

In addition to these specific contacts, the watcher also hears whispers here and there from his network. At 8th level he gains a +2 bonus to diplomacy to gather information. This increases to +4 at 14th, and +6 at 20th.

Just a Face in the Crowd(EX): A watcher of 12th level or higher can use the Stealth skill to hide in Urban terrain, even if the terrain doesn't grant cover or concealment. (Identical to the ranger ability: camouflage)

Somebody Else's Problem Field(EX): While in Urban terrain, a watcher of 17th level or higher can use the Stealth skill even while being observed. (Identical to the ranger ability: hide in plain sight).

Definitive Insight(EX): At 20th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds).

In addition, once per day a watcher can combine her investigative insight with her magical senses to mentally reconstruct the recent history of an item or place. The watcher must be able to examine the item or area for 10 minutes, after which she can view the events of the past 24 hours as though she had a scrying sensor present when those events took place. This ability shows her any events which took place within 60 feet of the examined area, or any creature or object that physically touched the item or area in question. Her vision is not obstructed by concealment, and she can see and identify magical auras as though under the effect of arcane sight. A reconstruction shows creatures and objects as they actually are, un-obscured by even powerful illusion magic such as screen, though transmuted creatures and objects appear in their altered forms.


Notes:

Side by side are the abilities from the paladin list, that were replaced by the watcher's abilities.

Code of Conduct - No spell-casting Stricture
Detect Evil - Detect Magic
Smite Evil - Analyze
Aura of Good/Negative effects of Hollow - Canny Sleuth
Divine Grace - Positive effects of Hollow
Lay on Hands - Arcane Brand
Mercy - Arcane Enhancement
Divine Health - Follow Clues
Aura of Courage - Favored Terrain
Spellcasting - Divination
Channel Positive Energy - Eye for Detail
Divine Bond - Arcane Strike
Aura of Resolve, Aura of Righteousness - Contact
Aura of Justice - Camouflage
Aura of Faith - Hide in Plain Sight
Holy Champion - Definitive Insight

Nelyo
2013-03-23, 01:02 AM
I was hoping to have feedback by now, but that's okay. I'll take the absence of comments as feedback. What it's telling me is that despite my best (amateur-ish) attempts, I need to improve upon the class somehow.

Mostly, I was looking for someone to scrutinize here and tell me if it’s balanced (overpowered/underpowered) in comparison to the Paladin/Anti-Paladin Base classes, but more importantly if it looks fun to play.

I can expand upon anything that might be murky. Does it need a cliffnotes version, is it too long? Is the table done improperly? Would you like me to explain why I replaced one ability with another? Were some of the explanations unclear?

Please let me know! Any feedback would be helpful.