Deaxsa
2013-06-06, 01:22 AM
EDIT: almost at 200 views, an i've only got 2 opinions so far. following this pattern, i fully expect another post once i pass 200. who is it gonna be? you? no? how about YOU? yes? maybe? please? (i just want critique :smallsigh:)
EDIT: this has nearOVER 100 pageviews, and i find it very difficult to believe that no one had any opinions on this. if you think it's well made, say so. if you think it's terrible, say so. just looking for second opinions, which i will gladly listen to.
right, so apart from the fact that i do not know what to call this class, ithink i'm pretty much set to have this class looked over by the forums. before we start, i'd like to establish the goals of this class:
- Shoot slowly for high damage, at long ranges
- Acquire targets through fog
- Hit weak spots
- Not much health
- No spells
- Not good at attacking rapidly
i'd also like to establish a couple of things that i would like the most help on:
- how do spot checks work with concealment?
- class skills
- class requirements
- working on the core mechanism (crucial shot) to make it intuitive yet not too representative
ok, so with that out of the way, here's the class:
The Whatever Mist Warden
The WhateversMist Wardens are a group of nature's protectors that live deep in the foggy rainforests of Wherever, and they strike invisibly through the fog at any adversary dull enough to enter the WhateversMist Warden's sacred territory. they exist to protect the powerful Something, and they take their job seriously. most prospective recruits end up dead in the jungles, so most successful recuits(not that there are many) tend to (not surprisingly) be rangers or scouts.
Requirements
- BAB +6
- Weapon Focus (any projectile weapon)
- Able Sniper
- Far Shot
- Spot 9 ranks, Hide 6 ranks
- Special: make peaceful contact with the Mist Wardens
Class Features
- Hit Die: d6
- Saves: High Reflex/Fortitude, low will[I have no clue which saves would be most fitting. yes, it's a dex based class, so i suppose reflex should be high, but what about fort and will? part of me just wants to grant them high reflex/will because mundanes never have enough will...:smalleek:]
- Medium BAB
- Skill points per level: 6+int
- Class Skills: Balance, Climb, Concentration, Hide, Jump, Knowledge [i have no clue, which ones should i have?(nature, geography, anything else?)], Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, Use Rope.
The WhateverMist Warden
Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+0|Long Shot, Piercing Sight, Low-Light Vision, Crucial Shot +1
2nd|+1|+3|+3|+0|Decisive Shot 1/day, Weapon Specialization
3rd|+2|+3|+3|+1|Hunter's Blind
4th|+3|+4|+4|+1|Decisive Shot 2/day
5th|+3|+4|+4|+1|Improved Precise Shot, Crucial Shot +2
6th|+4|+5|+5|+2|Decisive Shot 3/day, Seeking Hunter, Superior Low-Light Vision
7th|+5|+5|+5|+2|Distant Shot
8th|+6|+6|+6|+2|Decisive Shot 4/day
9th|+6|+6|+6|+3|Penetrating Sight, Crucial Shot +3
10th|+7|+7|+7|+3|Decisive Shot 5/day, Power Hunter
Long Shot (Ex) (1st, scaling)
A Mist Warden's base range for any projectile weapon with which it has the Weapon Focus feat increases by 10' per class level.
Piercing Sight (Ex) (1st, scaling)
A Mist Warden gains a bonus to your spot checks equal to its class level.
Low-Light Vision (Ex) (1st, 6th)
A Mist Warden also receives the Low Light Vision Special Quality, if it did not have it already. This improves to Superior Low-Light Vision at 6th level.
Crucial Shot (Ex) (1st, 5th, 9th, scaling)
After having designated and located a target more than 30’ from its current position, a Mist Warden may make the following full round action:
1. First, the Mist Warden makes a ranged touch attack using the range and range increments of the weapon it intends to use in step 3. NOTE: this is not an attack with that weapon. (at least, not yet :smallwink:)
2. If it fails, the Mist Warden may try this action again, with a +1 circumstance bonus to the ranged touch attack referred to in step 1. This bonus can stack up to 3 times. If, after 4 rounds, it has not yet 'hit' the target, than you lose all of your circumstance bonuses.
3. After having successfully made a ranged touch attack on the target, the Mist Warden may make a ranged attack roll. Ignore all concealment(including total concealment) the target may have. Add the Mist Warden's class level to the attack roll, and add the Mist Warden's class levels plus Base Attack Bonus to damage.
For this action to work, the Mist Warden must be more than 30 feet from your target to succeed, and you may only make this action with a projectile weapon you have weapon focus in. Should it lose line of sight to the target at any time, the action immediately fails, it loses all circumstance bonuses, and it must regain it to begin once more.
At level 5, the stacking circumstance bonus increases to +2, and then increases once again to +3 at level 9.
Decisive Shot (Ex) (2nd, 4th, 6th, 8th, 10th)
At level 2, a Mist Warden may choose to designate step 3 of the Crucial Shot as being "Decisive". In this case, it decides to either make that attack as a ranged touch attack, or double all damage should the attack connect. The usage of this ability increases to 2/day at level 4, 3/day at level 6, 4/day at level 8, and 5/day at level 10.
Weapon Specialization (Ex) (2nd)
At 2nd Level, a Mist Warden gains Weapon Specialization, as the feat, in any projectile weapon in which it also has the Weapon Focus feat, even if it does not meet the prerequisites.
Hunter's Blind (Ex) (3rd, scaling)
At 3rd level, a Mist Warden begins adding it's class level to Hide checks as long as it remains stationary. additionally, you only take a -15 penalty to hiding yourself after having made a shot, and you may make this check as a free action if used in conjunction with the Crucial Shot ability. [is the hide check made after making a shot already a free action?]
Improved Precise Shot (Ex) (5th)
at 5th level, a Mist Warden gains the feat Improved Precise Shot, even if it does not meet the prerequisites.
Seeking Hunter (Su) (6th)
Upon reaching 5th level, all projectile fired from weapons in which a Mist Warden has the weapon focus feat fire as if from a weapon with the Seeking Enchantment (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#seeking)
Distant Shot (Ex) (7th)
At 7th level, a Mist Warden reduces the penalty received for every range increment by 1/2 for any projectile weapon with which it has weapon focus.
Penetrating Sight (Su) (9th)
Upon Reaching 9th level, a Mist Warden's Vision grows to be so acute it can pierce any type of concealment(but not cover), from any source(even magical).
Power Hunter (Su) (10th)
Upon reaching 10th level, all projectile fired from weapons in which a Mist Warden has the weapon focus feat continue flying in a straight path after having hit a target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to AC for each previous target in the path.
________________________
:smallbiggrin:
Right! so, that's the class, what do you think? i was thinking of adding a tracking element, but i'm not sure i want to do that. or even if i want to keep the Camo/HiPs thing... but the fluff is important, at least for my game. that's why i've got so much "deny cover/concealment" in the class. at the same time, i want to just give them a generic "sharpshooter" feel.(hell, i even wanted it to work in 20 modern) so... i settled for somewhere in between.
edit: to solve the whole "is this a ranger or a hunter or what?" question, what do people think of going for EITHER camo/HiPS OR track/Swift tracker/Woodland Stride?
edit2: decided to dump Camo/HiPS for a bonus to hide checks, as well as improved "auto-enchantments", and to remove cover/concealment for a bonus to re-hide checks, as well as improving damage based on BAB (so it scales better when you are giving up a bunch of attacks)
edit3: gave more uses of Improved Crucial Shot, as well as adding something to indicate when a class feature is received or upgraded in a significant fashion.
edit4: improved punctuation, and moved "seeking hunter" from level 5 to 6 so that 6 was not such a dead leve, also because that's a pretty darn powerful ability.
edit(like 16 or something): Renamed some abilities so everything isn't just "improved" (Imp. Crucial->Decisive, Imp. Long->Distant, Imp. Piercing->Penetrating)
EDIT: this has nearOVER 100 pageviews, and i find it very difficult to believe that no one had any opinions on this. if you think it's well made, say so. if you think it's terrible, say so. just looking for second opinions, which i will gladly listen to.
right, so apart from the fact that i do not know what to call this class, ithink i'm pretty much set to have this class looked over by the forums. before we start, i'd like to establish the goals of this class:
- Shoot slowly for high damage, at long ranges
- Acquire targets through fog
- Hit weak spots
- Not much health
- No spells
- Not good at attacking rapidly
i'd also like to establish a couple of things that i would like the most help on:
- how do spot checks work with concealment?
- class skills
- class requirements
- working on the core mechanism (crucial shot) to make it intuitive yet not too representative
ok, so with that out of the way, here's the class:
The Whatever Mist Warden
The WhateversMist Wardens are a group of nature's protectors that live deep in the foggy rainforests of Wherever, and they strike invisibly through the fog at any adversary dull enough to enter the WhateversMist Warden's sacred territory. they exist to protect the powerful Something, and they take their job seriously. most prospective recruits end up dead in the jungles, so most successful recuits(not that there are many) tend to (not surprisingly) be rangers or scouts.
Requirements
- BAB +6
- Weapon Focus (any projectile weapon)
- Able Sniper
- Far Shot
- Spot 9 ranks, Hide 6 ranks
- Special: make peaceful contact with the Mist Wardens
Class Features
- Hit Die: d6
- Saves: High Reflex/Fortitude, low will[I have no clue which saves would be most fitting. yes, it's a dex based class, so i suppose reflex should be high, but what about fort and will? part of me just wants to grant them high reflex/will because mundanes never have enough will...:smalleek:]
- Medium BAB
- Skill points per level: 6+int
- Class Skills: Balance, Climb, Concentration, Hide, Jump, Knowledge [i have no clue, which ones should i have?(nature, geography, anything else?)], Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, Use Rope.
The WhateverMist Warden
Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+0|Long Shot, Piercing Sight, Low-Light Vision, Crucial Shot +1
2nd|+1|+3|+3|+0|Decisive Shot 1/day, Weapon Specialization
3rd|+2|+3|+3|+1|Hunter's Blind
4th|+3|+4|+4|+1|Decisive Shot 2/day
5th|+3|+4|+4|+1|Improved Precise Shot, Crucial Shot +2
6th|+4|+5|+5|+2|Decisive Shot 3/day, Seeking Hunter, Superior Low-Light Vision
7th|+5|+5|+5|+2|Distant Shot
8th|+6|+6|+6|+2|Decisive Shot 4/day
9th|+6|+6|+6|+3|Penetrating Sight, Crucial Shot +3
10th|+7|+7|+7|+3|Decisive Shot 5/day, Power Hunter
Long Shot (Ex) (1st, scaling)
A Mist Warden's base range for any projectile weapon with which it has the Weapon Focus feat increases by 10' per class level.
Piercing Sight (Ex) (1st, scaling)
A Mist Warden gains a bonus to your spot checks equal to its class level.
Low-Light Vision (Ex) (1st, 6th)
A Mist Warden also receives the Low Light Vision Special Quality, if it did not have it already. This improves to Superior Low-Light Vision at 6th level.
Crucial Shot (Ex) (1st, 5th, 9th, scaling)
After having designated and located a target more than 30’ from its current position, a Mist Warden may make the following full round action:
1. First, the Mist Warden makes a ranged touch attack using the range and range increments of the weapon it intends to use in step 3. NOTE: this is not an attack with that weapon. (at least, not yet :smallwink:)
2. If it fails, the Mist Warden may try this action again, with a +1 circumstance bonus to the ranged touch attack referred to in step 1. This bonus can stack up to 3 times. If, after 4 rounds, it has not yet 'hit' the target, than you lose all of your circumstance bonuses.
3. After having successfully made a ranged touch attack on the target, the Mist Warden may make a ranged attack roll. Ignore all concealment(including total concealment) the target may have. Add the Mist Warden's class level to the attack roll, and add the Mist Warden's class levels plus Base Attack Bonus to damage.
For this action to work, the Mist Warden must be more than 30 feet from your target to succeed, and you may only make this action with a projectile weapon you have weapon focus in. Should it lose line of sight to the target at any time, the action immediately fails, it loses all circumstance bonuses, and it must regain it to begin once more.
At level 5, the stacking circumstance bonus increases to +2, and then increases once again to +3 at level 9.
Decisive Shot (Ex) (2nd, 4th, 6th, 8th, 10th)
At level 2, a Mist Warden may choose to designate step 3 of the Crucial Shot as being "Decisive". In this case, it decides to either make that attack as a ranged touch attack, or double all damage should the attack connect. The usage of this ability increases to 2/day at level 4, 3/day at level 6, 4/day at level 8, and 5/day at level 10.
Weapon Specialization (Ex) (2nd)
At 2nd Level, a Mist Warden gains Weapon Specialization, as the feat, in any projectile weapon in which it also has the Weapon Focus feat, even if it does not meet the prerequisites.
Hunter's Blind (Ex) (3rd, scaling)
At 3rd level, a Mist Warden begins adding it's class level to Hide checks as long as it remains stationary. additionally, you only take a -15 penalty to hiding yourself after having made a shot, and you may make this check as a free action if used in conjunction with the Crucial Shot ability. [is the hide check made after making a shot already a free action?]
Improved Precise Shot (Ex) (5th)
at 5th level, a Mist Warden gains the feat Improved Precise Shot, even if it does not meet the prerequisites.
Seeking Hunter (Su) (6th)
Upon reaching 5th level, all projectile fired from weapons in which a Mist Warden has the weapon focus feat fire as if from a weapon with the Seeking Enchantment (http://www.d20srd.org/srd/magicItems/magicWeapons.htm#seeking)
Distant Shot (Ex) (7th)
At 7th level, a Mist Warden reduces the penalty received for every range increment by 1/2 for any projectile weapon with which it has weapon focus.
Penetrating Sight (Su) (9th)
Upon Reaching 9th level, a Mist Warden's Vision grows to be so acute it can pierce any type of concealment(but not cover), from any source(even magical).
Power Hunter (Su) (10th)
Upon reaching 10th level, all projectile fired from weapons in which a Mist Warden has the weapon focus feat continue flying in a straight path after having hit a target. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to AC for each previous target in the path.
________________________
:smallbiggrin:
Right! so, that's the class, what do you think? i was thinking of adding a tracking element, but i'm not sure i want to do that. or even if i want to keep the Camo/HiPs thing... but the fluff is important, at least for my game. that's why i've got so much "deny cover/concealment" in the class. at the same time, i want to just give them a generic "sharpshooter" feel.(hell, i even wanted it to work in 20 modern) so... i settled for somewhere in between.
edit: to solve the whole "is this a ranger or a hunter or what?" question, what do people think of going for EITHER camo/HiPS OR track/Swift tracker/Woodland Stride?
edit2: decided to dump Camo/HiPS for a bonus to hide checks, as well as improved "auto-enchantments", and to remove cover/concealment for a bonus to re-hide checks, as well as improving damage based on BAB (so it scales better when you are giving up a bunch of attacks)
edit3: gave more uses of Improved Crucial Shot, as well as adding something to indicate when a class feature is received or upgraded in a significant fashion.
edit4: improved punctuation, and moved "seeking hunter" from level 5 to 6 so that 6 was not such a dead leve, also because that's a pretty darn powerful ability.
edit(like 16 or something): Renamed some abilities so everything isn't just "improved" (Imp. Crucial->Decisive, Imp. Long->Distant, Imp. Piercing->Penetrating)