SalterisSolaris
2015-05-26, 10:10 AM
In one of our long-running 3.5e campaigns, a player had suggested a homebrew prestige class for his ranger, which (to me) seems to be mostly a mashup between a Scout and a dw sniper, plus a bit of creative thinking.
Mind, even I can tell that it's kind of... mixed. However, note that our level10 5-man group is (among other things) already sporting a ruby knight vindicator and an incantator. So admittedly we're not exactly a bunch of choir boys on the overall power scale.
Seen in that light, what do think of his suggestion?
Anything glaring that would need an objection?
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Deepforest Ambusher
Hit Die: d8.
REQUIREMENTS
To qualify to become a deepforest ambusher, a character must fulfill all the following criteria:
Base Attack Bonus: +5.
Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow).
Fort Ref Will
Lvl BAB Save Save Save Special
1 +1 +2 +2 +0 Take aim, range increment bonus +10 ft./level
2 +2 +3 +3 +0 Hide in plain sight, trapfinding
3 +3 +3 +3 +1 Bonus feat
4 +4 +4 +4 +1 Improved Critical
5 +5 +5 +4 +1 Weapon specialization
6 +6 +6 +5 +2 Bonus feat, Trackless Step
7 +7 +7 +5 +2 Camouflage
8 +8 +8 +6 +2 Evasion
9 +9 +9 +6 +3 Bonus feat
10 +10 +7 +7 +3 Greater Critical
CLASS SKILLS
The deepforest ambusher’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 6 + Intelligence modifier.
CLASS FEATURES
All of the following are features of the deepforest ambusher prestige class.
Weapon and Armor Proficiency: deepforest ambushers gain no new weapon or armor proficiencies.
Take Aim (Ex): A deepforest ambusher can give a number of possible attacks each round for aiming. Each round spent for aiming and/or the subsequent attack must be used with a full attack action. Only free/swift actions that do not otherwise interfere with aiming (e.g. casting even quickened spells with somatic component obviously interferes with concentrated aiming, speaking a few short sentences does not), can be performed between the first aiming action and the corresponding attack. A 5 ft. step is also not allowed. Each attack given up for aiming in this manner adds +2 to the attack bonus and 1d6+2 to damage. The number of attacks that improve the final attack in this manner is limited to (Wis bonus + PrC level) per day. Aim can be held longer (e.g. more attacks given up, but these do not improve the attack any more, e.g. readying or waiting for the best opportunity). The attack occurs at the highest BAB. The target must be flat-footed and not moving faster than 40 ft. per rounds. Each ambusher level counts like two rogue levels for overcoming (improved) uncanny dodge. Damage due to critical hits is applied only once. Attacks still available in a full attack action after the aimed attack can be used as normal.
Example: A deepforest ambusher has two possible attacks in a round with a full attack action, one at BAB 10 and one at BAB 5. She gives up 2 attacks for aiming and before actually attacking (with the third consecutive attack). This requires two rounds of full attack actions. The attack is then done at an attack bonus of 14 (plus other modificators e.g. for magic weapons) and an additional damage due to aiming of 2d6+4. After this attack one more normal attack is possible during the second round's full attack action at an attack bonus of 5.
Range Increment Bonus (Ex): With each class level the deepforest ambusher gains, the range increment of her projectile weapons increase by +10 feet (added after all multipliers).
Hide in Plain Sight (Ex): Beginning at 2nd level, a deepforest ambusher can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trapfinding (Ex): A deepforest ambusher of 2nd level or higher can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Bonus Feat: At 3rd level the deepforest ambusher gains a bonus feat, selected from the following list: Able ambusher, Alertness, Crossbow ambusher, Deadeye Shot, Improved Initiative, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Precise Shot, Quick Reconnoiter, Ranged Disarm, Ranged Pin, Ranged Weapon Mastery, Rapid Reload, Rapid Shot, Sharp-Shooting, Shot on the Run, and Stealthy. She must still meet the prerequisites as normal. She gains an additional bonus feat at 6th and 9th levels.
Improved Critical (Ex): At 4th level, the deepforest ambusher gains the Improved Critical feat. This feat must be applied to the bow or crossbow for which she has taken the Weapon Focus Feat. She gains this feat even if she does not meet the prerequisites.
Weapon Specialization: A deepforest ambusher of 5th level or higher gains Weapon Specialization as a bonus feat. It must be applied to a bow or crossbow with which the ambusher has taken the Weapon Focus feat. She gains this feat even if she does not meet the prerequisites.
Trackless Step (Ex): Beginning at 6th level, a deepforest ambusher cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
Camouflage (Ex): A deepforest ambusher of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Evasion (Ex): Beginning at 8th level, a deepforest ambusher can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook. If a character already has Evasion from a second class, the character automatically gains Improved Evasion instead.
Greater Critical (Ex): At 10th level, the threat range of her bow or crossbow becomes triple its original value. So a crossbow's critical would become 15-20x2, and a bow's would become 18-20x3. This ability is applied to the bow or crossbow with which she gained the Improved Critical feat for at 2nd level. This overlaps the increased threat range provided by Improved Critical and does not stack with it, nor does it stack with the Keen ability.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
So far, looking at this, I feel like the Hide in Plain sight might come a bit early (effectively at L12, when a normal scout only gets it at L14 after plenty of nothing)... which would allow repeated uses of that aiming/sniping feature per combat.... hm.
Anyway, what do you think?
Mind, even I can tell that it's kind of... mixed. However, note that our level10 5-man group is (among other things) already sporting a ruby knight vindicator and an incantator. So admittedly we're not exactly a bunch of choir boys on the overall power scale.
Seen in that light, what do think of his suggestion?
Anything glaring that would need an objection?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Deepforest Ambusher
Hit Die: d8.
REQUIREMENTS
To qualify to become a deepforest ambusher, a character must fulfill all the following criteria:
Base Attack Bonus: +5.
Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow).
Fort Ref Will
Lvl BAB Save Save Save Special
1 +1 +2 +2 +0 Take aim, range increment bonus +10 ft./level
2 +2 +3 +3 +0 Hide in plain sight, trapfinding
3 +3 +3 +3 +1 Bonus feat
4 +4 +4 +4 +1 Improved Critical
5 +5 +5 +4 +1 Weapon specialization
6 +6 +6 +5 +2 Bonus feat, Trackless Step
7 +7 +7 +5 +2 Camouflage
8 +8 +8 +6 +2 Evasion
9 +9 +9 +6 +3 Bonus feat
10 +10 +7 +7 +3 Greater Critical
CLASS SKILLS
The deepforest ambusher’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 6 + Intelligence modifier.
CLASS FEATURES
All of the following are features of the deepforest ambusher prestige class.
Weapon and Armor Proficiency: deepforest ambushers gain no new weapon or armor proficiencies.
Take Aim (Ex): A deepforest ambusher can give a number of possible attacks each round for aiming. Each round spent for aiming and/or the subsequent attack must be used with a full attack action. Only free/swift actions that do not otherwise interfere with aiming (e.g. casting even quickened spells with somatic component obviously interferes with concentrated aiming, speaking a few short sentences does not), can be performed between the first aiming action and the corresponding attack. A 5 ft. step is also not allowed. Each attack given up for aiming in this manner adds +2 to the attack bonus and 1d6+2 to damage. The number of attacks that improve the final attack in this manner is limited to (Wis bonus + PrC level) per day. Aim can be held longer (e.g. more attacks given up, but these do not improve the attack any more, e.g. readying or waiting for the best opportunity). The attack occurs at the highest BAB. The target must be flat-footed and not moving faster than 40 ft. per rounds. Each ambusher level counts like two rogue levels for overcoming (improved) uncanny dodge. Damage due to critical hits is applied only once. Attacks still available in a full attack action after the aimed attack can be used as normal.
Example: A deepforest ambusher has two possible attacks in a round with a full attack action, one at BAB 10 and one at BAB 5. She gives up 2 attacks for aiming and before actually attacking (with the third consecutive attack). This requires two rounds of full attack actions. The attack is then done at an attack bonus of 14 (plus other modificators e.g. for magic weapons) and an additional damage due to aiming of 2d6+4. After this attack one more normal attack is possible during the second round's full attack action at an attack bonus of 5.
Range Increment Bonus (Ex): With each class level the deepforest ambusher gains, the range increment of her projectile weapons increase by +10 feet (added after all multipliers).
Hide in Plain Sight (Ex): Beginning at 2nd level, a deepforest ambusher can use the Hide skill in natural terrain even while being observed. See the ranger class feature, page 48 of the Player’s Handbook. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.
Trapfinding (Ex): A deepforest ambusher of 2nd level or higher can use the Search skill to locate traps with a DC higher than 20, and she can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature, page 50 of the Player’s Handbook.
Bonus Feat: At 3rd level the deepforest ambusher gains a bonus feat, selected from the following list: Able ambusher, Alertness, Crossbow ambusher, Deadeye Shot, Improved Initiative, Improved Precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Precise Shot, Quick Reconnoiter, Ranged Disarm, Ranged Pin, Ranged Weapon Mastery, Rapid Reload, Rapid Shot, Sharp-Shooting, Shot on the Run, and Stealthy. She must still meet the prerequisites as normal. She gains an additional bonus feat at 6th and 9th levels.
Improved Critical (Ex): At 4th level, the deepforest ambusher gains the Improved Critical feat. This feat must be applied to the bow or crossbow for which she has taken the Weapon Focus Feat. She gains this feat even if she does not meet the prerequisites.
Weapon Specialization: A deepforest ambusher of 5th level or higher gains Weapon Specialization as a bonus feat. It must be applied to a bow or crossbow with which the ambusher has taken the Weapon Focus feat. She gains this feat even if she does not meet the prerequisites.
Trackless Step (Ex): Beginning at 6th level, a deepforest ambusher cannot be tracked in natural surroundings. See the druid class feature, page 36 of the Player’s Handbook.
Camouflage (Ex): A deepforest ambusher of 7th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Evasion (Ex): Beginning at 8th level, a deepforest ambusher can avoid damage from certain attacks with a successful Reflex save. See the monk class feature, page 41 of the Player’s Handbook. If a character already has Evasion from a second class, the character automatically gains Improved Evasion instead.
Greater Critical (Ex): At 10th level, the threat range of her bow or crossbow becomes triple its original value. So a crossbow's critical would become 15-20x2, and a bow's would become 18-20x3. This ability is applied to the bow or crossbow with which she gained the Improved Critical feat for at 2nd level. This overlaps the increased threat range provided by Improved Critical and does not stack with it, nor does it stack with the Keen ability.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
So far, looking at this, I feel like the Hide in Plain sight might come a bit early (effectively at L12, when a normal scout only gets it at L14 after plenty of nothing)... which would allow repeated uses of that aiming/sniping feature per combat.... hm.
Anyway, what do you think?