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  1. - Top - End - #1
    Dwarf in the Playground
     
    ImmortalAer's Avatar

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    May 2009

    Default Aer's Workshop : D&D 3.5 classes, feats, spells...

    Aer's 3.5E D&D workshop, where over the weeks ahead lots of various things will be developed, all conviently stored in the same place with plenty of Spoiler tags.

    Sparrowhawk : Under revision, pending cancellation.
    So, I admit this is probably a bit unbalanced currently as my first serious attempt at creating a prestige full class, and with all of the players, DMs, Rules Lawyers, Story Tellers, Long Beards, Munchkins and casual gamers here, I decided to let you all pick it apart until it looks somewhat balanced. Besides, it's good practise, since I'll be torturing you all with a bunch over the coming weeks.

    Spoiler
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    Sparrowhawk

    Requirements
    HD : d8
    Skills : 4 + Int Modifier ( Int Mod + 4)*10 for the first level.

    Class Skills
    Escape Artist, Craft (Bowmaking), Spot, Listen, Jump, Knowledge (Local), Use Rope, Knowledge (Geography), Hide, Climb, and Balance.

    Class Features

    Weapon and Armour Proficiency : Sparrowhawks gain no proficiency with any weapon or armour.

    {table=head]Level|BAB|Fort|Ref|Will | Special
    1 |+1| +2 | +2 | +0 | Bonded Weapon, Precise Shot +1d8
    2 |+2| +3 | +3 | +0 | Combat Archery
    3 |+3| +3 | +3 | +1 | Keen Precision, Zen Concentration
    4 |+4| +4 | +4 | +1 | Fabled Marksman (1), Precise Shot +2d8
    5 |+5| +4 | +4 | +1 | Zen Volley, Sky leap 1/day
    6 |+6/+1| +5 | +5 | +2 | True Bond, Fabled Marksman (2)
    7 |+7/+2| +5 | +5 | +2 | Empowering Winds, Sky Leap 2/day, Precise Shot +3d8
    8 |+8/+3| +6 | +6 | +2 | Void Arrow, Fabled Marksman (3)
    9 |+9/+4| +6 | +6 | +3 | Magnificient Sharpshooter, Sky Leap 3/day
    10|+10/+5| +7 | +7 | +3 | Hawk's Flight 3/day, Fabled Marksman (4), Precise Shot +4d8
    11 | +11/+6 | +7 | +7 | +3 | Sky Leap 4/day
    12 | +12/+7/+2 | +8 | +8 | +4 | Fabled Marksman (5), Rending Hail
    13 | +13/+8/+3 | +8 | +8 | +4 | Winged Brethern, Sky Leap 5/day, Precise Shot +5d8
    14 | +14/+9/+4 | +9 | +9 | +4 | Fabled Marksman (6)
    15| +15/+10/+5 | +9 | +9 | +5 | Void Volley, Sky Leap 6/Day
    16| +16/+11/+6/+1 | +10 | +10 | +5 | Fabled Marksman (7), Precise Shot +6d8
    17 | +17/+12/+7/+2 | +10 | +10 | +5 | Sky Leap 7/Day
    18 | +18/+13/+8/+3 | +11 | +11 | +6 | Fabled Marksman (8), Piercing Arrow
    19 | +19/+14/+9/+4 | +11 | +11 | +6 | Sky leap 8/Day
    20 | +20/+15/+10/+5 | +12 | +12 | +6 | Fabled Marksman (9), Place Holder
    [/table]


    Precise Shot

    A Sparrowhawk gains the Ranged Precision ability . 1D8 is added at level 1, and this increases by 1D8 every third level thereafter.

    Bonded Weapon (Su)

    A bonded bow is one that is almost sacred to the Sparrowhawk, something that spent hours under the carving knife for her to create and normally is made from sacred or especially rare wood, as this is something she shall carry likely for the rest of her life, and can be something handed down through the generations as part of the family.

    Her bonded weapon must be one that was made herself, and upon being selected for the bond, it gains hardness of 1/4 current Sparrowhawk level, and continues to advance with the class level. The bonding process is normally held within a society of Sparrowhawks as a ritual of becoming a true member, as the weapon and the 'hawks soul become entwined. This ceremony can be held as a personal thing, or a group, in either case it takes twenty-four hours of meditation or some other quiet activity while in skin contact with the bow. At the end, it is customary to allow four drops of the Sparrowhawk's blood to drip onto the wood, where it soon is absorbed.

    Along with becoming tougher, a bonded bow gains 30' in it's range increment, moves up one Die size for damage. These bonuses only apply to the maker of the bow herself, or any of her direct bloodline. If a relative uses the bow of a Sparrowhawk of the sixth level or higher, they gain the abilities of a third level Sparrowhawk.

    It is possible for the bow to be enchanted after creation and still be bonded, or to be enchanted after the bonding.

    While the bonding does not incur any immediate cost aside from time and the bow itself, the loss of the bow for more than twelve hours (The bow is more than 200' away) incurs a 50 XP loss, at twenty-four hours, 75 XP, and so on, increasing by half-again of the previous loss every additional twelve hours. The Sparrowhawk may not lose a level in this manner. If the bow is destroyed, a character level is lost, only regainable through the use of a miracle or wish.



    Combat Archery

    Firing and drawing arrows no longer presents Attacks of Opprotunity, even if within a threatened area.



    Keen Presicion (Ex)

    The Sparrowhawk counts as having the Improved Critical feat with her bonded weapon.

    Zen Contentration

    You can add your Wisdom modifier to any ranged damage roll.

    Fabled Marksman

    +1 damage, and +1 to the attack bonus with your bonded bow, increasing every second level from here on.

    Sky Leap (Su)

    Once per day when making a jump check, even if threatened you can take a 10, and/or add +15 to your Jump. The Sparrowhawk gains one more use of this every second level from here on.

    Zen Volley
    Allows an extra ranged attack. Stacks with Rapid Shot, Haste, and all other attack granting abilities.

    True Bond

    If the Sparrowhawk has the originally bonded bow, then she gains the Many Shot feat, and an additional +20' range increment.

    Empowering Winds (Su)

    The dexterity bonus can be applied to damage in addition to any Strength bonus. The Many Shot penalty is -1 per arrow, instead of the usual -2, up to a maximum of adjustment for three arrows.

    Void Arrow Allows a Swift Action to be taken, giving arrows the ability penetrate spells, or magic items, with effects as Protection from Arrows, but not Force Wall, Prismatic Barrier, etc.

    Magnificient Sharpshooter

    Must be taken as a standard action, and cannot use Many Shot in conjunction with this ability ; each arrow causes d4 Con damage with a Fort DC 25 to halve it's effect.

    Hawk's Flight (Su)
    A Sparrowhawk gains the ability to take flight 3 times per day, as if under the effect of the Fly spell, though the movement is 80' instead of 60'.

    Rending Hail
    The penalties of using Many Shot is entirely removed up to three arrows, and once per encounter, as a Swift Action, a Sparrowhawk can strike with deadly accuracy. Until the beginning of his next turn, any attack he makes with his bonded weapon ignore all Armor bonuses and Natural Armor bonuses to Armor class

    Winged Brethern
    You may polymorph into any Medium or Small bird 2/day for (1d4 + Wisdom modifier) turns. As per the Druid's Wildform spell (Caster level eqiuvalent to the current Class level).

    Void Volley
    Using a Swift Action, a Sparrowhawk may ignore spells or magic items that cause the Protection from Arrows effect, this does not work on Force Wall, Prismatic Barrier, etc.

    Piercing Arrow

    As a Swift Action, a Sparrowhawk can strike with deadly accuracy each turn with a single attack. This attack, from his bonded weapon, ignores all Armor bonuses and Natural Armor bonuses to Armor class.

    Place Holder

    ##############



    Incomplete WIP
    Spoiler
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    Master of Elements

    Ahah! Alright, so Magi (Wizards, Sorcerers, etc) already have a pile of Pretige classes, but I figured it'd be neat to create one that brings some of the lower spells up to the higher level ones. Plus, it might encourage people to go for damage instead of save-or-die.

    Spoiler
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    HD : d4
    Levels in MoE count as levels in the base casting class for the sake of spells/day gained, though it does not confer the other class features that may have been gained.

    {table=head]Level|BAB|Fort|Ref|Will | Special
    1 |+0| +0 | +0 | +2 | Master of Element (1)
    2 |+1| +0 | +0 | +3 | Cascade Casting
    3 |+1| +1 | +1 | +3 | Master of Element (2)
    4 |+2| +1 | +1 | +4 | Purified Defences
    5 |+2| +2 | +2 | +5 | Master of Element (3), Greater Cascade Casting
    [/table]


    ::::::
    (And honestly, if my metaphor was wrong, which it was, or you feel like picking on my writing and designing, instead of offering anything constructive, don't. It's not appreciated. Or at least use Deep Sky Blue, so I know to skim over it, as it's not related to the design process. I understand that I have no ability to enforce this upon you, it's simply a request.)
    ::::::

    Marksman

    Alright, so the Sparrowhawk ended up too buried in the Supernatural, etc. So, I decided that an archer without all the spiff and arcane would be a better choice.

    Spoiler
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    Alignment : Any
    HD : D6
    Skills : First level (4 + Int Mod ) * 4 : Otherwise : 4 + Int mod.

    Class skills :
    Craft (Any), Listen, Spot, Move Silently, Swim, Jump, Hide, Concentration, Search, Profession, Ride.

    Weapon and Armour Proficiency :
    A marksman is proficient with all simple weapons, all ranged weapons, along with medium & light armour.

    Class Features

    {table=head]Level|BAB|Fort|Ref|Will | Special
    1 |+1| +2 | +2 | +0 | Basic Archery
    2 |+2| +3 | +3 | +0 | Precise Bowmanship +1d8
    3 |+3| +3 | +3 | +1 | Focus, Grouped Firing
    4 |+4| +4 | +4 | +1 | Forceful Shot
    5 |+5| +4 | +4 | +1 | Precise Bowmanship +2d8
    6 |+6/+1| +5 | +5 | +2 | Quick shot,
    7 |+7/+2| +5 | +5 | +2 | Improved Fletching
    8 |+8/+3| +6 | +6 | +2 | Piercing, Precise Bowmanship +3d8
    9 |+9/+4| +6 | +6 | +3 | Sharpshooter
    10|+10/+5| +7 | +7 | +3 | Wounding Shots
    11 | +11/+6 | +7 | +7 | +3 | Precise Bowmanship +4d8
    12 | +12/+7/+2 | +8 | +8 | +4 |
    13 | +13/+8/+3 | +8 | +8 | +4 | Arrow Storm (1/e)
    14 | +14/+9/+4 | +9 | +9 | +4 | Precise Bowmanship +5d8
    15| +15/+10/+5 | +9 | +9 | +5 |
    16| +16/+11/+6/+1 | +10 | +10 | +5 | Arrow Storm (2/e)
    17 | +17/+12/+7/+2 | +10 | +10 | +5 | Perfected Bowmanship, Precise Bowmanship +6d8
    18 | +18/+13/+8/+3 | +11 | +11 | +6 |
    19 | +19/+14/+9/+4 | +11 | +11 | +6 | Arrow Storm (3/e)
    20 | +20/+15/+10/+5 | +12 | +12 | +6 | Intense Marksmanship, Precise Bowmanship +7d8
    [/table]

    Basic Archery
    A Marksman gains the Far Shot ability, even if he does not have the prerequisites.

    Precise Bowmanship

    As a standard action, a Marksman may make a single ranged attack, dealing an extra 1d8 points of damage if the attack hits. A Marksman's Precise Bowmanship only works against creatures with a discernable anatomy, and any creature that is immune to criticals takes half damage. This does not stack with sneak attack, even if the Marksman has the feature avaible. The damage increases by 1d8 every third level.

    Focus

    AS a swift action the Marksman may make a concentration check, DC 15, in order to add +1d10 to the next (single) ranged attack.

    Grouped Firing
    Any Marksman within 5' of another Marksman may combine his attack with his fellow's as a standard action. The combination attack adds half of BAB and half of the damage of the assisting Marksman. This ability may be stacked for as many Marksman as there are within 5'. These bonuses do not include damage from any improvement, other than additional damage from enchantments or Focus.

    Forceful Shot
    With any Bow or Crossbow, the Marksman may make a swift action in order to push his enemy back 1d4*5 feet, if his next ranged attack hits.

    Quick Shot

    You may make one extra attack with a ranged weapon each turn. This ability stacks with Rapid shot, though it eliminates the penalty toward the attacks that are not added by either ability.

    Improved Fletching
    A Marksman's arrows, bolts, and bullets have a 50% chance of not being destroyed upon hitting the target, though the 50% when the shot misses remains the same.

    Piercing

    As a swift action, a Marksman can choose to ignore the target's armour and natural bonuses to thier AC, OR he can ignore the Protection from Arrows spell, no matter it's source.

    Sharpshooter
    The Marksman counts as having Improved Criticals with thier ranged weapon, and gain a +5 compentency bonus to Spot and Search checks.

    Wounding Shots

    As a full-round action the Marksman can fire his ranged weapon once, and cause 1d4 Constitution damage.

    Arrow Storm

    As a full round action, once per encounter, a ranger can make an attack against a 15' area, instead of a single target. Any targets standing on the edge of the area (+14') may take a DC 25 Reflex check in order to take half damage. This gains one more use per encounter every third level here after.

    Perfected Bowmanship

    Precise Bowmanship now only takes a Swift action, instead of a standard. Still limited to one attack per turn.

    Intense Marksmanship

    After an inordinate amount of training and a massive will to improve, the Marksman finally reaches mastery of all ranged weapons. All ranged weapons that the Marksman is using has it's damage die size increased by one. (d4, to d6, etc) up to a maximum of a d12.


    :::::::::

    Magebane Aspirant

    'Optimized' Characters might be able to deal with anything, no matter thier class, but Wizards, and Sorcerers seem to outshine the primary warriors, and draw a lot of attention to themselves by being propagated as such. DM's often have to come up with inventive counters for casters, in order to stop certain tactics, but why bother with the tedious contingency planning when you can set a Mage hunter on thier trail?

    Spoiler
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    Alignment : Cannot be Lawful, as thier call of work often brings them wayward of the laws of the land in thier hunt for rogue, or not, spellcasters.
    HD : d8
    Skills : Intelligence Modifier + 6, First level (Int Mod + 6) *4


    ExAspirants : Retain all of the abilities that they had gained so far, but cannot advance any futher.

    Weapon and Armour Proficiency :
    An Aspirant is proficient with all Martial and Simple weapons, along with Light and Medium armour.

    Class Features

    {table=head]Level|BAB|Fort|Ref|Will | Special
    1 |+0| +2 | +0 | +2 | Detect Magic, Bonus Feat
    2 |+1| +3 | +0 | +3 | Magical Anarchism
    3 |+2| +3 | +1 | +3 | Doctrines (Denial, Effervesce)
    4 |+3| +4 | +1 | +4 | Bonus Feat
    5 |+3| +4 | +1 | +4 | Magical Aversion
    6 |+4| +5 | +2 | +5 |
    7 |+5| +5 | +2 | +5 | Bonus Feat
    8 |+6/+1| +6 | +2 | +6 | Magebane Blade, Magebane Armour
    9 |+6/+1| +6 | +3 | +6 |
    10|+7/+2| +7 | +3 | +7 | Attuned, Bonus Feat
    11 | +8/+3 | +7 | +3 | +7 |
    12 | +9/+4 | +8 | +4 | +8 | Rapid Disruption
    13 | +9/+4 | +8 | +4 | +8 | Bonus Feat
    14 | +10/5 | +9 | +4 | +9 |
    15| +11/+6/+1 | +9 | +5 | +9 | Arcaneward Shield, Arcanepyre Sword
    16| +12/+7/+2 | +10 | +5 | +10 | Bonus Feat
    17 | +12/+7/+2 | +10 | +5 | +10 |
    18 | +13/+8/+3 | +11 | +6 | +11 | Spelltwister Focus
    19 | +14/+9/+4 | +11 | +6 | +11 | Bonus Feat
    20 | +15/+10/+5 | +12 | +6 | +12 | Pariah, Lancer
    [/table]

    Class skills :
    Craft (Any), Listen, Spot, Swim, Jump, Concentration, Search, Profession, Ride, Track, Use Rope, Survival, Sense Motive, Spellcraft.

    Witchhunter (Sp)
    At will, an Aspirant can cast Detect Magic and Detect Poison, as per the spells.

    Magical Anarchism

    Every arcane spellcaster within 100 feet of the Aspirant suffers an additional 15% spell failure chance, stacking with any other penalty they may already have.

    (This does stack for overlapping fields caused by multiple Aspirants.)

    Doctrines

    At the third level, an Aspirant must select his Doctrine of advancement for the rest of his career in mage hunting. This choice cannot be changed at any point, the abilities gained from here on will coincide with this choice, with the exception of those without notation which are general, and both gain at the same time.

    Doctrine of Denial

    This Doctrine focuses on disallowing the opponent caster from either succeeding in the original casting, or from allowing the spell to have an effect. The first bonus gained is Spell Resistance 5, which stacks with Spell Resistance gained from any other source. The Aspirant also gains +2 Constitution.

    Doctrine of Effervesce

    The Doctrine of Effervesce concentrates on making the arcane enemy pay a price for any spell they cast, and specializes on the offence against the magically inclined. The Aspirant can add his Wisdom modifier to the damage of any attack against a creature or character with arcane spell levels as a swift action. The Aspirant also gains +2 Strength.

    Magical Aversion
    The Aspirant gains Spell Resistance 10, stacking with any other ability or item that grants the same effect. The Aspirant also gains a natural +10 bonus to his Spellcraft checks, as training in sensing oncoming spells develops new skills.

    Magebane Blade (Effervesce) (Sp)
    As a swift action, the Aspirant may prepare his blade, only one may have this effect at a time even if wielding two weapons, must be a melee weapon, as a Magebane, the effect lasts 1d4 turns or 1 use per 5 levels in the Aspirant class. If any damage is caused by a Magebane blade, then the arcane caster struck loses 1 of his spells per day, from the highest level available. This effect lasts 24 hours.

    Magebane Armour (Denial) (Sp)
    As a swift action the Aspirant may prepare his armour as a Magebane, the effect lasts 1d4 turns or 1 use per 5 levels in the Aspirant class. The armour grants a free-action counterspell, as per the spell, caster level equivilent to the Aspirant level.

    Attuned
    The Aspirant can no longer be flanked, he can react to enemies on opposite sides as easily as a single attacker, this also denies the ability of Rogues to sneak attack him from the flank, unless the flanker is four levels higher than him. He also gains the ability of True Sight 3/day for 1d6 turns.

    Rapid Disruption
    You can take a 5' step in order to take a Attack of Opprotunity that would normally be out of the threatened area if an enemy makes an action that would normally provoke one, or if wielding a ranged weapon, and the enemy is within 15' you may make an Attack of Opprotunity, though you can still provoke Attacks of Opprotunity on yourself for firing a ranged weapon in a threatened zone.

    Arcaneward Shield (Denial) (Sp)
    Double the armour bonus of a shield, if you have one, is added to your Spell Resistance, and the armour bonus of the shield to your AC is also doubled.

    Arcanepyre Sword (Effervesce) (Sp)
    Once per encounter, a spell that targets the Aspirant, a ray, or a spell that designates the Aspirant as the Primary target, is reflected back onto the caster, as long as his sword is drawn. The Aspirant also gains a +2 AC bonus while fighting with two weapons.

    Spelltwister Focus (Sp)
    An Aspirant now causes a 25% spell failure chance instead of 15%, and he may designate one item each day to have a 5' Antimagic Field on command. It takes a swift action to activate the object, usually a ring or small orb, and he can adhere it to a target with a grapple check. This field is carefully woven, and it does not cancel any of the Witchhunter's own Supernatural abilities, though it does still effect his magic items. These Anti-magic Field focuses last 1d4 turns before expiring for the day.

    Pariah (Denial) (Sp)

    If the spell is an area effect, or would cause an effect on more targets than just the Aspirant, he may choose to take the entire spell upon himself, though the secondary effects are lowered by half. No effect, even if other characters are caught within the area, is passed on beyond him, though the effect does stack. The Aspirant also gains a 50% resistance to negative energies.

    (Example : Acid Fog covers three people, including the Aspirant. Instead of all three characters taking 2d6 damage, the Aspirant can take 4d6, and the other characters remain unaffected.)

    Lancer (Effervesce) (Sp)

    An Aspirant, upon gaining the Lancer ability can take a full-round action attack against a spellcaster in order to bestow negative spell 1d4 levels, not effecting the character level itself. This effect lasts 24 hours.

    (Example : A 20th level Sorcerer is struck by a Lancer attack, and the result comes up as a four. Now, instead of having 9/5/5/4/4/4/3/3/3/3 for daily spells, the number is cut down to the 16th level daily spell equivalent, 9/5/5/4/4/4/3/2/1.)
    Last edited by ImmortalAer; 2009-06-10 at 12:28 PM.

  2. - Top - End - #2
    Ettin in the Playground
     
    Cieyrin's Avatar

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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Well, firstly, you don't need to dilineate in your PRC description a level by level breakdown. That's what the table is for. Just say in the ability when an ability is gained and at what rate it improves, if applicable.

    Bonded Weapon has got a bit too much going on in it. The bow gets hardness and hp (not health; i know it means the same, essentially, but correct terminology goes far w/ homebrew), plus other bow improvements. Increased Range increments, greater damage die, and unnamed bonuses to damage?!? 0_o Plus it does more damage as it gets farther away? The damned thing is getting faster the further it goes? wtf @[email protected];; That's way too much stuff (plus it makes little sense; where is it getting more momentum from as it travels?) Plus you already have a long ranged precise shot, making this seem snipery by any measurement. At the very least cut the unnamed bonus, as it doesn't make much sense where this kensai bow is getting these bonuses, especially when it's doing so at no cost. Finally, that XP loss is hella steep. That's just asking for a mean DM to steal your uber bow and make you suffer. No item should be costing you that much of a loss, let alone levels. Just use the familiar loss rules and call it good, if you want to have a penalty like that.

    How does Perfect Zen stack with with Zen Archery? Is this a stat-replacement ability (use Wis for atk and dmg, instead of dex atk and str dmg) or are we in fact adding Wis bonuses to both atk and dmg, essentially 2 stats to atk and dmg, from my understanding. Plus, an extra rapid shot? Why? What does being in tune w/ your bow suddenly make you better able to rapid fire?

    Fabled Marksmen has the momentum arrow abilty again. Does this replace the Bonded bow boost or do they stack (which is OP; nobody should be getting +5 dmg for every 50', let alone getting at all, since, again, it makes no sense. What, do my arrows suddenly have spiritual afterburners or something?!?).

    True Bond is giving relatives getting essentially free abilities, plus Improved Point Blank Shot. That's just asking for trouble, you do realize? Let your snot nosed cousin get his own damned levels, the lazy bastard.

    Empowering Winds is Dex to damage (on top of Strength) and Improved Manyshot. Way too many virtual feats in this for my taste. Plus, why are shortbows gimped? why does it being smaller than a longbow suddenly make it less accurate? Makes no sense. I think you'd honestly have an easier time aiming a precise shot with a shortbow than a longbow, given you don't have to pull quite as much and it's a bit easier to handle.

    Magnificent Sharpshooter, bringing back Called Shots from the grave. You need more of a cost then "1/rd only" to make this balanced. Full Round action at least, I say, to pull it off.

    Finally, Hawk's Flight. The flying doesn't bother me so much as Hide In Plain Sight While In The Air. Hawks aren't really stealthy and being able to fly makes you easier to pick out, honestly. If you wanted to be stealthy, better to emulate an owl, if anything.

    So overall, this is fairly OP. Good job. Them's my 2 coppers. Take as you will.
    Goblin Cannon Crew avatar by Vrythas.
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    Gnome Gun Mage avatar by NEO|Phyte
    Quote Originally Posted by Mulletmanalive View Post
    Damn you Cieyrin! Cieyrin!!!!!read as Khaaaaan!

    My badges! :D
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  3. - Top - End - #3
    Dwarf in the Playground
     
    ImmortalAer's Avatar

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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Quote Originally Posted by Cieyrin View Post
    Well, firstly, you don't need to dilineate in your PRC description a level by level breakdown. That's what the table is for. Just say in the ability when an ability is gained and at what rate it improves, if applicable.

    Bonded Weapon has got a bit too much going on in it. The bow gets hardness and hp (not health; i know it means the same, essentially, but correct terminology goes far w/ homebrew), plus other bow improvements. Increased Range increments, greater damage die, and unnamed bonuses to damage?!? 0_o Plus it does more damage as it gets farther away? The damned thing is getting faster the further it goes? wtf @[email protected];; That's way too much stuff (plus it makes little sense; where is it getting more momentum from as it travels?) Plus you already have a long ranged precise shot, making this seem snipery by any measurement. At the very least cut the unnamed bonus, as it doesn't make much sense where this kensai bow is getting these bonuses, especially when it's doing so at no cost. Finally, that XP loss is hella steep. That's just asking for a mean DM to steal your uber bow and make you suffer. No item should be costing you that much of a loss, let alone levels. Just use the familiar loss rules and call it good, if you want to have a penalty like that.

    How does Perfect Zen stack with with Zen Archery? Is this a stat-replacement ability (use Wis for atk and dmg, instead of dex atk and str dmg) or are we in fact adding Wis bonuses to both atk and dmg, essentially 2 stats to atk and dmg, from my understanding. Plus, an extra rapid shot? Why? What does being in tune w/ your bow suddenly make you better able to rapid fire?

    Fabled Marksmen has the momentum arrow abilty again. Does this replace the Bonded bow boost or do they stack (which is OP; nobody should be getting +5 dmg for every 50', let alone getting at all, since, again, it makes no sense. What, do my arrows suddenly have spiritual afterburners or something?!?).

    True Bond is giving relatives getting essentially free abilities, plus Improved Point Blank Shot. That's just asking for trouble, you do realize? Let your snot nosed cousin get his own damned levels, the lazy bastard.

    Empowering Winds is Dex to damage (on top of Strength) and Improved Manyshot. Way too many virtual feats in this for my taste. Plus, why are shortbows gimped? why does it being smaller than a longbow suddenly make it less accurate? Makes no sense. I think you'd honestly have an easier time aiming a precise shot with a shortbow than a longbow, given you don't have to pull quite as much and it's a bit easier to handle.

    Magnificent Sharpshooter, bringing back Called Shots from the grave. You need more of a cost then "1/rd only" to make this balanced. Full Round action at least, I say, to pull it off.

    Finally, Hawk's Flight. The flying doesn't bother me so much as Hide In Plain Sight While In The Air. Hawks aren't really stealthy and being able to fly makes you easier to pick out, honestly. If you wanted to be stealthy, better to emulate an owl, if anything.

    So overall, this is fairly OP. Good job. Them's my 2 coppers. Take as you will.
    Heh.

    Well, it depends on how you think of archery. First off, the current archers are way too close-range based, and it does take time for anything to accelerate to full speed, which is why it's always better to (using hockey as an example) stand closer to the shot as it hasn't had time to pick up momentum, and despite the general Fantasy (enforced by RPG video games) general opinion, shooting straight at the enemy isn't the most common thing, instead the idea is usually to fire at an arc, dropping arrows onto people at range.

    I agree that this probably is fairly OP, but it's a WIP so I'll get it in the proper strength range eventually.

    Hide In Plain Sight is avaible to rangers and a variety of other prestiges, like Shadowdancers, and... whichever one that is from ToB under no conditions aside from 'swift action, poof.' Yes, it doesn't quite fit with the name, though. So a different ability is in order.

    Mainly I dislike how short-range the archers are, they should be an effective counter for casters who try to stand back. Maybe it's just the old 1990's Runescape Fighting-Triangle trying to assert dominance over my characters.

    True Bond is a quick-fix-levels-gainer, but how many characters honestly have a blood relative in the game that they drag around everywhere? Okay, they might sign a Leadership Feat just for that, but then they'd give away the shiny bonuses.

    I was reading the whole Ki section there when I made the Bond. Probably went a little bit overboard.

    Anyway, downgrades are in order.
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    Hmm. Thoughts, in no particular order.

    --Why does the Sparrowhawk gain jumping abilities/magical abilities? Trick shots I can see...Vampiric Arrows seem a little more out of place.

    --Why a Prestige Class? The game needs a good Archer base class, what with ToB around for melee characters. Plus, you're already at 15 levels, which is higher than anything except the Prestige Paladin and Prestige Bard...note how those are normally both full classes.

    --Saves? What? Someone is using strange progressions...that should stop. There are two official progressions, and one acceptable unofficial one (which ends up at +9 at 20th level). Don't make up more.

    --A lot of this needs a rewrite, and maybe a rethinking of mechanics. Not by much though.

    Overall, it's a decent first serious PrC, but needs quite a bit of work (yes, I'm sometimes harsh like that). That said, I'm willing to lend a hand if you want, as game mechanics and homebrewing are two things I love working with.

    More indepth review later.

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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Quote Originally Posted by Djinn_In_Tonic View Post
    Hmm. Thoughts, in no particular order.

    --Why does the Sparrowhawk gain jumping abilities/magical abilities? Trick shots I can see...Vampiric Arrows seem a little more out of place.

    --Why a Prestige Class? The game needs a good Archer base class, what with ToB around for melee characters. Plus, you're already at 15 levels, which is higher than anything except the Prestige Paladin and Prestige Bard...note how those are normally both full classes.

    --Saves? What? Someone is using strange progressions...that should stop. There are two official progressions, and one acceptable unofficial one (which ends up at +9 at 20th level). Don't make up more.

    --A lot of this needs a rewrite, and maybe a rethinking of mechanics. Not by much though.

    Overall, it's a decent first serious PrC, but needs quite a bit of work (yes, I'm sometimes harsh like that). That said, I'm willing to lend a hand if you want, as game mechanics and homebrewing are two things I love working with.

    More indepth review later.

    Vampiric Arrow is where I ran out of ideas, and wanted something neat for the last avaible level of it. The Sky Leap/Flight is more because I was imagining this being something for Scouts to take, and that would make it a heck of a lot easier to spend 'skytime' without enchantments, living up to the Sparrowhawk.

    Alright, alright. Another 5 levels it is.

    I couldn't decide on the progressions I could find, it ended up a bit screwy. I'll just use one that's already avaible.

    I'd be glad for some input.
    Last edited by ImmortalAer; 2009-06-03 at 12:09 PM.
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    There we go, a version that makes more sense. Though I haven't figured out what to do for Hawk's Flight.
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    Rending Hail
    The penalties of using Many Shot is entirely removed up to three arrows. Arrows can pierce Armour Class for 1 turn/day.

    Piercing Arrow
    1 Arrow/turn can ignore Armour Class.
    I hope you mean Damage Resistance. Auto-Hit for a whole round is kinda outta place in there, especially againt BBEG or smt.
    Arrow Storm
    Shots fired with Many Shot can score individual Criticals and bonuses are applied to each arrow.
    http://www.d20srd.org/srd/psionic/ps...reaterManyshot

    Greater Manyshot makes the cap-ability obscure.
    Last edited by Eloel; 2009-06-03 at 02:21 PM.

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    Quote Originally Posted by ozgun92 View Post
    I hope you mean Damage Resistance. Auto-Hit for a whole round is kinda outta place in there, especially againt BBEG or smt.
    Ack, by that I meant more along the lines of Armour class, like fullplate, chainmail, etc, not the entire stat.
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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Quote Originally Posted by ImmortalAer View Post
    Ack, by that I meant more along the lines of Armour class, like fullplate, chainmail, etc, not the entire stat.
    That could be better said with an already existing mechanism, called Touch Attack, it seems like it's fit for what you're trying to achieve.

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    Quote Originally Posted by ozgun92 View Post
    That could be better said with an already existing mechanism, called Touch Attack, it seems like it's fit for what you're trying to achieve.
    Well, there is a mechanic in place for ignoring just Armor (and Shield) bonuses. Since the Brilliant Energy weapon enhancement does just that. It just has to be clear just exactly what it does, and saying it ignores Armor Class... isn't clear. And Touch Attacks are far more potent, since they also ignore Natural Armor bonuses, which may or may not have been intended.

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    Quote Originally Posted by Dreamshifter View Post
    Well, there is a mechanic in place for ignoring just Armor (and Shield) bonuses. Since the Brilliant Energy weapon enhancement does just that. It just has to be clear just exactly what it does, and saying it ignores Armor Class... isn't clear. And Touch Attacks are far more potent, since they also ignore Natural Armor bonuses, which may or may not have been intended.
    Ah. This is it, Brilliant energy style. Changed the description to seem more like the one listed for that in the DMG.
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    Quote Originally Posted by ImmortalAer View Post
    Requirements
    Alignment : Any
    Race : Elf (Any), Human, Half-elf.
    Skills (Must Take) : Craft (Bowmaking) 12, Escape Artist 4.
    Items : A self crafted bow of any variety.
    20th level base classes don't need requirements. Actually, they just flat out don't have them. Remove this section.

    HD : d8
    Skills : 3 + Int Modifier ( Int Mod + 3)*10 for the first level.

    Class Skills
    Escape Artist, Craft (Bowmaking), Spot, Listen, Jump, Knowledge (Local), Use Rope, Knowledge (Geography), Hide, Climb, and Balance.
    Skill points come in five types: 2/level, 4/level, 6/level, 8/level, and the Changeling Rogue Substitution, with 10/level. There are no odd numbers. I'd go with 4/level for this.

    Skills look fine, except every class has Craft (all) and Profession (all) as class skills.

    Also, why does this class have a strong Fortitude save? Just curious.

    [quote]
    Weapon and Armour Proficiency : Sparrowhawks gain no proficiency with any weapon or armour. [/quote[

    As it's no longer a PrC, you'll have to change this. It can't currently wield a bow.

    Precise Shot

    A Sparrowhawk gains the Precise Shot ability (as per Order of the Bow), except, it must be at a range greater than 50'. 1D8 is added at level 1, and this increases by 1D8 every third level thereafter.
    Precise Shot is a feat. What do you mean by this? You can include the rules of the ability if you rewrite it a little bit...at the moment, I have no idea of exactly what you mean. I assume you're adding damage past 50'. This makes very little sense though...if you can hit accurately at that distance, why can't you do so at a closer distance? I'd just remove the distance requirement.

    Bonded Weapon (Su)

    A bonded bow is one that is almost sacred to the Sparrowhawk, something that spent hours under the carving knife for her to create and normally is made from sacred or especially rare wood, as this is something she shall carry likely for the rest of her life, and can be something handed down through the generations as part of the family.

    Her bonded weapon must be one that was made herself, and upon being selected for the bond, it gains +2 hardness and +10 health per current level, and for every level gained thereafter in this class. The bonding process is normally held within a society of Sparrowhawks as a ritual of becoming a true member, as the weapon and the 'hawks soul become entwined. This ceremony can be held as a personal thing, or a group, in either case it takes twenty-four hours of meditation or some other quiet activity while in skin contact with the bow. At the end, it is customary to allow four drops of the Sparrowhawk's blood to drip onto the wood, where it soon is absorbed.

    Along with becoming tougher, a bonded bow gains 30' in it's range increment, moves up one Die size for damage, and every second level after the fourth it gains +1 damage. (Included in the Fabled Marksman bonus) A Sparrowhawk wielding her Bonded weapon gains +2 to damage and attack rolls. These bonuses only apply to the maker of the bow herself, or any of her direct bloodline. If a relative uses the bow of a Sparrowhawk of the sixth level or higher, they gain the abilities of a third level Sparrowhawk.

    It is possible for the bow to be enchanted after creation and still be bonded, or to be enchanted after the bonding.

    While the bonding does not incur any immediate cost aside from time and the bow itself, the loss of the bow for more than twelve hours (The bow is more than 200' away) incurs a 50 XP loss, at twenty-four hours, 75 XP, and so on, increasing by half-again of the previous loss every additional twelve hours. The Sparrowhawk may not lose a level in this manner. If the bow is destroyed, a character level is lost, only regainable through the use of a miracle or wish.
    This seems overly complicated and largely unnecessary. I see no reason for an archer to have to use a single bow...much less for that bow to increase in power as a result. Is this supposed to be a semi-magical class? If so, you need to reinforce that concept more. Regardless, the hardness and hp bonuses are to high (this weapon becomes almost invincible). Additionally, the mechanics for adding damage/range/whatever are rather garbled, and a little to much. Damage every even level past 4th (on a 1st level ability? What?), as well as a flat up-front damage boost? Finally, +2 to attacks at 1st level is overpowered for that level, since it has no downside in the slightest. I'd nix all of this (assuming you keep this ability), set the hardness at standard + 1/2 class level, grant bonus Hit Points equal to your level, and give a +1 bonus to attack rolls per 4 class levels (minimum +1).


    Combat Archery

    Firing and drawing arrows no longer presents Attacks of Opprotunity, even if within a threatened area.
    Fine.

    But your table shows this at both 2nd and 3rd level. I think you mean 2nd. The 3rd level should read "Zen Concentration."


    Keen Presicion (Ex)

    The Sparrowhawk counts as having the Improved Critical feat with ranged weapons
    All ranged weapons suddenly? How about just the bonded weapon? This is, after all, an 8th level feat gained at level 3. Limit it.

    Zen Contentration

    You can add your Wisdom modifier to any ranged attack roll.
    No. Not at this low a level. Maybe choose your Wisdom or Dexterity modifier, and later add the two. At this point, I'd prefer to see Wisdom added to damage, like the Swashbuckler does with Intelligence.

    Fabled Marksman

    +1 damage, and +1 to the attack bonus with any bow, increasing every second level from here on.
    Gah!

    That's a +9 ATTACK BONUS INCREASE! NO! NO! NO! This effectively gives him a +29 attack...BEFORE anything is added...like that +2 from earlier, or his Wisdom. Just remove this ability, or make it attack re-rolls/encounter, and cut the number in half (1 every 4 levels after 4th). I think that's a much more balanced solution.

    Sky Leap (Su)

    Once per day when making a jump check, even if threatened you can take a 10, and/or add +15 to your Jump. The Sparrowhawk gains one more use of this every second level from here on.
    Huh? Being a good archer means you can jump really high? Can you explain your logic please?

    Zen Volley
    Allows an extra ranged attack, and can compile with the Rapid Shot feat.
    Explain the mechanics better. Is this each round, no matter what? Is it a Swift Action? Is it only on a full attack? Does it stack with haste or the speed property?

    True Bond

    If the Sparrowhawk has the originally bonded bow, then it gains another 20' on it's base range modifier. From here on out, all blood-relatives can use the bow as a third level Sparrowhawk. The range for Point Blank Shot is moved up to 60', and the bonus is increased to +2.
    Again, needless complication of an already complicated ability. I see no real reason to have this ability, as your bond already increases in power through your levels.

    Empowering Winds

    The dexterity bonus can be applied to damage as well as attack, replacing the Strength bonus. The Many Shot penalty is -1 per arrow, instead of the usual -2, up to a maximum of adjustment for three arrows.
    Um...you never gave the Many Shot feat. Maybe you should before you mess with its benefits, 'cause not all characters will have it otherwise. Also, I would suggest adding Dex to damage OR Wis to damage, and adding neither to the attack roll. Dex to damage sounds like a lower level ability...maybe 3rd level, perhaps. And add it IN ADDITION to Strength.

    Void Arrow Allows 1 arrow/round to penetrate spells with effects such as Protection from Arrows.
    Easy fix: "Once per round, as a Swift Action..."

    Magnificient Sharpshooter

    Once per round the Sparrowhawk can attempt to hit a specific body part for varying effect, though she can only fire a single arrow while doing so. This type of shot does not work against an enemy without a clear anatomy, ie ; no eyes to puncture.

    Chest : Causes 1 Con damage.
    Head : Fort DC 24 or blindness in one eye. A second hit here causes full Blindness. -3 to the Attack roll.
    Leg : -10' to speed.
    Arm Causes 1 Str damage.
    Hand Causes 1 Dex damage, 5% chance to disarm. -2 to the attack roll.
    Rather complicated, actually. What if it gave some effect on a critical hit instead? This is currently often useless, as many foes lack some, if not all, of those body parts. Maybe call it 2 points of Con damage on a critical, or something like that.

    Hawk's Flight
    Three times per day she can fly as if using the Fly spell for 5 rounds, and can take Hide checks as if obscured, even if there is no cover, as long as her feet do not touch the ground.
    Supernatural or not? Make up your mind and stick with it. This doesn't make much sense...why can you suddenly fly?

    Rending Hail
    The penalties of using Many Shot is entirely removed up to three arrows. All arrows ignore armour bonuses to AC for 1 turn/day.
    This should be two separate abilities (as should the previous Many Shot related ability). Useless if I don't have many shot. Also, all arrows? Fired in a round? Explain fully. Also, 1/encounter wouldn't mess things up much. Perhaps this: "Once per encounter, as a Swift Action, a Sparrowhawk can strike with deadly accuracy. Until the beginning of his next turn, any attack he makes with his bonded weapon ignore all Armor bonuses and Natural Armor bonuses to Armor class."

    Winged Brethern
    You may polymorph into any Medium or Small bird 2/day for (1d4 + Wisdom modifier) turns.
    ...why and how?

    Void Volley
    Up to three arrows per turn can ignore effects such as Protection from Arrows.
    Just make it every arrow...also, does this include wall spells like Wall of Force? I'd think no, but I'm not sure...

    Piercing Arrow

    1 Arrow/turn ignores the armour bonuses to AC.
    Once per round as a Swift Action again...gives them a choice. Pierce, or Void.

    Arrow Storm

    Shots fired with Many Shot can score individual Criticals and bonuses are applied to each arrow.
    Not the best capstone. We can do better once we have a better idea of what the class is.



    In conclusion: Not a bad start, but it needs a lot of work and streamlining. Your mechanics are a little clumsy sometimes, and other times are just to complicated. You also need to decide: is this a magical class or not? Make a choice and stick with it.

    More suggestion to come after you address the magical/non-magical nature you're going for, as well as what you had envisioned this class as (sniper, battlefield controller, rapid-firing archer...???).

    Told you I could be a little caustic while reviewing homebrew. But I'm here if you want/need a hand, and I hope my critique is good for something.

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    [QUOTE=Djinn_In_Tonic;6214863]20th level base classes don't need requirements. Actually, they just flat out don't have them. Remove this section.



    Skill points come in five types: 2/level, 4/level, 6/level, 8/level, and the Changeling Rogue Substitution, with 10/level. There are no odd numbers. I'd go with 4/level for this.

    Simple enough.

    Skills look fine, except every class has Craft (all) and Profession (all) as class skills.

    Huh. Didn't realise that.

    Also, why does this class have a strong Fortitude save? Just curious.

    i just picked an exsisting progression of saves for simplicity so I didn't end up with the same mess as last time.

    Weapon and Armour Proficiency : Sparrowhawks gain no proficiency with any weapon or armour. [/quote[

    As it's no longer a PrC, you'll have to change this. It can't currently wield a bow.

    Whoops!

    Precise Shot is a feat. What do you mean by this? You can include the rules of the ability if you rewrite it a little bit...at the moment, I have no idea of exactly what you mean. I assume you're adding damage past 50'. This makes very little sense though...if you can hit accurately at that distance, why can't you do so at a closer distance? I'd just remove the distance requirement.

    Distance gone, alright. It's the same sort of thing that's going on with the Ranged Precision from Order of the Bow Initiate, with a slower gain rate. I suppose clarity wouldn't hurt.

    This seems overly complicated and largely unnecessary. I see no reason for an archer to have to use a single bow...much less for that bow to increase in power as a result. Is this supposed to be a semi-magical class? If so, you need to reinforce that concept more. Regardless, the hardness and hp bonuses are to high (this weapon becomes almost invincible). Additionally, the mechanics for adding damage/range/whatever are rather garbled, and a little to much. Damage every even level past 4th (on a 1st level ability? What?), as well as a flat up-front damage boost? Finally, +2 to attacks at 1st level is overpowered for that level, since it has no downside in the slightest. I'd nix all of this (assuming you keep this ability), set the hardness at standard + 1/2 class level, grant bonus Hit Points equal to your level, and give a +1 bonus to attack rolls per 4 class levels (minimum +1).

    Aye, it's supposed to be like the Kensai of Archery. I suppose I went a bit overboard. The damage boost is the one included in Fabled Marksman, I wrote it that way since it seemed alike to the way the PHB and CW wrote it. I could probably simplify it a lot. The downside is supposed to be that your stuck with the one weapon, but it gets upgraded. It should probably lose the damage boost and stick with the d-Increase & Range increase. I see your point about the hardness.


    Fine.

    But your table shows this at both 2nd and 3rd level. I think you mean 2nd. The 3rd level should read "Zen Concentration."

    Eh heh...


    All ranged weapons suddenly? How about just the bonded weapon? This is, after all, an 8th level feat gained at level 3. Limit it.

    Right.

    No. Not at this low a level. Maybe choose your Wisdom or Dexterity modifier, and later add the two. At this point, I'd prefer to see Wisdom added to damage, like the Swashbuckler does with Intelligence.

    Dexterity is already applied to the Attack rolls... Wisdom to damage it is.

    Gah!

    That's a +9 ATTACK BONUS INCREASE! NO! NO! NO! This effectively gives him a +29 attack...BEFORE anything is added...like that +2 from earlier, or his Wisdom. Just remove this ability, or make it attack re-rolls/encounter, and cut the number in half (1 every 4 levels after 4th). I think that's a much more balanced solution.

    The dervish gets the +1 Attack & Damage every odd numbered level, I was keeping it in line with that, but at range. And that's +9 over 20 levels...



    Huh? Being a good archer means you can jump really high? Can you explain your logic please?

    It was going to be more of a Scout-Secondary Prestige, one that involved spending lots of airtime and archery. Living up to the bird entitlement. I suppose a blurb of fluff at the start would help settle these sorts of qualms.

    Explain the mechanics better. Is this each round, no matter what? Is it a Swift Action? Is it only on a full attack? Does it stack with haste or the speed property?

    Right.

    Again, needless complication of an already complicated ability. I see no real reason to have this ability, as your bond already increases in power through your levels.

    I'll probably stick Many Shot in here, to resolve this and the below problem a bit.

    Um...you never gave the Many Shot feat. Maybe you should before you mess with its benefits, 'cause not all characters will have it otherwise. Also, I would suggest adding Dex to damage OR Wis to damage, and adding neither to the attack roll. Dex to damage sounds like a lower level ability...maybe 3rd level, perhaps. And add it IN ADDITION to Strength.

    I was figuring now that it's a base instead of prestige they won't need to spread thier stats out quite as much, allowing a concentration in DEX to bring ordinary longbows up to Composite level.

    Easy fix: "Once per round, as a Swift Action..."
    I never included Swift Actions, because I'm not entirely sure how they work, myself.


    Rather complicated, actually. What if it gave some effect on a critical hit instead? This is currently often useless, as many foes lack some, if not all, of those body parts. Maybe call it 2 points of Con damage on a critical, or something like that.

    Well, it's sort of like Sneak attack... but I suppose simpler is better when your not dealing with spells.

    Supernatural or not? Make up your mind and stick with it. This doesn't make much sense...why can you suddenly fly?

    I guess it's a Supernatural class. Ah, well. I figure some fluff should help on that regard...

    This should be two separate abilities (as should the previous Many Shot related ability). Useless if I don't have many shot. Also, all arrows? Fired in a round? Explain fully. Also, 1/encounter wouldn't mess things up much. Perhaps this: "Once per encounter, as a Swift Action, a Sparrowhawk can strike with deadly accuracy. Until the beginning of his next turn, any attack he makes with his bonded weapon ignore all Armor bonuses and Natural Armor bonuses to Armor class."

    Well, now that Many Shot is going to be part of the advancement... And your's reads better than mine.

    ...why and how?

    Because... your bonding with your avian brethern? No idea. I was just looking for a neat feature.

    Just make it every arrow...also, does this include wall spells like Wall of Force? I'd think no, but I'm not sure...

    I would go with no, it's more so that people don't just cast protection from arrows and watch as the class becomes useless.

    Once per round as a Swift Action again...gives them a choice. Pierce, or Void.

    Seems reasonable.

    Not the best capstone. We can do better once we have a better idea of what the class is.

    I don't know, the original descriptor of Many Shot doesn't allow you to get Crits or bonuses on the secondary shots, and with the earlier bonuses... well, I suppose they -could- get something better.


    In conclusion: Not a bad start, but it needs a lot of work and streamlining. Your mechanics are a little clumsy sometimes, and other times are just to complicated. You also need to decide: is this a magical class or not? Make a choice and stick with it. Somewhat?

    More suggestion to come after you address the magical/non-magical nature you're going for, as well as what you had envisioned this class as (sniper, battlefield controller, rapid-firing archer...???). A sort of... Scout, with longer area control under archery.

    Told you I could be a little caustic while reviewing homebrew. But I'm here if you want/need a hand, and I hope my critique is good for something.
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    See, this is what I need. I can pump ideas like no tomorrow, but I need someone to fit them into something coherent. I think you just got voluenteered.
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    Alright. If we're going with a somewhat supernatural connection to birds of prey, we need to emphasize this.

    Ideas:

    Raptor's Call: Your ranged attacks for a round or so turn into birds, which can be directed as summoned animals. They last a certain duration, and vanish once they strike a foe. Basically, a flavorful way of firing a cloud of arrows, then setting this massive swarm upon your foe in a single round.

    Screeching Shaft: Fires a single arrow, dealing sonic damage to everything or possibly deafening foes. Like the Eagle's hunting cry.

    Eagle Eye: Replace Fabled Marksman. You take a Move Action to aim, adding a large bonus to Attack and Damage (1/2 level) on a single attack. Pierces Concealment, perhaps.

    ...

    *continues to think*

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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Quote Originally Posted by Djinn_In_Tonic View Post
    Alright. If we're going with a somewhat supernatural connection to birds of prey, we need to emphasize this.

    Ideas:

    Raptor's Call: Your ranged attacks for a round or so turn into birds, which can be directed as summoned animals. They last a certain duration, and vanish once they strike a foe. Basically, a flavorful way of firing a cloud of arrows, then setting this massive swarm upon your foe in a single round.

    Impressive... but where would it go in the progression?

    Screeching Shaft: Fires a single arrow, dealing sonic damage to everything or possibly deafening foes. Like the Eagle's hunting cry.

    Yikes.

    Eagle Eye: Replace Fabled Marksman. You take a Move Action to aim, adding a large bonus to Attack and Damage (1/2 level) on a single attack. Pierces Concealment, perhaps.

    Hrm. The Fabled Marksman is supposed to be more of a weapon-focused bit, though this does end up giving a better bonus in the end, at the cost of thier Move action. So it's a trade off of manueverability for a touch more power.
    ...

    *continues to think*
    More thoughts in bold.
    Aer's 3.5 Workshop
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  16. - Top - End - #16
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    Djinn_in_Tonic's Avatar

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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Not sure on any of those yet, actually.

    Also, I may pull out an old ranged attacking class I made a while back and see if I can sort of graft the two together...or something like that. I remember it being pretty well balanced, and I can at least compare them.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  17. - Top - End - #17
    Ogre in the Playground
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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Quote Originally Posted by ImmortalAer View Post
    Well, it depends on how you think of archery. First off, the current archers are way too close-range based, and it does take time for anything to accelerate to full speed, which is why it's always better to (using hockey as an example) stand closer to the shot as it hasn't had time to pick up momentum, and despite the general Fantasy (enforced by RPG video games) general opinion, shooting straight at the enemy isn't the most common thing, instead the idea is usually to fire at an arc, dropping arrows onto people at range.
    What? No! This is completely false. If you shoot a puck in ice hockey, the puck has reached full speed by the time it's left your stick. The reasons it's easier/better to block a shot by standing close to it is because

    1) It doesn't have time to get off the the ice, so it will hit your shin pads instead of potentially your upper body (which hurts more)

    2) You cut off a wider angle of vision for the puck, making it more likely that if it's on net, it will hit you

    The puck absolutely does not continue accelerating after it's shot

    When you fire an arrow, if you're arching it then the mechanics are slightly different, but the principle is the same. When you shoot it into the air, it will slow down as it rises due to deceleration from gravity. It will then pick up speed as it falls due to acceleration from gravity. BUT! When it hits the target it will never be traveling faster than when it was first fired, and will in fact be traveling slightly slower due to air resistance. The farther away your target is, the slower your arrow will be traveling, always.

  18. - Top - End - #18
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    RogueGuy

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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Quote Originally Posted by Kornaki View Post
    When it hits the target it will never be traveling faster than when it was first fired, and will in fact be traveling slightly slower due to air resistance. The farther away your target is, the slower your arrow will be traveling, always.
    That assumes you're at the same level with your target. You're not, you're jumping like mad (in this class), so gravity DOES speed the arrow up.

  19. - Top - End - #19
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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Alright. Still far to many "I-add-numbers-to-my-damage" abilities. Those aren't fun, 'cause you have no options. It's just an "oh look...+2 damage" sort of thing. Think about the reasons casters are fun to play. It's not because they can deal 1d6 extra damage with their new spell: it's because their new spell is often completely and utterly different from any they currently have, and opens up a whole new range of options.

    Now, because you wanted some in-depth critique, I'm going to take this class and do what I'd consider to be "my" version of it...you don't have to use it, but it may help you understand where I'm coming from in terms of design perspective.

    Ingredients

    2oz Djinn
    5oz Water
    1 Lime Wedge


    Instructions

    Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.

  20. - Top - End - #20
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    Default Re: Aer's Workshop : D&D 3.5 classes, feats, spells...

    Quote Originally Posted by Djinn_In_Tonic View Post
    Alright. Still far to many "I-add-numbers-to-my-damage" abilities. Those aren't fun, 'cause you have no options. It's just an "oh look...+2 damage" sort of thing. Think about the reasons casters are fun to play. It's not because they can deal 1d6 extra damage with their new spell: it's because their new spell is often completely and utterly different from any they currently have, and opens up a whole new range of options.

    Now, because you wanted some in-depth critique, I'm going to take this class and do what I'd consider to be "my" version of it...you don't have to use it, but it may help you understand where I'm coming from in terms of design perspective.
    I was thinking for some of the abilities to have the Rogue type deal, where the one feat (Or ability gain) covers a number of (available) choices, but it was starting to look long, complicated and unbalanced. (...more so.)

    Looking forward to it!
    Aer's 3.5 Workshop
    Currently featuring : Magebane Aspirant!
    GiTP Game designers, here!

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