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| AnduirAbersand03-17-07, 09:25 AM | I'm using this prestige class for a villain in my campaign... I just need someone experienced to tell me if this is overpowered or if it's underpowered (I'm thinking more the former than the latter, if either) and what I might want to change. Mind you, anything said is subject to both my own discretion and is subject to comments made by other individuals. As a final note(For legality sake); I give permission to use this Prestige Class(as is obvious) for personal use. Darktown Sniper:: Lvl: || BAB: || F/R/W: || Special: 1 +1 2/2/0 Improved Darkvision(+30) 2 +2 3/3/0 Hawk's Eyes 3 +3 3/3/1 Imp. Darkvision(+60), Ranged Sneak Attack+1d6 4 +4 4/4/1 Compensation, Focused Shot 5 +5 4/4/1 Imp. Darkvision(+90), Ranged Sneak Attack+2d6, Crippling Shot. 6 +6/1 5/5/2 Sniper's Instinct 7 +7/2 5/5/2 Imp. Darkvision(+120), Ranged Sneak Attack+3d6 8 +8/3 6/6/2 Well-Placed Shot 9 +9/4 6/6/3 Imp. Darkvision(+150), Tripping the String, Ranged Sneak Attack+4d6 10 +10/5 7/7/3 Arrow from the Dark Class History:: A Darktown Sniper is, in the literal sense, a long-range sharpshooter whom specializes in hunting in darkened areas. The original Darktown Sniper, the one of started the practice, was a Drow by the name of Drez'den Nal-rath. Drez'den stuided the skills of all the masters of Archery, going so far as to go to the surface to learn from Humans, even the occasional Elf. In the end, he integrated it all, training his Drow eyes to see keenly, separating even the darkest of dark to allow him to place shots that others wouldn't even be capable of seeing. After a successful career, he opted to take on a student, who trained others after his demise, starting the "Arrows of Drez'den". From then on afterwards these types of long-range archers have been known as "Darktown Snipers" among the surface-dwellers, as the Siege of Darktown was stopped by a seemingly impossible number of long-range shots from a mere three students. Class Information:: Hit Die: d8 Skills: Tumble, Survival, Spot, Listen, Search, Disguise, Bluff, Diplomacy. Skill Points: 4+Int mod. Prerequisites: Race: Any underground- or dark-terrain-oriented race. Skills: 8 ranks in: Spot, Listen and Disguise. Feats: Far Shot, Precise Shot, Weapon Focus(Longbow, Comp. Longbow, Heavy Crossbow) Abilities: Darkvision (any range). Adaptation: Nothing really needs to be done, this class would more or less easily fit in any setting with an intelligent, underground-dwelling race. Class Abilities: Weapon/Armor Proficiencies: A Darktown Sniper gains no armor or weapon proficiencies. Improved Darkvision: A Darktown Sniper gains an improvement to their Darkvision. At first level, and every other level thereafter, it increases by 30 feet, to a maximum increase of +150 feet at 9th level. Hawk's Eyes: A Darktown Sniper has vastly keen sight. He gains a +4 to Spot checks, +2 to search, and only suffers half the normal penalty for spot checks due to distance. Ranged Sneak Attack: A Darktown Sniper gains a ranged sneak attack, or improves upon an already existing one. This additional damage only applies to ranged sneak attacks. It increases again at 5th level and then doesn't anymore afterwards. Compensation: A Darktown Sniper gains the almost innate ability to instinctively compensate for gravity and wind, halving the penalties for range increment from -2 to -1. Focused Shot: A Darktown Sniper gains the ability to, as a full-round action, double the critical threat range on any ranged weapon he deals, allowing him to make one attack per round with an increased chance of hitting a vital point. This stacks with Improved Critical. Crippling Shot: A Darktown Sniper doesn't always kill his target, sometimes needing them alive. A Darktown Sniper, may, as a full-action, fire a single shot. This single shot has two effects; firstly, the victim must make a Fortitude save (DC=10+Int Mod) or take 2 Str and Dex damage. Secondly, if the target is caught flat-footed with this attack, the shot bleeds, dealing 1 hp of damage per round until the victim receives at least 1 point of magical healing. This bleeding also makes it easier to track the target, granting the Darktown Sniper a +10 circumstance bonus to checks related to Tracking the victim. Sniper's Instinct: A Darktown Sniper gains an the innate knack for making seemingly impossibly shots. A Darktown Sniper doubles the range increment for any ranged weapon he wields, this stacks with Far Shot. (Resulting in a total increment increase of x3 (1-1/2 x 2= 3)) Well-Placed Shot: A Darktown Sniper gains the ability to, as a full-round action, eliminate the Range limit of 30 ft on Ranged Sneak Attacks, allowing him to make one ranged sneak attack per round at any range he can possibly hit from. Tripping the String: A Darktown Sniper has mastered the ability known only as "Tripping the String". A Darktown Sniper can, in any round it's bow is not drawn, draw it and as a Full attack action, make one attack against a single target within 40'. The target of this attack is considered flat-footed and deals 2d6 points of damage in addition to weapon and sneak attack damage. If a target is immune to critical hits and/or sneak attack damages they are also immune to this extra damage Arrow from the Dark: A Darktown Sniper's greatest feat is the ability to fire an arrow from an insurmountable distance and strike with lethal accuracy. As a full-round action, a Darktown Sniper may fire a single arrow at a flat-footed target at a range of greater than 150 ft. Firstly, in order to benefit from this ability, a Darktown Sniper must choose a target within his visual range, then make a DC 35 Spot Check, upon a success this single shot gains a +20 to it's attack roll, on a flat-footed opponent, and deals an additional +5d6 damage. This is the trademark attack of the Darktown Sniper, as the arrow seems to literally fly from the darkness and strike with unerring accuracy, the shooter nowhere in sight. I apologize for any spelling or grammar mistakes made, I write down all of my DnD custom stuff on NotePad in Rich text format... On a final note, if anyone likes this prestige class and would like me to make one for them, merely PM me with details you'd want/overall concept and give me some time. |
| AnduirAbersand03-17-07, 11:23 AM | Okay! As a side-question: What's PEACH mean, anyways? I'm relatively new to forums such as this... anyone willing to explain? |
| Tharivol_Nailo03-17-07, 01:18 PM | Please something And Critique Honestly |
| enygmatic_me03-17-07, 04:26 PM | Please something And Critique Honestly something = Examine Couple of quick notes. Not all underground/dark-based races have darkvision. So, improved darkvision currently does nothing for them though they could qualify for the class. Modifying the first level to grant Darkvision or Improve existant darkvision would be a little better. Also, I think the over all range of the darkvision gets to be a bit much. The +2d6, then +4d6 by 5th level and then nothing else for the remaining 5 levels is a bit much. Start it as +1d6 and increase it by 1d6 ever three levels there after. This will make the over all class more appealing and avoid level dipping. Sniper's Instinct might be a bit much, most combats take place on a smaller scale though so it isn't horrible unbalanced. Focused Shot is relatively useless after gaining Well Placed Shot. Why make a shot that has a slightly increased chance of dealing critical damage when a character could make a shot that also deals the sneak attack damage? If anything you should swap the levels that Focused Shot and Well Placed Shot are gained. Tripping the String is too much. Quickdraw you bow and make a full attack action that deals an additional 6d6 (4d6 Ranged Sneak Attack and 2d6 from Tripping the String) points of damage per attack? Four attacks a round for the potential of 24d6 + (weapon damage x 6). Too much. Compared to Tripping the String; Killing Shot is a weak and relatively useless ability, especially as a capstone. Why spend three rounds hoping to have a target fail a Fort save that is probably going have a DC under 20 when in the one round of using Tripping the String a character could have dealt an average of about 96 points of damage. I like the concept, but it needs work. If you haven't already done so you should take a look at the Deepwood Sniper for some ideas. |
| AnduirAbersand03-18-07, 08:40 AM | Firstly; I was under the impression that Sneak Attack only operated on the first strike... so I was under the impression that the total damage would only be 6d6+(weapon damage, 4x) ... I'm unsure as to whether or not the base-rule is that the sneak attack damage applies to all attacks... but I'll specifically say that the extra damage only applies to the first attack, would that make a better functioning ability? Secondly; I'm changing the Sneak Attack more-or-less as you said, but I'm keeping the starting point as is, to lower level-dipping potential. Also, I made one of the prerequisites Darkvision, rather than making Improved Darkvision give them Darkvision if they have none. I just want this to be a class EXCLUSIVE to underground dwelling races with Darkvision... it just makes more sense to me. Thirdly; To explain the... somewhat shifty progression, the class was based on only 5 levels, initially (as per DMG2's guidelines) and then I made it a 10-level one to give it more power. "Fourthly", Improved Darkvision and the Compensation and Sniper's Instinct are the overall CONCEPT of the class, as far as I'm concerned the rest of the class features are just extras. He was made as a long-range sniper. Making impossible shots... think of him as a long-range rogue. OH! I switched around the shot's, making Focused Shot at a lower level... I added another ability, Arrow from the Dark, to emphasis it's long-range potential... I have a BIG feeling this is overpowered... should I get rid of the extra damage ooor... modify it by taking away the +20? Or is it alright because it's a SINGLE attack that deals some nice damage..(Just pointing out, it's more like an exceedingly accurate super-long ranged-sneak attack, as it doesn't allow Well-Placed shot to be used)... ? Just lemme know.... Finally; I've made the progressions as follows: Sneak Attack: +1d6 @ 3rd level and every level thereafter. Shots: Sporadically, in this order: Foccssed, Crippling, Well-Placed, Tripping, Arrow From the Dark. Thanks! ~Abersand~ P.S. Umm... this class was made for long-range combat. He's supposed to shoot ONCE, and get out, like a sniper (hence the name, heheh). When critiquing this Prestige Class, please keep that in mind. Muchly appreciated! *bows* |
| enygmatic_me03-18-07, 09:09 PM | Firstly; I was under the impression that Sneak Attack only operated on the first strike... so I was under the impression that the total damage would only be 6d6+(weapon damage, 4x) ... I'm unsure as to whether or not the base-rule is that the sneak attack damage applies to all attacks... but I'll specifically say that the extra damage only applies to the first attack, would that make a better functioning ability? Extra damage applies to any attack that meets the requirements. If this class was to Flank a target the sneak attack damage would apply to all attacks. Secondly; I'm changing the Sneak Attack more-or-less as you said, but I'm keeping the starting point as is, to lower level-dipping potential. Also, I made one of the prerequisites Darkvision, rather than making Improved Darkvision give them Darkvision if they have none. I just want this to be a class EXCLUSIVE to underground dwelling races with Darkvision... it just makes more sense to me. That's fine. Thirdly; To explain the... somewhat shifty progression, the class was based on only 5 levels, initially (as per DMG2's guidelines) and then I made it a 10-level one to give it more power. OK. "Fourthly", Improved Darkvision and the Compensation and Sniper's Instinct are the overall CONCEPT of the class, as far as I'm concerned the rest of the class features are just extras. He was made as a long-range sniper. Making impossible shots... think of him as a long-range rogue. OH! I switched around the shot's, making Focused Shot at a lower level... OK, Tripping the String is still too powerful though. Change the wording so that they may, "as a Full attack action, make one attack against a single target within 40'. The target of this attack is considered flat-footed and deals 2d6 points of damage in addition to weapon and sneak attack damage. If a target is immune to critical hits and/or sneak attack damages they are also immune to this extra damage". I added another ability, Arrow from the Dark, to emphasis it's long-range potential... I have a BIG feeling this is overpowered... should I get rid of the extra damage ooor... modify it by taking away the +20? Or is it alright because it's a SINGLE attack that deals some nice damage..(Just pointing out, it's more like an exceedingly accurate super-long ranged-sneak attack, as it doesn't allow Well-Placed shot to be used)... ? Just lemme know.... This ability is actually ok. A little clunky in mechanics, but not overpowering. Finally; I've made the progressions as follows: Sneak Attack: +1d6 @ 3rd level and every level thereafter. Shots: Sporadically, in this order: Foccssed, Crippling, Well-Placed, Tripping, Arrow From the Dark. [QUOTE=AnduirAbersand;11811365]Thanks! ~Abersand~ No problem. P.S. Umm... this class was made for long-range combat. He's supposed to shoot ONCE, and get out, like a sniper (hence the name, heheh). When critiquing this Prestige Class, please keep that in mind. Muchly appreciated! *bows* What he is supposed to do and what he is capable of doing are two different things. |
| AnduirAbersand03-19-07, 04:11 PM | *bows* Thanks! I'm grateful for your diligent assistance! I realized that my arguements about my character contradicted each other (arguing that he was a long-range archer to defend his only close-combat attack *sigh*) Your help was greatly appreciated. |
| enygmatic_me03-19-07, 05:29 PM | *bows* Thanks! I'm grateful for your diligent assistance! I realized that my arguements about my character contradicted each other (arguing that he was a long-range archer to defend his only close-combat attack *sigh*) Your help was greatly appreciated. No problem. Helping each other out is one of the biggest benefits of these boards. |