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| #1SteelMirrorOct 24, 2008 2:44:46 | I am making a version of the 4E rules for a Wild West setting complete with guns and locomotives. This class is meant to fill the striker role. I call it the Sharpshooter. I've experimented a bit with mechanics here, so tell me if you think they are completely loopy. I'll try to explain my reasoning, and if you think I should still get back on my meds I'll see what I can do to fix it. Here you are. And of course, PEACH! The Sharpshooter: Sharpshooter Class Traits Role: Striker. You make every shot count, and every time you fire you deal a lot of damage. Key Abilities: Dexterity, Charisma, Intelligence Armor Proficiencies: Cloth, Hide Tunic Weapon Proficiencies: Simple Firearms, Common Firearms Bonus to defense: +1 Reflex, +1 Luck HP at 1st lvl: 12+Constitution Score HP per lvl: 5 Healing surges per day: 5+Con mod Trained Skills: Perception. Choose 4 more from the following list: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Insight (Wis), Intimidate (Cha), Stealth (Dex), Streetwise (Cha), Thievery (Dex) Build Options: Sniper. Trickshooter Class Features: Deadly Focus, Fancy Shooting, Far Shot The Sharpshooter was raised from a young age to handle a gun, and has always been something of a savant in that area. Typical sharpshooters ply their trade hunting on the frontier, living as bounty hunters, or working for outlaw gangs that value their skills. Some sharpshooters opt for a more flamboyant lifestyle, selling their skills as entertainment in carnivals and travelling shows. Whatever their background and motivations, all sharpshooters share an uncanny knack with their weapon and the disdain for anything like a “fair” fight. Creating a Sharpshooter Sniper: The Sniper is a patient combatant, willing to wait for the right moment for the perfect shot. The preferred weapon for a sniper is obviously the rifle for its range, accuracy, and damage per hit. Focus on selecting high damage encounters and dailies, since you can choose to use them at the opportune moment. Dexterity is an important attribute, but also important is Intelligence, on which many of your attacks are based. Choose Charisma to increase your luck defense and allow you to use some of the Trickshooter powers. Trickshooter: When it comes to making that tough shot and making it look good, there’s just nobody better than you. They still excel with the rifle, though their more care-free attitude means that tricksters are also quite adept with revolvers. Trickshooter powers often dazzle the enemy with displays of flamboyant skill and seemingly impossible shots. Charisma is your most important skill, since the majority of your attacks use it. Dexterity is important for your initiative and reflex defense, especially if you plan on being in the thick of combat. Intelligence allows you to branch out and use some of the sniper powers. Sharpshooter Class Features Deadly Focus As a minor action, you may select any enemy within your line of sight as your Focus. Once per round, you deal extra damage to your Focus according to your level. If you can make multiple attacks in a round you decide which to apply the damage to after rolling all of them. The Focus remains active until the encounter ends or you the designated Focus is dropped. You may not choose a new focus until the original one is dropped. Heroic Tier: +1d6 Paragon Tier: +2d6 Epic Tier: +3d6 Fancy Shooting Steady Aim: You the Steady Aim class feature. Steady Aim Sniper Feature At Will - Martial Move Action, Personal Effect: Roll 1d4. Add the result to your attack roll for the next attack you make against your Focus this turn. Trick Shot: You gain the Trick Shot Class feature. Trick Shot Trickshooter Feature Encounter – Martial, Reliable Immediate reaction when you miss with a ranged attack, Personal Effect: Add your Charisma modifier to the attack roll. Far Shot: You gain Far Shot as a bonus feat, even if you don’t meet the prerequisites. |
| #2QubeOct 24, 2008 4:21:27 | some comments ... About Deadly Focus: why any enemy and not closest (ref to warlocks curse)? About Steady Aim Sniper: how do you justify +1d4, while other PCs (rogue, fighter) only get +1? (balance wize that is?) At will abilities: your at will ability seem to target non-AC defences. I don't know the setting, but normally AC is slightly higher then non-AC defences. this offset is balanced by proficiency ( stat+proficiency vs higher defence ~ stat vs lower defence ). I don't seem to see any justification balancewise why your powers are stat+proficiency vs lower defence ... Vital Hit: perhaps only bonus damage if you focussed on the target (ref to a paladin at-will ability which deal additional damage if he marked'm) Hold Them Off: oppertunity attacks are mellee only IIRC Distracting Shot: not a power for strikers Twin Blast Sharpshooter as written allows up to 4 attacks? side note: daily abilities are under "Level 1 Encounter Powers" too many daily options: all classes have 3... you apparently have 3 with 2 off them the option of changing the stat. (making it 3 for each type of build, while other classes usually only have 2). -> pick one stat and remove the or. |
| #3azrael_macoolOct 24, 2008 4:47:20 | some comments ... Okay, I can field some of these questions/comments... 1. That has some merit to it...although in this system, you're typically rewarded by being farther away rather than closer. 2. I think he was thinking since it was a move action, as opposed to +1 all the time. 3. You didn't read the Wild West Rules section properly; AC and Ref have been combined. While there might be some armor, not enough actually wear it for it to justify having it. Similar to how Star Wars Saga does it (in that, armor grants you a Reflex bonus, occasionally a Fort bonus too) 4. Vital hit is almost identical to a Rogue at-will, I believe, so I don't think there's a problem. 5. Again, covered in the Wild West Rules section. Opportunity attacks may be made when an opponent moves adjacent to you, plus a couple other things that I'm not gonna look up. Its late, don't judge me! 6. Every class has an ability or two that doesn't fit exactly within its role. In this case, a Trickshooter has a few powers that make it Defender-like (also, in this system, Defender and Controller have basically been combined) 7. No, Twin Blast lets you make 2 attacks; if you wield 2 Revolvers, you may target 2 opponents; otherwise, they must be the same target. 8. Well, I don't see how that's necessarily a problem. As long as they're basically distinct and balanced, you can have as many options for daily powers as you want. Hell, the wizard can pick 2 (3 with a feat!) and prepare 1; as long as you're learning the same amount, I don't see the issue. There. I'm not the author, but I am a contributor to this, and we seem to think very similarly, so I can reasonably answer for SteelMirror on this. I think. |
| #4SteelMirrorOct 24, 2008 5:40:35 | There. I'm not the author, but I am a contributor to this, and we seem to think very similarly, so I can reasonably answer for SteelMirror on this. I think. . . . Holy Crap. You're in my head! How do you know these things that you know?! Qube: I literally have nothing to add to what Azrael said. Well, maybe 1 teensy thing, which is that I wasn't very happy with Deadly Focus since it's just ripping off the Ranger pretty much as written, so if anyone has a good idea on distinguishing them while preserving the "I've got you in my sights" feel I'm open to it. Just wow. Azrael I'm giving you a creepy cookie ![]() ![]() for being awesome and tag teaming on the Q&A. You rock. |
| #5SteelMirrorOct 24, 2008 5:48:01 | Actually, I'm unhappy about a few of the class features for the sharpshooter, namely trick shot and deadly focus. I really wanted to steal the elf racial for trickshot, but I didn't want to steal their pointy-eared thunder. Suggestions are very welcome. I kind of like Steady Aim, so here is my quick defense of it. As Azrael noted, it's a move action so using the class feature and attacking in the same turn means you aren't doing anything else, even moving. Under these rules it also means that you're not ducking under cover either, which means you lose 3 to Ref and Fort making you much more vulnerable. As a result, smart tactics would say that you do whatever you can to hang out at the periphery of the fight, using your far shot feat to remain out of the optimum range of your opponents' weapons. While you are there, you sit unmoving pointing at a single target, waiting until you roll a 4 on that d4 so you can pop an encounter or daily power. In other words, acting like a sniper. Which I think is a cool outgrowth of the mechanic. Contradict me at will, I have no idea if this mechanic that I love is actually balanced, so if you think I'm wacko say so. |
| #6azrael_macoolOct 24, 2008 18:20:08 | Hey, i like Deadly Focus. It's better to take pre-existing mechanics and make them fit as opposed to all-new ones. Don't be ashamed of ripping off 4th Edition, because that's basically what we're doing for the whole thing anyway! I did have an idea; maybe, unlike the ranger et all that you can only mark the closest opponent, maybe make it you can only mark an opponent that's 10 squares away, or something. Its okay to make it a little less restrictive than the Ranger; since there won't be any rangers or fighters alongside these characters, balance can be thrown off slightly, as long as its accounted for. |
| #7SteelMirrorOct 24, 2008 18:33:11 | Hey, i like Deadly Focus. It's better to take pre-existing mechanics and make them fit as opposed to all-new ones. Don't be ashamed of ripping off 4th Edition, because that's basically what we're doing for the whole thing anyway! True, and the mechanic of choosing 1 enemy to be extra effective against is a proven formula for strikers. How about for the sake of balance, changing targets is more restrictive for the sharpshooter? I.e. deadly focus allows you to choose any enemy in line of sight, but you can't change focus until that enemy is dead. That also makes the Sniper a little more restricted as a class, since their accuracy bonus only applies to their current Focus. So they choose one enemy, then wait for the perfect shot, cap him, and move on to the next. They can still take shots at other enemies if the situation calls for it, but since that represents a disruption of their sniper concentration their attack and damage suffer a little bit. What do you think? |
| #8azrael_macoolOct 25, 2008 1:19:40 | I like it. |
| #9SteelMirrorOct 27, 2008 1:01:47 | Added level 2 utilities, level 3 encounters, and level 5 dailies to the Sharpshooter. The classes are coming along slowly but steadily, I think I'm going to round out the heroic tier for each and then move on to the leader class. PEACH! |
| #10SteelMirrorOct 30, 2008 0:27:17 | There it is, up through level 10 Sharpshooter powers. Adding these is exhausting, even if I am stealing generously from the PHB! phew. Quick reminder to self: Sniper hangs out in the back, focuses on doing a lot of damage in a single attack to the chosen target then moving on. Any other powers designed for the class should focus on supplementing this role, like getting out of dangerous close combat situations, getting close enough to kill a target unnoticed, etc. Trickshooter will gradually take on the feeling of making ridiculously complex shots for exotic benefits. Actually any ideas along that vein are welcome, since the trickshooter seems kind of bland to me right now, and even perhaps underpowered. Hope somebody still enjoys reading these! |