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| #1ciaranNov 25, 2011 19:49:41 | Here is a project I stopped working on in 2009. I started up again last month and now have a finished 10 level draft. My Intentions: To create a martial controller, a kind of ranged Fighter, that does not simply have Fireballs and such reflavored into swarms of arrows. To create a class that rewards a diversified ability score arrangement as much as a concentrated one. Design: Class features: Take Aim was the first idea I had for this class a very long time ago, and it has undergone numerous changes. I hope it serves act as a punishment to enemies who leave the archer alone, allowing him to remain stationary. Grazing Shot and Multishot serve to turn the single target ranged attacks of the archer into a controller who can effect groups. Archer Weapon Talent, Fletcher, and Increased Range are as much for flavor as anything else. At-Wills: I made loads because I think a class's at-will selection helps establish its identity. I can always prune it down as we go. Encounters: As a baseline at each level, there is 1 standard action attack, 1 minor, and 1 immediate. Each I hope has its own strengths.The minors are for strengthening a striker secondary role and the immediates strengthens the primary role I think. I had toyed with giving the standards defender aspects, but that led to mixed results. Dailies: At each level there are two attacks with save ends effects and 1 zone. I am excited about the zones. Utilities: I wanted these to focus on defense, mobility, and skills.
ARCHER Armor Proficiencies: Cloth, Leather Hit Points at 1st Level: 10 + Constitution Score. Trained Skills: From the class skill list below, choose four trained skills: Build Options: Mighty Archer, Sniper, Zen Archer CLASS FEATURES Archer Weapon Talent: You can treat heavy thrown weapons as light thrown weapons. You can treat a ranged weapon as though it were a club when you use it as an improvised melee weapon. NEW KEYWORD
Distracting Shot Hamstring Shot Unbalancing Shot Vitals Shot Weakening Shot Level 1 Encounter Exploits Quick Follow-up Tripped Up Level 1 Daily Exploits Debilitating Shot Harrying Zone Level 2 Utility Exploits Pack Hunting Speedy Archer Parry Level 3 Encounter Exploits Startling Shot Stopping Shot Level 5 Daily Exploits Knockover Shot Punishing Zone Level 6 Utility Exploits Elusive Lunge Guarded Archery Silent Hunters Defensive Retreat Level 7 Encounter Exploits Precise Follow-up Warning Shot Level 9 Daily Exploits Distressing Zone Pinning Shot Level 10 Utility Exploits Opportunistic Exit Sidestep Point It Out Feats Diverse Archer Dwarven Bolt Thrower Elven Archer Enduring Effects Epic Grazing Shot Epic Take Aim Greater Piercing Shot Greater Take Aim Halfling Slinger Human Archer Improved Piercing Shot Improved Multishot Marking Attack Mighty Archer Ranged Training Sniper Zen Archer |
| #2Suzume_StjohnNov 28, 2011 23:05:57 | Ok, I stopped after the at wills. But! First off, well put together (For the most part). I can see a bit where you drew from the hunter and the seeker, always a good idea to take the good things you see. ;) It's like jazz. On the otherside, my main criticism, just off reading the at-wills, you character is going to be MAD. that is multiple ability dependant. You have dex as a main stat, and then wisdom, strength and inteligence all as secondaries. You can't have 3 econdaries. At worst I'd go with 2. Probably wis and str. Or just do one or the other. That's all I got for now. ;) |
| #3rampantNov 28, 2011 23:27:04 | Haven't slogged through the encounter powers yet either but I have some thoughts: Is fletcher a real ability? I mean does it actually change anything? I can't find the repair rules right now, but repairing stuff at the regular price when you have tools sounds like a non-ability. Take aim is probably the the only really big mechanically wrong thing I've seen so far. Cut down on the number of ability scores involved or ditch it entorely it's really kinda strikerish and this is a control build anyway right? Although the number of at wills seems extreme. 2-3 freebies plus the standard choice of two form a separate list? Might wanna consider making some of the freebies into build specific or regular selectable at-wills. |
| #4ciaranNov 29, 2011 9:57:02 | Fletcher is basically flavor. Its not important at all. As far as Take Aim goes, I wanted an ability that helped the archer if he gives up his ability to move in order to aim. Do you have a recommendation for that? Also I wanted striker as an optional secondary role. I removed my design notes after no one had responded for a few days. I thought they might distract a reader. I'll put them back. |
| #5ciaranNov 29, 2011 10:39:51 | regarding MAD Its not dependant all of them. I wanted a reward for those who diversify their stats. One could still focus on two scores. Thoughts? |
| #6rampantNov 29, 2011 11:51:25 | Look simply put it rewards the aggravatingly lucky people playing with the roll your stats rule (and probably cheating) while punishing the point buyers. Furthermore the potential power of the maneuver is very great because of the multitude of stats that contribute. So what you get is an abilility that could very well be broken in some games or underpowered in others. Fletcher is important for one reason. It's there. Either it needs to be removed or made into an ability that has an effect. If the ability literally does nothing then it shouldn't exist. That's why I asked for clarification on the repair rules to see if the ability has an effect. The concept of take aim is fine, in fact it'd make a great ability if you simplified it some, maybe a flat bonus or single ability modifier? You have three builds, Mighty, Zen, and Sniper I'd focus the class a bit and replace that plethora of freebie at wills with a single special power or ability based on build. Sniper gets take aim, Zen gets something, and mighty gets to add their str mod to their ranges. |
| #7ciaranNov 29, 2011 19:40:55 | Explorer has crashed twice now while I try to finish this post. Urge to kill growing. Thank you Rampant for your time and input. I'm sorry if my message is at all terse (see above). Fletcher is gone. It was simply mechanized fluff. I see your point regarding on buy vs rolling for stats regarding Take Aim. I would still like to keep it thematically at the very least. Would it help to allow the player to only choose one of the benefits? I'm trying to the class like the fighter, in that one need not select one build that determines what your secondary ability score it. I would like to reward diversity of ability scores. Thoughts? Grazing Shot was conceived to help this single-target attacked resemble a controller by spreading around damage a tad. I like it, but am less attached to it than... Multishot. This is what (in my mind) turns the single-target attacker into a controller. It seems important to me. Your thoughts please. Note to Suzume_Stjohn: I did consult my PH3 a bit to compare to the Seeker. In all honesty though, I am not familiar with the Hunter. |
| #8rampantNov 29, 2011 22:38:21 | If multi-shot is the ability you think most important to the class then by all means keep it. I don't really care which one you keep but 5 really nice atwills is a little much. I mean the druid only gets four atwills, one of which is wild-shape. Also you may need to re-word the trigger for multi-shot because it sounds like you're asking the player to take a standard action aiming, or are you supposed to burn a turn to use this power? For take aim either replace the bonuses with flat increases, or make it the sniper ability and re-spec for that build. You could use the pick one benefit option of course but in that case you should offer the choice between take aim or multi-shot, or give them both but maybe ding them one of their chosen at-wills? I dunno for sure that having so many at-wills is unbalancing, but it does make me wanna be cautious. Also have you considered that you might not need multi-shot? just make the powers burst effects. |
| #9ciaranDec 01, 2011 8:42:20 | I wanted to avoid burst powers. It may be trivial but I dislike the idea of 9 arrows flying through the air at once. I could have made them area burst 1 and included something like "Target: 3 creatures in burst" but I thought the class feature would handle it with one entry, rather than once in each power. I considered what you said about the number of at-wills, because its true: this character would have 5. Then I began to consider other classes' feature and how many COULD be expressed in the power format instead of in plain text. Then I turned the increased range class feature into a feat and simplified Multishot. There are other miscellaneous edits. |
| #10rampantDec 01, 2011 9:11:46 | Grazing shot seems like a questionable tactical choice. I mean you have to intentionally target a covered opponent at a greater distance from yourself than an uncovered one, seems like a less than stellar idea. What if you change it to Piercing shot and deal regular damage to the target but grazing damage to the opponent he's covering? |
| #11ciaranDec 01, 2011 16:10:53 | Love it. I'll change it out tonight. |