T O P I C R E V I E W |
Tsynn the Sanguine |
Posted - 29 Jan 2004 : 23:03:26 ******************************************************* Well, this is my first PRC, and I would like to gather your input, as to what should be added, removed and whatnot, I have yet to create flavor text for this PrC, as my time is greatly being consumed by doing story writeups of adventures. It combines DWS, OOBI, and a little something extra. That being said, here is the PrC as it is currently.
EDIT: This class is designed to be a "sniper" class. I agree on the questionability of the "Time Stall" ability, however, I cannot remember my reasoning at the time, but right now, I guess you could relate it to "bullet time" from Max Payne *******************************************************
Extended Blackened Fist
Pre-Requisites: Improved Initiative, Point blank shot, Precise shot, Rapid Reload, Many shot, Weapon focus (bow of choice, non-xbow) Quick Draw
Hide 8 ranks, Move Silently 8 ranks, Spot 5 ranks HD: d4 Extended Blackened Fist: LVL BAB F/R/W Special 1st +1 0/2/2 Keen arrows, Range increment bonus 10ft/lvl, Ranged precision 1d8, Ambush 2nd +2 0/3/3 Improved Crit x1, Close combat shot, Hair Trigger Reflexes 3rd +3 1/3/3 Ranged Precision 2d8, Consistent aim 1/day 4th +4 1/4/4 Time Stall, Superior Weapon Specialization 5th +5 1/4/4 Ranged precision 3d8, Consistent aim 2/day, 6th +6 2/5/5 Improved Crit x2Chink in the Armor, Free Attack 7th +7 2/5/5 Ranged Precision 4d8, Consistent aim 3/day 8th +8 2/6/6 Hail of Arrows, Hide in plain sight 9th +9 3/6/6 Ranged Precision 5d8, Consistent aim 4/day 10th +10 3/7/7 Improved Crit x3, Weak Spot, Combat Instincts
Keen Arrows --At 1st level, all projectiles the Fist fires behave as if they were keen weapons in addition to any other properties they might possess. Thus, a normal arrow fired by a Fist has a threat range of 19-20 instead of 20.
Ranged Increment Bonus --With each level the Fist gains, the range increments of their projectile weapons increase by +10 feet.
Ranged precision --As a standard action, a Fist may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. A Fist�s ranged precision attack only works against living creatures with discernible anatomies. Unlike the rogue�s sneak attack, the Fist�s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the Fist�s extra precision damage stacks with sneak attack damage. The Fist�s bonus to damage on ranged precision attacks increases by +1d8 every two levels.
Ambush --During a surprise round, the Fist can make an attack against any target who hasn�t yet acted. If successful, such an attack by a 1st level Fist deals +1d6 points. This amount increases by +1d6 for every 2 Fist levels the attacker has.
Improved Critical --When the Fist reaches 2nd level, the critical damage multiplier of all his projectile weapons increase by +1. Thus, an arrow that normal deals damage of x3 on a critical hit instead does damage of x4 in his hands. This ability improves by +1 every 4 levels.
Close Combat Shot --At 2nd level, a Fist can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity
Hair Trigger Reflexes --Once per day, you do not roll for initiative. Instead, before anyone rolls for initiative, use this supernatural ability to gan an initiative one higher than the current highest score. If you are caught flat footed, you may activate this ability to act during the surprise round.
Consistent Aim --Once per day, a 3rd level Fist can reroll one attack roll that he has just made with a projectile weapon. He must keep that result, even if it is worse than the original roll. He gains an additional use of this ability per day, every three levels.
Time Stall --The main focus of training at the Blackened Fist is to increase ones perception of events. As ones perceptions increase, time seems to slow down. For a number of rounds in a day, equal to the characters constitution modifier times their Fist class level, the character may stall time. In effect they gain benefits of a haste spell. At tenth level, the Fist�s time stall ability increases. Five rounds per day, the Fist may have two full round actions per round. Furthermore, the character gains a +4 haste/insight bonus, and their initiative is moved up to a maximum for the rest of combat. This ability is a free action to activate and the rounds they can be used, per day, need not be consecutive. This ability is not cumulative with itself, or haste. This is an extraordinary ability.
Superior Weapon Specialization --This stacks with any existing weapon specialization bonus, and adds an additional +2 to all damage rolls made with the Fist's bow of choice
Chink in the Armor --You are an expert at slipping a weapon between armor plates or into seams, If you take a standarad action to study an opponent, you can ignore half of his or her armor bonus during your next single attack. Only bonuses from actual armor count
Free Attack --Once per round, the Fist can make an Attack of Opportunity against any opponent who has just been struck by someone else's Attack of Opportunity.
Hail of Arrows --In lieu of regular attacks, once per day, the 8th-level archer can fire an arrow at each and every target within range, to a maximum of one target for every level she has earned. Each attack uses the archer�s primary attack bonus, and each enemy may only be targeted by a single arrow.
Hide in Plain Sight --Fist's can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow , Fist�s can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadows. Hide in plain sight is a supernatural ability.
Weak Spot --When attacking a creature of his size or larger, the Fist can make a ranged touch attack instead of a normal attack.
Combat Instincts --If you are not flat-footed when an adjacent opponent�s melee attack misses you by more than 5, you may immediately make an Attack of Opportunity on that opponent. |
6 L A T E S T R E P L I E S (Newest First) |
Bayne |
Posted - 05 Feb 2004 : 21:20:36 Mighty shot should have a stipulation to it... |
Tsynn the Sanguine |
Posted - 01 Feb 2004 : 14:32:09 quote: Originally posted by Lina
Well done on the abilites. But what type of weapons and armor can s/he use, can they cast simple magic/use magic items. And would penetrate (for bow weapons) be a good one to add to the list of abilites, ie arrow penetration through armour or thick hide.
Well, this is a "bowslinger" class, so armor above light should incur penalties.
Oddly enough, I was thinking about that penetrate idea just last night, but I believe that is what Chink in the Armor and Weak Spot are for. I was thinking along the lines of something with a little more penetration potency, similar to the ability the legendary dreadnaught gets(The one about Breaking/Forcing A wall of force), however the arrow wouldn't break the wall, it would merely pass through it, leaving a hole.
A couple of other things I was considering adding:
Spider’s Grace --The Fist gains the ability to take on attributes of a spider for up to 10 minutes once per day. While this ability is active, the character can climb on surfaces as if subjected to a spider climb spell. This ability passively grants a +4 Insight bonus on Hide and Move Silently checks. He also gains a bite attack that deals 1d4 points of damage and is poisonous. The bite is a secondary natural weapon that can be used once per round at the Fist’s highest base attack bonus, with the standard -5 penalty for a second attack. The Fortitude save DC for the poison is 18+ the Fist’s level, and it deals 1d6 Str/Con damage for both its initial and its secondary damage.
This is their reward for their loyalty to the Spider Queen, I spose.
Mighty Shot --When using a Mighty bow, projectiles the Fist fires may not be Deflected or Snatched, regardless of what feat(s) the defender has that would normally allow them to do so.
Another two I was thinking of adding were:
Always Sneaky --The Fist is always taking 10 on Move Silently and Hide. Unless the Fist wants to be seen or heard, make opposed spot and listen checks to detect the Fist's presence.
Level Headed --When rolling initiative, any roll less than 10 is considered to be a 10. Modifiers are applied after this feat.
------------------------------------------------------- Your input (positive or negative) thus far and to come, are greatly appreciated. Thanks |
Lina |
Posted - 01 Feb 2004 : 02:22:26 Well done on the abilites. But what type of weapons and armor can s/he use, can they cast simple magic/use magic items. And would penetrate (for bow weapons) be a good one to add to the list of abilites, ie arrow penetration through armour or thick hide. |
Roewyn |
Posted - 30 Jan 2004 : 09:44:35 I think that's a quite good stuff, well done Tsynn the Sanguine. |
The Sage |
Posted - 30 Jan 2004 : 03:13:51 This seems balanced, although I'm really not sure about the 'Time Stall' ability...?
Let me work with it a while...
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Bookwyrm |
Posted - 30 Jan 2004 : 00:01:58 Well, at first glance, it seems all right. I'll need to take a closer look at it when I have the time. |
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