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<blockquote data-quote="Empirate" data-source="post: 6131657" data-attributes="member: 78958"><p>Thanks for the constructive replies, guys! I will adress your comments in turn below, but first of all let me give my basic idea of the class:</p><p></p><p>It's based on the concept of ultra-precise shots at close range, which take the place of a regular melee option. You need to keep a few steps away from opponents in order to make sure you can concentrate on your shots, but you also need to be fairly close in order to pull off your trick, because at longer ranges, your precision will lack. This basically follows the norm for ranged precision damage (sneak attack, sudden strike, skirmish), and expands on the implicit idea behind the "must stay within 30 ft." clause, in that it lets you cause additional effects with your increased close range precision. This is also the reason I included precision damage in the prereqs. I also included the two basic ranged combat feats, both of which make a lot of sense here thematically (so no, I don't consider PBS an aggravating feat tax, at least not where prereqs for this class are concerned).</p><p></p><p></p><p></p><p></p><p></p><p>Sure enough, I totally forgot that, and apologize. I rarely post homebrew, and I think it's the first time I did on thses boards. If a mod would be so kind?</p><p></p><p></p><p></p><p></p><p>Targeteer sounds great to me! I was, honestly, stumped for a good name...</p><p></p><p></p><p></p><p></p><p></p><p>Feinting several targets is extremely useful to the class's abilities, which can only be used on targets that lose their Dex bonus vs. your attacks. My idea was that during the first four levels, you could basically pick one target to keep "controlled" at all times with Hampering and Arresting Shots to the face: viz., the one target you feinted against on your turn. From 5th level onwards, you can keep tabs on multiple opponents, and can shut down whatever they're doing with an Arresting Shot if need be.</p><p></p><p></p><p></p><p></p><p></p><p>The (Su) tag is needed IMO; disrupting all spellcasting for a round, or disrupting a supernatural ability at all (for the reasons given by [MENTION=6698275]Dozen[/MENTION]), cries supernatural to me. The first two Arresting Shot abilities are (Ex)</p><p></p><p></p><p></p><p></p><p></p><p>Messing with ability scores is fun! And I don't see the ridiculousness, even against very strong monsters. As for slowing gameplay, other abilities will do that to a much greater degree. Str and Dex are the ability scores whose impact is most felt, and which change most often anyway.</p><p></p><p></p><p></p><p></p><p></p><p>It's more or less defined in the Slow spell. I agree that using an actual defined condition would be better, so I'll change that to Staggered.</p><p></p><p></p><p></p><p></p><p></p><p>It's better than Stun, in that many more monsters can be affected by it... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p>I see where you're coming from. But this is at 14th level at the minimum. Full casters have been slinging 7th level spells (Forcecage, Reverse Gravity, Power Word Blind, Blasphemy...) for a whole level by now. Also note that you still have to hit, that it only works at short range, and that your target must be denied its Dex bonus vs. the attack. I don't see it as that unbalanced.</p><p></p><p></p><p></p><p></p><p></p><p>Is it? Hmm. Sorry, I found it hard to word just what I wanted to express.</p><p></p><p>Explanation for the Arresting Shot bit:</p><p>First of all, remember that Sneak attack/sudden strike will usually apply whenever you make an Arresting or Hampering Shot, since the target of those abilities must be denied their Dex bonus. With the class's capstone, you can make an Arresting Shot so quickly that it lacks some of its usual precision (you don't deal your bonus damage). In that case, you take so little time that your immediate action doesn't eat your next turn's swift action. Meaning, you can make one more Arresting Shot in the same round (albeit against a different target). If and when you make another Arresting Shot in the same round, you can again decide to deal extra precision damage, or you can make another "very quick" Arresting Shot instead. And so on. If you always forgo your precision damage, you can basically make one Arresting Shot against each target that takes a triggering action 1/round.</p><p></p><p>Explanation for the Hampering Shot bit:</p><p>Basically, you can choose to make a Hampering Shot as a swift action instead of a standard action. And you can decide to do so <em>after </em>you have taken the shot (and seen the results). This allows you to use your standard action for something else, should you feel the need to do so <em>after </em>seeing the result of your Hampering Shot. You could even immediately make another Hampering Shot against the same target, for example, if the target made their save, or you want to apply another debuff.</p><p></p><p></p><p></p><p></p><p></p><p>1) OK</p><p>2) see above</p><p>3) Combat Expertise is there because it's a prereq for Improved Feint. Also, it makes sense to me.</p><p>4) It has just three abilities, basically:</p><p>It can do stuff with feinting that's useful, and that is needed much of the time to make the other two abilities work.</p><p>It has one active ability in Hampering Shot. This is your bread and butter when it's your turn. Depending on the situation and the opponents, you have a few options to select from when using Hampering Shot, but that's it.</p><p>It has one reactive ability in Arresting Shot. You can use this once per round when it's not your turn, to stop some bad stuff from happening. Over the levels, the kinds of bad stuff you can stop expand.</p><p>The class also progresses sneak attack/sudden strike, because sometimes, you just need to do damage. This isn't an option you didn't have before, though.</p><p>I don't see that as overly complicated!</p><p>5) Will probably give one in the near future, thanks for the idea.</p><p></p><p></p><p></p><p></p><p></p><p>Exactly. I don't have a problem with stuff being magical. I don't even have a problem with primary casters (love them, actually). I just wanted a ranged attacker, of all things, to be able to go toe to toe with one, and to be as useful to a party of adventurers in combat situations.</p><p></p><p></p><p></p><p></p><p></p><p>Also, denying Dex to AC is the prerequisite for pretty much every other major ability the class gets. So denying Dex to multiple opponents at once gives you more options for the rest of the round.</p><p></p><p></p><p></p><p></p><p></p><p>Exactly.</p><p></p><p></p><p></p><p></p><p></p><p>As any given 14th level Wizard worth their salt would. I don't see much of a problem with this class having a similiar option (that still needs to hit, still needs a Dex-denied opponent etc.). The game is basically rocket tag at this point, anyway.</p><p></p><p></p><p></p><p></p><p></p><p>Actually, this makes a lot of sense. But I merely included it for the sake of completeness, as it's a prereq for Improved Feint.</p><p></p><p>Keep it coming, this is interesting!</p></blockquote><p></p>
[QUOTE="Empirate, post: 6131657, member: 78958"] Thanks for the constructive replies, guys! I will adress your comments in turn below, but first of all let me give my basic idea of the class: It's based on the concept of ultra-precise shots at close range, which take the place of a regular melee option. You need to keep a few steps away from opponents in order to make sure you can concentrate on your shots, but you also need to be fairly close in order to pull off your trick, because at longer ranges, your precision will lack. This basically follows the norm for ranged precision damage (sneak attack, sudden strike, skirmish), and expands on the implicit idea behind the "must stay within 30 ft." clause, in that it lets you cause additional effects with your increased close range precision. This is also the reason I included precision damage in the prereqs. I also included the two basic ranged combat feats, both of which make a lot of sense here thematically (so no, I don't consider PBS an aggravating feat tax, at least not where prereqs for this class are concerned). Sure enough, I totally forgot that, and apologize. I rarely post homebrew, and I think it's the first time I did on thses boards. If a mod would be so kind? Targeteer sounds great to me! I was, honestly, stumped for a good name... Feinting several targets is extremely useful to the class's abilities, which can only be used on targets that lose their Dex bonus vs. your attacks. My idea was that during the first four levels, you could basically pick one target to keep "controlled" at all times with Hampering and Arresting Shots to the face: viz., the one target you feinted against on your turn. From 5th level onwards, you can keep tabs on multiple opponents, and can shut down whatever they're doing with an Arresting Shot if need be. The (Su) tag is needed IMO; disrupting all spellcasting for a round, or disrupting a supernatural ability at all (for the reasons given by [MENTION=6698275]Dozen[/MENTION]), cries supernatural to me. The first two Arresting Shot abilities are (Ex) Messing with ability scores is fun! And I don't see the ridiculousness, even against very strong monsters. As for slowing gameplay, other abilities will do that to a much greater degree. Str and Dex are the ability scores whose impact is most felt, and which change most often anyway. It's more or less defined in the Slow spell. I agree that using an actual defined condition would be better, so I'll change that to Staggered. It's better than Stun, in that many more monsters can be affected by it... :p I see where you're coming from. But this is at 14th level at the minimum. Full casters have been slinging 7th level spells (Forcecage, Reverse Gravity, Power Word Blind, Blasphemy...) for a whole level by now. Also note that you still have to hit, that it only works at short range, and that your target must be denied its Dex bonus vs. the attack. I don't see it as that unbalanced. Is it? Hmm. Sorry, I found it hard to word just what I wanted to express. Explanation for the Arresting Shot bit: First of all, remember that Sneak attack/sudden strike will usually apply whenever you make an Arresting or Hampering Shot, since the target of those abilities must be denied their Dex bonus. With the class's capstone, you can make an Arresting Shot so quickly that it lacks some of its usual precision (you don't deal your bonus damage). In that case, you take so little time that your immediate action doesn't eat your next turn's swift action. Meaning, you can make one more Arresting Shot in the same round (albeit against a different target). If and when you make another Arresting Shot in the same round, you can again decide to deal extra precision damage, or you can make another "very quick" Arresting Shot instead. And so on. If you always forgo your precision damage, you can basically make one Arresting Shot against each target that takes a triggering action 1/round. Explanation for the Hampering Shot bit: Basically, you can choose to make a Hampering Shot as a swift action instead of a standard action. And you can decide to do so [I]after [/I]you have taken the shot (and seen the results). This allows you to use your standard action for something else, should you feel the need to do so [I]after [/I]seeing the result of your Hampering Shot. You could even immediately make another Hampering Shot against the same target, for example, if the target made their save, or you want to apply another debuff. 1) OK 2) see above 3) Combat Expertise is there because it's a prereq for Improved Feint. Also, it makes sense to me. 4) It has just three abilities, basically: It can do stuff with feinting that's useful, and that is needed much of the time to make the other two abilities work. It has one active ability in Hampering Shot. This is your bread and butter when it's your turn. Depending on the situation and the opponents, you have a few options to select from when using Hampering Shot, but that's it. It has one reactive ability in Arresting Shot. You can use this once per round when it's not your turn, to stop some bad stuff from happening. Over the levels, the kinds of bad stuff you can stop expand. The class also progresses sneak attack/sudden strike, because sometimes, you just need to do damage. This isn't an option you didn't have before, though. I don't see that as overly complicated! 5) Will probably give one in the near future, thanks for the idea. Exactly. I don't have a problem with stuff being magical. I don't even have a problem with primary casters (love them, actually). I just wanted a ranged attacker, of all things, to be able to go toe to toe with one, and to be as useful to a party of adventurers in combat situations. Also, denying Dex to AC is the prerequisite for pretty much every other major ability the class gets. So denying Dex to multiple opponents at once gives you more options for the rest of the round. Exactly. As any given 14th level Wizard worth their salt would. I don't see much of a problem with this class having a similiar option (that still needs to hit, still needs a Dex-denied opponent etc.). The game is basically rocket tag at this point, anyway. Actually, this makes a lot of sense. But I merely included it for the sake of completeness, as it's a prereq for Improved Feint. Keep it coming, this is interesting! [/QUOTE]
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