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For Your Consideration: The Watcher (PrC)

Forrester

First Post
Who are The Watchers? They are the spies mingling in the streets, collecting information for the king. They are the high-level sentries standing guard in front of the magic shops that sell items of inestimable power. They are the advisors of Emperors, for nothing escapes their notice.

And yeah, occasionally they have big bald blue heads or speak with an English accent. But not necessarily.

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The Watcher

Requirements:
Skills: Spot 8 ranks, Listen 8 ranks, Search 8 ranks
Feats: Alertness, Skill Focus: Spot, Skill Focus: Listen

BAB: 1/2 level
Favored saves: Will
Hit Die: d6

Class Skills (4+Int per level): Craft, Diplomacy, Hide, Knowledge: Stuff, Listen, Move Silently, Scry, Search, Sense Motive, Spot, Profession, Wilderness Lore

Watchers receive an Insight bonus equal to their Watcher level to all Spot, Listen, and Search checks.

Watchers may take Scent as a feat.

1 Improved Vision I, Blindfighting, Hear Silence
2 All-Around Senses, 10’ Radius
3 Pierce Illusions I, Sharpened Ears and Eyes
4 Improved Vision II, Feel Personal Aura
5 All-Around Senses, 30’ Feel Magical Aura
6 Pierce Illusions II, Sharpened Ears and Eyes II
7 Improved Vision III, Foresight
8 All-Around Senses, 60’ Radius
9 Pierce Illusions III, Improved Aura Detection
10 Improved Vision IV, Improved Foresight

Improved Vision I (Ex): Watchers without Low-Light vision get Low-Light vision. Watchers with Low-Light vision get Darkvision if they do not already have it. Watchers that already have both have the range of both increase by 50%.

Improved Vision II (Ex): The Watcher’s ranges for Darkvision and Low-Light vision are 100% better than normal. This does not overlap (stack) with Improved Vision I.

Improved Vision III (Ex): The Watcher’s ranges for Darkvision and Low-Light vision are 200% better than normal. This does not overlap (stack) with earlier versions of Improved Vision.

Improved Vision IV (Ex): The Watcher’s ranges for Darkvision and Low-Light vision are 400% better than normal. This does not overlap (stack) with earlier versions of Improved Vision.

Pierce Illusions I (Ex): If the Watcher interacts with or carefully studies something that is an illusionary figment or glamer, he receives his usual saving throw, with an insight bonus equal to his Watcher level.

Pierce Illusions II (Ex): The Watchers’ keen senses prevent him from being fooled by illusionary figments and glamers. He automatically makes saving throws against such spells, and spells that change the image or create a false image (e.g., Blur, Mirror Image, the false image in Mislead) are automatically foiled. Glamers that make one’s image disappear (e.g., Invisibility) are not foiled.

Pierce Illusions III (Ex): The Watcher immediately recognizes all illusions (including invisibility glamers, patterns, phantasms, and shadow illusions) as what they are. He need not “interact with” or “carefully study” illusions to recognize their true nature, and automatically makes all saving throws to disbelieve illusionary magic.

All-Around Senses 5’+ Radius (Ex): This is actually two abilities. First, the Watcher gets Blindsight (as the MM feat) with the stated radius. Second, he gets Tremorsense (as the MM feat) with the stated radius, though he may only detect creatures that are at least Small in size. In addition, as a full-round action he may “put his ear to the wall” to try to detect whether anything in contact with the ground nearby is moving. This detection works similarly to his Tremorsense ability, except that the radius of effect is three times as great.

Hear Silence (Ex): By listening for an absence of sound and an absence of echoes, the Scout may make a Listen check (DC30) to know that there is an area of magical Silence within 30'. He knows the general direction of this Silence with a check of DC40, and the exact space it is centered on with a Listen check of DC50. The DC for these checks is increased by 10 if the magical silence is motionless.

Sharpened Ears and Eyes I: The Watcher may try to Spot invisible creatures that are farther away than 30’. However, he gets a –2 penalty for each 10’ that the invisible creature is beyond 30’.

Sharpened Ears and Eyes II: The Watcher receives +2 to all Spot, Listen, and Search checks. All range penalties to Spot and Listen checks (e.g., -1 per 10’ for Listen checks, -2 per 10’ for Spot checks against invisible creatures) are halved.

Feel Personal Aura (Ex): The Watcher has learned to apply his advanced senses to the art of perceiving someone’s true intentions. His senses are sharp enough at this point to notice the single, tiny bead of sweat forming on someone’s forehead, or hear a quickened heartbeat as a lie is told. The Watcher receives a bonus equal to his Watcher level to all Sense Motive checks, and an additional +20 bonus when making contested rolls against Bluff checks.

Feel Magical Aura (Su): The Watcher can Detect Magic, as the spell, as a standard action that provokes attacks of opportunity.

Improved Aura Detection (Su): The Watcher can Detect Magic and Detect Good, Evil, Law, and Chaos constantly, as the spells of those names, with the exception that Area is “Target creatures or objects” instead of a quarter-circle emanation. The detection works as though the Watcher had been concentrating for three rounds.

Foresight (Su): As the 9th level magic-user spell, except that it is permanently on the Watcher.

Improved Foresight (Su): The Watcher’s danger sense becomes even more pronounced. Not only does the Watcher receive “instantaneous warnings of impending danger” (as with Foresight), but the Watcher actually receives advanced warnings of great danger one round ahead of time. Thus, if he were about to unknowingly open a trapdoor that led to the lair of a great red wyrm, he would receive a warning of great danger before (and not during) the opening of the door. Similarly, if somewhere across the continent a party was preparing to teleport to the Watcher to attack him, he would receive one round of advanced warning before they showed up. The Watcher does not know what the danger will be, only that it is great. In addition, the Watcher receives a +5 insight bonus to AC and Reflex Saves (this does not stack with the bonuses granted from Foresight).

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Given the BAB, I don't think it's overpowered. (I might move to clerical BAB, or up his skill points) I mean, by the time a Watcher hits 10th level in his PrC, he's probably going to be 16th or 17th level. Mages and Clerics will be casting Wish and True Resurrection. This guy needs to keep up somehow . . .

Let me know what you think, or how you'd change him!
 

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*BUMP*

I guess with all the PrCs that get put up here, it's tough to generate attention for them. Bleah. Especially one with this many new abilities.

Well, let me try ye ole BUMP strategy . . .
 

I read it but there wasn't much to comment on. This is a hardier type of class to balance because of the unusual abilities.

Prerequites: I think that you should have skill focus in one of the following (Spot, Listen, or search). It seems a little odd to require ranks in search, but no feats that modify it, while having two feats that modify both listen and spot.

I'd increase to BAB to cleric and increase the skills points to 6 a level. While doing that I'd have required ranks at every level. The character must spend 2 skill points on listen, spot, or search. In doing so I'd get rid of the insight bonus to spot, listen, and search skills.

You do have a lot of abilities. Blindsight is very powerful as is the detection spells and foresight at will. I think improved vision IV can be gotten rid of. I think blindsight and tremor sense are too much. Or at the very least would be a 10th level ability. Sharpened eyes 1 & 2 can be just one ability. The detections spells and the foresight I'd at least limit to so many times perday. Or have them set at a certain DC. For instance a casual glance you can use one of the detection spells if you get a spot DC 35.
 

Wow this is hard one to balance. It seems that a Watcher character would really take a beating if he were out in the wilderness fighting Hill Giants but could really kick some serious touche in a city campaign or one with alot of wizards.

If you wanted to makle him more "generally" effective as opposed to "specificly" effective I would recommend five the 3/4 BA progression and maybe a thief feat or two (Quicker than the eye, expert tactian, maybe even spring attack or something that lets them attack first or quickly) and remove some of the more powerful sight abilities. I'd remove improved vision 3 and 4, I would change the pierce illusion to a + on the Saving throw and maybe give them a save vs Mirror Image (20?)and the such as opposed to having them completely immune, remove tremorsense but keep the "put his ear to the wall" as a full round action, lower the +20 to to feel aura, dump improved foresight.

Maybe this is not the "spirit" you were looking for but I would remove the stuff that ALWAYS works.

Good luck and feel free to ignore any or all of the above!
 

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