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zenanarchist
2010-10-03, 11:01 PM
Hunter-Slayers

Hunter-Slayers are an order of natural assassins. Born and bred with blades in their hands, trained that speed is key, that silence is critical and death is but a natural part of life's cycle.

These warriors are trained from birth in a variety of methods to enhance their movement, to kill a victim with but one swift strike and to create a bond with a hunting companion who aids them in the kill.

Their agility is almost unmatched- Able to run up or along walls, make humongous leaps and climb almost as fast as they run. They are master trap smiths, tacticians and strategists, able to prepare a battlefield for the fury to take place.

A hunter-slayer is a deadly foe to meet in combat, that is...If you actually manage to see their face.


Hunter-Slayer
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Hunters Pounce Damage|0lvl|1st|2nd|3rd|4th

1st|+1|+2|+1|+0|Death Step, Fast Movement|
-|--|—|—|—|—

2nd|+2|+3|+1|+0|Hunters Pounce|
1d6|--|—|—|—|—

3rd|+3|+3|+2|+1|Hunting Style|
1d6|--|—|—|—|—

4th|+4|+4|+2|+1|Hunting Companion, Spell Casting|
2d6|1|0|—|—|—

5th|+5|+4|+3|+1|Hunting Instincts|
2d6|2|1|—|—|—

6th|+6/+1|+5|+3|+2|Improved Death Step|
2d6|2|2|—|—|—

7th|+7/+2|+5|+3|+2|Trap Setting|
2d6|2|2|—|—|—

8th|+8/+3|+6|+4|+2|Perfect Imitation|
3d6|2|2|1|—|—

9th|+9/+4|+6|+4|+3|Acrobatics|
3d6|2|2|1|—|—

10th|+10/+5|+7|+5|+3|Hunting Ground|
3d6|2|2|2|—|—

11th|+11/+6/+1|+7|+5|+3|Hunters Bluff|
4d6|2|2|2|1|—

12th|+12/+7/+2|+8|+6|+4|Greater Hunting Style|
4d6|2|2|2|2|—

13th|+13/+8/+3|+8|+6|+4|Uncanny Dodge|
4d6|2|2|2|2|—

14th|+14/+9/+4|+9|+6|+4|Survival Instincts|
5d6|3|3|2|2|1

15th|+15/+10/+5|+9|+7|+5|Trap Sense|
5d6|3|3|2|2|2

16th|+16/+11/+6/+1|+10|+7|+5|Called Shots|
5d6|3|3|3|2|2

17th|+17/+12/+7/+2|+10|+8|+5|Death Strike|
5d6|3|3|3|3|2

18th|+18/+13/+8/+3|+11|+8|+6|Hunters Precision|
6d6|3|3|3|3|2

19th|+19/+14/+9/+4|+11|+8|+6|Perfect Hunter|
6d6|3|3|3|3|3

20th|+20/+15/+10/+5|+12|+9|+6|Capstone|
6d6|3|3|3|3|3

[/table]
Alignment: Any Chaotic
Hit Die: d6

Class Skills:

Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor proficiencies: The hunter slayer is proficient with all simple and martial weapons, as well as the net and the hand crossbow. They are proficient in light and medium armour but not heavy, nor with shields.

Class Features


Death Step (Su)

The hunter slayer have disassociated their movements so much from reality that existance just barely manages to acknowledge that the hunter has moved at all.

Their primal speed carries them from one spot to another in the blink of an eye, ignoring all obstacles and pitfalls in their way. This is almost exactly similar to regular movement except the hunter may ignore all difficult terrain and any obstacles so long as he has line of sight to the area. At first level he may do this once per movement action, however at fourth, eighth and twelfth level he may do this one more additional time (to a maximum of 120 feet per round if the characters base land speed is initially 30ft).

For example if a hunter slayer of eighth level was twenty feet away from an opponent who was over a ledge ten feet wide, he may death step (move) to his opponent, attack (using the hunters pounce class feature) then death step up to thirty feet away (presuming thirty feet is his base land speed) then death step one more time to carry himself out of running range of his opponent. Note, if the hunter is hidden this immediately makes him fully visible. Also, the hunter must still make move silently checks while utilising this method of movement, even at later levels. He is not teleporting, merely moving faster than the eye can follow.

The hunter slayer may not perform this act of speed if he is wearing greater than light armor.


Fast Movement (Ex)

The hunter is adept at moving swiftly through all types of terrain. However, he is unaccustomed to utilising such in a dense urban area. He immediately loses his fast movement bonus in an urban area that has an abundance of street dwellers or travellers.



Hunters Pounce (Ex)

Any time the hunter slayer death steps more than 10 feet to an opponent his attack in that round is granted xd6 additional damage (where x is the number of dice indicated on the hunter slayer chart). This damage is considered to be precision damage for the purposes of what and who it can affect. This attack must be within 40' of the opponent to successfully add the precision damage. This attack may be a single standard attack or a full attack.



Hunting Style (Ex)

At third level the hunter has studied with his chosen weapon most of his known life. This grants him +1 to hit and damage with this weapon as well as +1 deflection bonus to AC that stacks with other forms of deflection bonuses granted. At sixth level this bonus increases to +2/+1, at ninth it becomes +2/+2 and at twelfth it becomes +3/+2. At this level they may also choose one type of enemy (similar to the ranger ability Favored Foe), from this list the hunter gains a +2 untyped bonus to all charisma based checks regarding the foe as well as +1 to hit and AC versus that particular type. At twelfth level this bonus raises to +2 and he chooses one more type of foe to add to this list. At twelfth level his precision damage also bypasses any immunity that the creature may have against critical hits.



Hunting Companion (Ex)

At fourth level the hunter gains an animal companion that aids him in the hunt for his prey. This ability is in all respects identical to the Druid's class feature Animal Companion, including the rules for advancing the HD of your chosen companion. This hunting companion must always be of an alignment no more than two steps opposite on the alignment chart.



Spell Casting (Ex)

At fourth level the hunter also gains access to a limited number of spells. He must have a Charisma score of 10+Spell level to be able to cast. The hunter does not need to prepare these spells like a wizard or a cleric and casts spontaneously like a sorceror.



Hunting Instincts (Ex)

The hunters instincts are raised to a level unlike any other individual. At fifth level the hunter slayer gains Touch Sight, as per the third level psionic power, out to ten feet and Bling Sight out to thirty feet. Additionally, when on natural footing (cave floor, forest floor, grass lands) he gains tremor sense out to fifteen feet.



Improved Death Step (Su)

At sixth level the hunters death step becomes even more deadly. Now, the hunter slayer does not immediately become visible after making a death step. However, he will still become visible if he attacks a foe. This class feature also allows the hunter to touch one other and move them in the same fashion.



Trap Setting (Su)

The hunter has learned to utilise the traps he meets in field and turn them against his clever foe. Any traps disarmed by the hunter slayer may now be taken and redeployed so long as they are small enough to carry. The craft DC for arming a trap is the same DC of the disarmed trap.



Perfect Imitation (Ex)


At eighth level the hunter has perfected his skills of mimicking his prey's surrounds and acquiantances. At this level the hunter slayer may mimic any voice or sound he has heard before (Will Save DC10+1/2 hunter level+Cha will allow the listener to notice a difference (Will Save DC20+1/2 hunter level+Cha will allow the listener to know that it is not their acquaintance) the hunter earns a +10 to his disguise modifier when imitating an acquintance of his target which becomes +15 if he has had more than an hour to study the behaviour and mannerisms of the acquintance.



Acrobatics (Ex)

A hunter of ninth level has taken his physical fitness to new heights. He gains +5 to jump, tumble, balance, swim checks and may, any time he is between two opposite facing walls no more than ten feet apart, use his movement to leap between the two (carrying himself no more than 10 feet per jump). Additionally, any time the hunter falls and is within five feet of an uneven surface (cave wall, tree, broken brick wall) may slow his fall so that he takes no falling damage at all. Finally, if he tumbles past an opponent successfully he may immediately take one death step as a free action.


Hunting Ground (Ex)

A hunter is a tactician, understanding that the perfect time, the perfect place, the perfect strategy never survives contact with the enemy, but one can enhance the chances of success greatly through preperation. If a hunter has an hour to prepare a thirty foot square area, any foe taking damage in that area takes an additional +2 damage every time they are struck in melee. Additionally, every time they are tripped, bullrushed, or overrun in this area, they immediately take +1d6 untyped damage unless a Reflex Save (DC10+1/2 hunter levels+Intelligence modifier) is made. If the hunter has six hours to prepare for this combat, the bonuses are raised to +3 and +2d4. If he has a full day to prepare an area the bonuses are raised to +4 and +2d8.



Hunters Bluff (Ex)

At eleventh level the hunter learns from the prey he hunts that sometimes deceit is a key tool in a hunters arsenal. At this level a hunter gains access to three abilities. Play Dead; the ability to nullify his own vital signs so that, in all regards, he is effectively dead. He may continue this state for an amount of minutes equal to his class levels + his charisma modifier. Pure Conviction; the ability to speak with such conviction in what the hunter is saying that the lie is almost impossible to detect. The hunter may lie even while under magical influence not to and, additionally, gains +2 to his bluff check for every fifth level the hunter possesses. Combat Bluff Mastery: In combat, any time the hunter succeeds on a successful feign, he then receives either a free action disarm or trip attempt against that foe and, additionally, is granted +2 to AC for the round in which the hunter successfully feigned.



Greater Hunting Style (Ex)

At twelfth level the hunter adds another weapon to his studied list and grants all bonuses previously applied to his hunting style to both weapons.


Uncanny Dodge (Ex)

The hunter gains the rogue ability Uncanny Dodge, even if they do not meet the prerequisites for the ability.



Survival Instincts (Ex)

The hunter gains access to the special ability Scent. Additionally, any time the hunter fails a roll to evade damage he may, once per encounter, reroll the failed save. Finally, if he successfully makes the save, he is allowed one immediate death step as a free action, even if this takes place in another players turn.



Trap Sense (Ex)

The hunter gains a second sense as he travels, able to feel danger before it arrives. This ability is identical to the rogue ability of the same name, except that it grants a flat +4 bonus to Reflex saves made to avoid traps and +2 dodge AC against attacks made by traps.



Called Shots (Ex)

The hunter may make a called shot on an area of the opponents body. This attack is made at a -6 penalty and precision damage gained from movement does not apply. The result is dependant on the area of the body that the hunter chooses to strike. If he successfully strikes the head the foe takes -2 to intelligence and wisdom checks for the round following the attack. If he successfully strikes the arm, all attacks made in the following round are made at a -4. If he successfully strikes a leg, movement is reduced by 50% in the following two rounds. If he successfully strikes the chest, his damage is doubled for his next attack.



Death Strike (Su)

The hunter may, so long as he has studied his foe for at least three rounds prior to the attack, make a strike so precise, quick and powerful that the foe instantly drops to the floor, stone cold dead. This attack is made at -2 to the hunters attack and the victim receives a fortitude saving throw (DC10+1/2 hunter class levels+Str bonus).


Hunters Precision (Ex)

The hunter observes his foe carefully during combat, watching his every move, watching his strikes, watching for weak spots. Any time the hunter successfully strikes a foe in melee, he gains +1 cumulative bonus to his next attack until he misses, wherein all bonuses from Hunters Precision disappear.

Perfect Hunter (Ex)

The hunter slayer is adept at long range, perfectly aimed, precise shots. In an amazing display of talent and skill in ranged weaponry the hunter slayer, when an opponent is denied their dexterity bonus, applies their current level of Hunters Pounce damage to a ranged shot, anywhere up to 100ft away.

Spell List

Level 0


Cure Minor Wounds
Guidance
Light
Purify Food and Drink
Virtue



Level 1


Animal Messenger
Calm Animals
Charm Animal
Cure Light Wounds
Detect Animals and Plants
Detect Snares and Pits
Endure Elements
Entangle
Hide From Animals
Jump
Long Strider
Magic Fang
Produce Flame
Speak With Animals
Summon Natures Ally


Level 2


Barkskin
Bear’s Endurance
Cat’s Grace
Hold Animal
Owl’s Wisdom
Protection from Energy
Snare
Speak with Plants
Spike Growth
Spider Climb
Summon Nature’s Ally II
Tree Shape
Warp Wood
Wood Shape
Wind Wall


Level 3


Command Plants
Cure Moderate Wounds
Darkvision
Diminish Plants
Magic Fang, Greater
Neutralize Poison
Plant Growth
Reduce Animal
Remove Disease
Repel Vermin
Summon Nature’s Ally III
Water Walk


Level 4


Animal Growth
Commune with Nature.
Cure Serious Wounds
Freedom of Movement
Nondetection
Summon Nature’s Ally IV
Tree Stride


Author Note: Yep, you guessed it. Slightly modified, slightly more deadly ranger. The rangers pretty good all round, I consider them a really nice base class. Add the scout in and it gets even better. So this base class is meant to emulate that a little, plus adding some unique movement, a few extra abilities, some options to mess around socially and hopefully ties it all into one nice little package.

Temotei
2010-10-04, 12:24 AM
Alignment: Any Chaotic
Hit Die: d6

Class Skills:

Skill Points at 1st Level: (6 + Int modifier) Χ 4
Skill Points at Each Additional Level: 6 + Int modifier

Weapon and Armor proficiencies: The hunter slayer is proficient with all simple and martial weapons, as well as the net and the hand crossbow. They are proficient in light and medium armour but not heavy, nor with shields.

There aren't any class skills. :smallconfused:

The net and the hand crossbow? Any reasoning behind these choices?

The name is a bit weird. Hunter slayer makes me think of someone that makes the hunter the hunted. Hunter-slayer would change that, methinks.


Death Step (Su)

As a move action the hunter slayer may move up to his full base land speed in a manner similar to teleportation. The hunter slayer may travel instantly to any spot he sees that is within range of his base land speed. At first level he may do this once per movement phase, however at fourth, eighth and twelfth level he may do this one more additional time.

For example if a hunter slayer of eighth level was twenty feet away from an opponent, he may death step (move) to his opponent, attack (using the hunters pounce class feature) then death step up to thirty feet away (presuming thirty feet is his base land speed) then death step one more time to carry himself out of running range of his opponent. Note, if the hunter is hidden this immediately makes him fully visible. Also, the hunter must still make move silently checks while utilising this method of movement, even at later levels. He is not teleporting, merely moving faster than the eye can follow.

What's a movement phase?

This ability is essentially...movement, except it's limited by sight. You can only do this twice per round, and that's assuming you don't take a standard action. It seems like you what you want is a free action movement.

I'd make this an extraordinary ability, or make it supernatural, but eventually change it to extraordinary.

Also, why does it stop advancing after 12th level?


Fast Movement (Ex)

The hunter is adept at moving swiftly through all types of terrain. However, he is unaccustomed to utilising such in a dense urban area. He immediately loses his fast movement bonus in an urban area that has an abundance of street dwellers or travellers.

So, if they're in a small-population town, they have no trouble moving about quickly, but as soon as the population gets to a dense number, they can't move fast?

So far, it's all about movement. There's no real offensive capability, so that's a problem...


Hunters Pounce (Ex)

Any time the hunter slayer death steps more than 10 feet to an opponent his attack in that round is granted xd6 additional damage (where x is the number of dice indicated on the hunter slayer chart). This damage is considered to be precision damage for the purposes of what and who it can affect. This attack must be within 40' of the opponent to successfully add the precision damage.

It would be better to just give the damage in-text.

Why is the maximum range 40 feet? The standard is 30 feet for precision damage. If you want it to be higher, advance the range (slowly) throughout the class, granting it a 40-foot range at, like, 7th level, 50 feet at 12th, and 60 feet at 17th.

You'd then have to explain what happens with feats and class features that make the range 60 feet, however.


Hunting Style (Ex)

At third level the hunter has studied with his chosen weapon most of his known life. This grants him +1 to hit and damage with this weapon as well as +1 deflection bonus to AC that stacks with other forms of deflection bonuses granted. At sixth level this bonus increases to +2/+1, at ninth it becomes +2/+2 and at twelfth it becomes +3/+2. At this level they may also choose one type of enemy (similar to the ranger ability Favored Foe), from this list the hunter gains a +2 untyped bonus to all charisma based checks regarding the foe as well as +1 to hit and AC versus that particular type. At twelfth level this bonus raises to +2 and he chooses one more type of foe to add to this list. At twelfth level his precision damage also bypasses any immunity that the creature may have against critical hits.

Why does it stop advancing at 12th level?

Anyway, what's with the "chosen weapon" part? There's been nothing about any chosen weapon so far, so they must have to choose a weapon and go with it?

The bonuses are really tiny until 12th level, when you automatically bypass immunity to precision damage. That's pretty sweet, but it also encourages taking undead, ooze, plant, etc. for your favored enemy, therefore discouraging taking other types. Keep that in mind.


Hunting Companion (Ex)

At fourth level the hunter gains an animal companion that aids him in the hunt for his prey. This ability is in all respects identical to the Druid's class feature Animal Companion, including the rules for advancing the HD of your chosen companion. This hunting companion must always be of an alignment no more than two steps opposite on the alignment chart.

This should probably be the same as the ranger's feature, not the druid's.

That last sentence makes next to no sense, but I see what you're getting at. If I made this, though, I'd just say it's identical to the ranger's animal companion class feature. I'm pretty sure every creature selectable on the list of companions is neutral, anyway.


Spell Casting (Ex)

At fourth level the hunter also gains access to a limited number of spells. He must have a Charisma score of 10+Spell level to be able to cast. The hunter does not need to prepare these spells like a wizard or a cleric and casts spontaneously like a sorceror.

Are they arcane or divine spells? Does this class have spells known, or do they automatically know all of their spells? Why is Charisma the casting ability score?

This contradicts your table, by the way. The table says you gain spells at 1st level.


Hunting Instincts (Ex)

The hunters instincts are raised to a level unlike any other individual. At fifth level the hunter slayer gains Touch Sight, as per the third level psionic power, out to ten feet and Bling Sight out to thirty feet. Additionally, when on natural footing (cave floor, forest floor, grass lands) he gains tremor sense out to fifteen feet.

Giving a constant touchsight effect is enough. I'd cut out...bling sight...and tremorsense.

Bling sight, first of all, doesn't exist (sadly :smalltongue:). Blindsight (assuming that's what you meant) out to 30 feet is really good for 5th level, and really redundant, considering you get tremorsense and touchsight along with it.

Raise the range of your touchsight by 10 feet for every other level you gain after 5th (20 at 7th, 30 at 9th, 40 at 11th, 50 at 13th, 60 at 15th, 70 at 17th, 80 at 19th). That's far more understandable, as well as far less redundant, than the current incarnation of this feature.


Improved Death Step (Su)

At sixth level the hunters death step becomes even more deadly. Now, the hunter slayer does not immediately become visible after making a death step. However, he will still become visible if he attacks a foe. This class feature also allows the hunter to touch one other and move them in the same fashion.

At least it's not just limited movement anymore, I guess.


Trap Setting (Su)

The hunter has learned to utilise the traps he meets in field and turn them against his clever foe. Any traps disarmed by the hunter slayer may now be taken and redeployed so long as they are small enough to carry. The craft DC for arming a trap is the same DC of the disarmed trap.

You can set traps without a class feature, you know.


Perfect Imitation (Ex)

At eighth level the hunter has perfected his skills of mimicking his prey's surrounds and acquiantances. At this level the hunter slayer may mimic any voice or sound he has heard before (Will Save DC10+1/2 hunter level+Cha will allow the listener to notice a difference (Will Save DC20+1/2 hunter level+Cha will allow the listener to know that it is not their acquaintance) the hunter earns a +10 to his disguise modifier when imitating an acquintance of his target which becomes +15 if he has had more than an hour to study the behaviour and mannerisms of the acquintance.

This is...really out there. It doesn't seem to fit in with the theme, though the theme isn't really well-defined, with no fluff to work off of.

Also, why an acquaintance? If you're hearing someone, why do you imitate their friend?

Aside from that, this is a really weird class feature. I'd leave it to the skill trick that, I suppose, you kind of copied (probably unknowingly, but hey).


Acrobatics (Ex)

A hunter of ninth level has taken his physical fitness to new heights. He gains +5 to jump, tumble, balance, swim checks and may, any time he is between two opposite facing walls no more than ten feet apart, use his movement to leap between the two (carrying himself no more than 10 feet per jump). Additionally, any time the hunter falls and is within five feet of an uneven surface (cave wall, tree, broken brick wall) may slow his fall so that he takes no falling damage at all. Finally, if he tumbles past an opponent successfully he may immediately take one death step as a free action.

This is cool. I like it. I'd give a bonus to Climb, too, and order the skills alphabetically, for ease of use (...a +5 bonus to Balance, Climb, Jump, Swim, and Tumble checks...).

It does need some clarification, though. What happens if you end your movement while "wall jumping?" Do you simply fall, or can you hold onto a wall until the next round? At what rate do you rise? Since you're moving horizontally and vertically, I'd say at about half your normal speed, but that's just an idea. Finally, it says tumbling past an opponent lets you use death step as a free action. What, exactly, is "tumbling past an opponent" defined as? Is it tumbling through an opponent's square? Is it tumbling adjacent to an opponent?...


Hunting Ground (Ex)

A hunter is a tactician, understanding that the perfect time, the perfect place, the perfect strategy never survives contact with the enemy, but one can enhance the chances of success greatly through preperation. If a hunter has an hour to prepare a thirty foot square area, any foe taking damage in that area takes an additional +2 damage every time they are struck in melee. Additionally, every time they are tripped, bullrushed, or overrun in this area, they immediately take +1d6 untyped damage unless a Reflex Save (DC10+1/2 hunter levels+Intelligence modifier) is made. If the hunter has six hours to prepare for this combat, the bonuses are raised to +3 and +2d4. If he has a full day to prepare an area the bonuses are raised to +4 and +2d8.

This is practically useless most of the time. I'd lower the preparation time to 1 minute and simplify it to just add damage (Since this is at 10th level, I'd make it about +4 - +6 weapon damage.).

How long does this last, by the way? I'd make it last 1 day per level.

I'm skipping the rest for now. I'm rather tired, and I'm working on my own homebrew, so...yeah.

The 1st level is kind of crappy in terms of offensive capability. You get proficiency with some good weapons. That's about it. I'd move hunter's pounce up to 1st level and take out fast movement. Then, make death step a free action (limited to once per round, though) and lower the range to half your land speed, or maybe 10 feet. You get the same effect as fast movement, but with benefits other than just speed (hunter's pounce), and it's a little less clunky.

zenanarchist
2010-10-04, 12:39 AM
There aren't any class skills. :smallconfused:

The net and the hand crossbow? Any reasoning behind these choices?

The name is a bit weird. Hunter slayer makes me think of someone that makes the hunter the hunted. Hunter-slayer would change that, methinks.

The net and hand cross bow, hunter. Net makes sense, hand crossbow is just because I'm a fanboy of hand crossbows? Name change....Agreed. I shall put a dash.



What's a movement phase?

This ability is essentially...movement, except it's limited by sight. You can only do this twice per round, and that's assuming you don't take a standard action. It seems like you what you want is a free action movement.

I'd make this an extraordinary ability, or make it supernatural, but eventually change it to extraordinary.

Also, why does it stop advancing after 12th level?

Hmmmm I must have poorly stated what I meant. Basically, You can move 30 feet any time you want, anywhere you want that you can see. At higher levels, as the same move action, you can then do it again, and again, and again. Giving yourself 120foot movement for your round. It's dimension door without the casting time. How would I word it to communicate that?



[QUOTE]So, if they're in a small-population town, they have no trouble moving about quickly, but as soon as the population gets to a dense number, they can't move fast?

So far, it's all about movement. There's no real offensive capability, so that's a problem...

Correct. Makes sense though don't it? How do you move through built up areas quickly? You should always lose Fast Movement (bonuses to movement) in built up areas, to simulate lots of people.



It would be better to just give the damage in-text.

Why is the maximum range 40 feet? The standard is 30 feet for precision damage. If you want it to be higher, advance the range (slowly) throughout the class, granting it a 40-foot range at, like, 7th level, 50 feet at 12th, and 60 feet at 17th.

To make sure they stay out of most characters movement range. But....advancing the range slowly doesn't sound bad at all.


You'd then have to explain what happens with feats and class features that make the range 60 feet, however.

Explain?




Why does it stop advancing at 12th level?

Anyway, what's with the "chosen weapon" part? There's been nothing about any chosen weapon so far, so they must have to choose a weapon and go with it?

There hasn't? I must have missed something.... Hmm I'll have to look into that when I've got more time.



The bonuses are really tiny until 12th level, when you automatically bypass immunity to precision damage. That's pretty sweet, but it also encourages taking undead, ooze, plant, etc. for your favored enemy, therefore discouraging taking other types. Keep that in mind.

Hmmm so it does. That's....bad? Also, raise the bonuses you think?




This should probably be the same as the ranger's feature, not the druid's.

That last sentence makes next to no sense, but I see what you're getting at. If I made this, though, I'd just say it's identical to the ranger's animal companion class feature. I'm pretty sure every creature selectable on the list of companions is neutral, anyway.

Why ranger and not druid? The rangers is so limited.



Are they arcane or divine spells? Does this class have spells known, or do they automatically know all of their spells? Why is Charisma the casting ability score?

This contradicts your table, by the way. The table says you gain spells at 1st level.

Hmm missed all that did I? Also, yeah I noticed, changed it almost immediately when I realised. Fixed now though.



Giving a constant touchsight effect is enough. I'd cut out...bling sight...and tremorsense.

Bling sight, first of all, doesn't exist (sadly :smalltongue:). Blindsight (assuming that's what you meant) out to 30 feet is really good for 5th level, and really redundant, considering you get tremorsense and touchsight along with it.

Oh man I'm so making a feat or a spell called "Bling Sight". Okay, just touch sight it is.


Raise the range of your touchsight by 10 feet for every other level you gain after 5th (20 at 7th, 30 at 9th, 40 at 11th, 50 at 13th, 60 at 15th, 70 at 17th, 80 at 19th). That's far more understandable, as well as far less redundant, than the current incarnation of this feature.

Shall do.


At least it's not just limited movement anymore, I guess.

Hunters Pounce DOES come on the next level my friend :smallwink: Until then they can hit stuff.




You can set traps without a class feature, you know. I did not know. Go noobness. Then I need to think of something to make this ability better.




This is...really out there. It doesn't seem to fit in with the theme, though the theme isn't really well-defined, with no fluff to work off of.

Also, why an acquaintance? If you're hearing someone, why do you imitate their friend?

The whole paragraph is poorly worded, rereading it now. There shall be a theme, worry not. I just had this idea in my head after messing around with the ranger and the scout and wanted to get it out.


Aside from that, this is a really weird class feature. I'd leave it to the skill trick that, I suppose, you kind of copied (probably unknowingly, but hey).

I don't even know what a skill trick is, I've heard the term bandied around a lot though. Is it on crystal keep?




This is cool. I like it. I'd give a bonus to Climb, too, and order the skills alphabetically, for ease of use (...a +5 bonus to Balance, Climb, Jump, Swim, and Tumble checks...).

It does need some clarification, though. What happens if you end your movement while "wall jumping?" Do you simply fall, or can you hold onto a wall until the next round? At what rate do you rise? Since you're moving horizontally and vertically, I'd say at about half your normal speed, but that's just an idea. Finally, it says tumbling past an opponent lets you use death step as a free action. What, exactly, is "tumbling past an opponent" defined as? Is it tumbling through an opponent's square? Is it tumbling adjacent to an opponent?...

I liked your questions here. They'll add a lot more to the ability.



This is practically useless most of the time. I'd lower the preparation time to 1 minute and simplify it to just add damage (Since this is at 10th level, I'd make it about +4 - +6 weapon damage.).

How long does this last, by the way? I'd make it last 1 day per level.

Setting up an ambush....useless? Seriously? lol. Nah I see where you're coming from though. Especially with simplifying things. Agreed. Yeah I'd agree on 1 day per level as well.


I'm skipping the rest for now. I'm rather tired, and I'm working on my own homebrew, so...yeah.

Show me when you're done.


The 1st level is kind of crappy in terms of offensive capability. You get proficiency with some good weapons. That's about it. I'd move hunter's pounce up to 1st level and take out fast movement. Then, make death step a free action (limited to once per round, though) and lower the range to half your land speed, or maybe 10 feet. You get the same effect as fast movement, but with benefits other than just speed (hunter's pounce), and it's a little less clunky.

Trying to follow your misunderstanding of my miscommunication is hard. See above regarding my comments on death step.

Thanks for the review, hopefully once I iron out those kinks it'll be traversing a little better.

Cidolfas
2010-10-04, 09:39 AM
The way I see it, the first level doesn't need too much other than weapon proficiency for offense. With Death Step and Hunter's Pounce, the example says that you basically get Spring Attack for free. And since you're only capable of making a single standard action attack anyway, why wouldn't you use it? Most of the things you tend to fight at level 1 have only a couple Hit Dice at best, so if your Strength score is at all good you should be able to kill them in one shot and then retreat using Hunter's Pounce. Then, giving the extra d6 allows you to continue matching enemies in terms of damage to hit points, at least for a while.

If anything, I would make Hunter's Pounce deal an extra d6 per two class levels you possess, capping out at 10d6. Even with full BAB, your last attacks don't have a great chance of hitting so you're going to need every damage die you can get past level 11, when your final attack's hit bonus is only +5 at the maximum.

As far as Death Step goes, you could just say it's regular movement that ignores difficult terrain, obstacles, etc, so long as you have a line of sight to your destination. You don't really need to mention that it's like teleportation, and then you can state that it's an extraordinary ability that's just a result of you being able to move in a really awesome fashion.

zenanarchist
2010-10-04, 05:01 PM
The way I see it, the first level doesn't need too much other than weapon proficiency for offense. With Death Step and Hunter's Pounce, the example says that you basically get Spring Attack for free. And since you're only capable of making a single standard action attack anyway, why wouldn't you use it? Most of the things you tend to fight at level 1 have only a couple Hit Dice at best, so if your Strength score is at all good you should be able to kill them in one shot and then retreat using Hunter's Pounce. Then, giving the extra d6 allows you to continue matching enemies in terms of damage to hit points, at least for a while.

If anything, I would make Hunter's Pounce deal an extra d6 per two class levels you possess, capping out at 10d6. Even with full BAB, your last attacks don't have a great chance of hitting so you're going to need every damage die you can get past level 11, when your final attack's hit bonus is only +5 at the maximum.

As far as Death Step goes, you could just say it's regular movement that ignores difficult terrain, obstacles, etc, so long as you have a line of sight to your destination. You don't really need to mention that it's like teleportation, and then you can state that it's an extraordinary ability that's just a result of you being able to move in a really awesome fashion.

Ahhhh you got it! However, if but one person doesn't understand it that definitely means I need to re-word it. I love the way you put it though. I think I'll borrow that almost word for word.

Temotei
2010-10-04, 05:45 PM
The way I see it, the first level doesn't need too much other than weapon proficiency for offense. With Death Step and Hunter's Pounce, the example says that you basically get Spring Attack for free. And since you're only capable of making a single standard action attack anyway, why wouldn't you use it? Most of the things you tend to fight at level 1 have only a couple Hit Dice at best, so if your Strength score is at all good you should be able to kill them in one shot and then retreat using Hunter's Pounce. Then, giving the extra d6 allows you to continue matching enemies in terms of damage to hit points, at least for a while.

If anything, I would make Hunter's Pounce deal an extra d6 per two class levels you possess, capping out at 10d6. Even with full BAB, your last attacks don't have a great chance of hitting so you're going to need every damage die you can get past level 11, when your final attack's hit bonus is only +5 at the maximum.

As far as Death Step goes, you could just say it's regular movement that ignores difficult terrain, obstacles, etc, so long as you have a line of sight to your destination. You don't really need to mention that it's like teleportation, and then you can state that it's an extraordinary ability that's just a result of you being able to move in a really awesome fashion.

Unfortunately, the way he first worded it was like this:
Move action: Death step.
Standard action: Standard weapon attack.

At 2nd level, you get bonus damage, but you can still make only one attack (unless you manage to get an extra move action, but since it's not in the class, I can't critique it as such). A rogue, on the other hand, can flank an enemy and get off three or more attacks dealing their bonus damage every time. In order to make the ability (and this class) worth it, death step either needs to require a different action (or no action at all, but with limits), or you need to be able to do something like making a full attack after moving.

Honestly, I'm not confused at all with what you're trying to do. What you are doing is completely different, unfortunately.

zenanarchist
2010-10-04, 05:57 PM
Unfortunately, the way he first worded it was like this:
Move action: Death step.
Standard action: Standard weapon attack.

At 2nd level, you get bonus damage, but you can still make only one attack (unless you manage to get an extra move action, but since it's not in the class, I can't critique it as such). A rogue, on the other hand, can flank an enemy and get off three or more attacks dealing their bonus damage every time. In order to make the ability (and this class) worth it, death step either needs to require a different action (or no action at all, but with limits), or you need to be able to do something like making a full attack after moving.

Honestly, I'm not confused at all with what you're trying to do. What you are doing is completely different, unfortunately.

Ooookie dokie. I re-worded Death Step. Now it's almost identical to regular movement except it ignores obstacles, difficult terrain etc.

I re-worded Pounce to allow a full attack, dealing additional damage for the whole attack.

So now they have regular movement and full attack, or they can death step and activate Hunters Pounce.

drakir_nosslin
2010-10-04, 06:28 PM
Correct. Makes sense though don't it? How do you move through built up areas quickly? You should always lose Fast Movement (bonuses to movement) in built up areas, to simulate lots of people.
What if you don't move where there are lots of people, or if you can
run on the walls (http://www.youtube.com/watch?v=li3Wd_2_Y-4&feature=related) to avoid them? Totally possible for a skilled human, not far away at all for a D&D character.

Your class might be special in that it can only use its fast movement outside of urban areas, but I hardly think that is the case for everyone.

zenanarchist
2010-10-04, 06:35 PM
What if you don't move where there are lots of people, or if you can
run on the walls (http://www.youtube.com/watch?v=li3Wd_2_Y-4&feature=related) to avoid them? Totally possible for a skilled human, not far away at all for a D&D character.

Your class might be special in that it can only use its fast movement outside of urban areas, but I hardly think that is the case for everyone.

Hmmm, what if I stated that they can retain their fast movement so long as there is ample wall/ledge space to run up/on using Death Step? Then in Death Step reworded it to allow the character to run up walls/ledges provided they end their movement on a flat surface or have some way to slow their fall?

drakir_nosslin
2010-10-05, 09:31 AM
Hmmm, what if I stated that they can retain their fast movement so long as there is ample wall/ledge space to run up/on using Death Step? Then in Death Step reworded it to allow the character to run up walls/ledges provided they end their movement on a flat surface or have some way to slow their fall?

Sorry, I wasn't saying that the restrictions for your class didn't make sense, it's hard to say without fluff. I was merely pointing out that it's entirely possible to move fast in urban areas, even past crowded places. I've done it myself several times, it isn't that hard to keep going as long as you got decent reflexes.

Anyway, I like death step as a kind of supernatural teleport ability, but it depends what you think. Is this a class that is more supernatural, or is it extraordinary in what it does? Even so, I think that the limitations on death step, as it is written right now are enough. Forcing line of sight to the target makes it viable for early levels, but being able to 'step' several times in a row makes it possible to move around corners etc. which is good when you advance in levels.

zenanarchist
2010-10-05, 07:27 PM
Sorry, I wasn't saying that the restrictions for your class didn't make sense, it's hard to say without fluff. I was merely pointing out that it's entirely possible to move fast in urban areas, even past crowded places. I've done it myself several times, it isn't that hard to keep going as long as you got decent reflexes.

Anyway, I like death step as a kind of supernatural teleport ability, but it depends what you think. Is this a class that is more supernatural, or is it extraordinary in what it does? Even so, I think that the limitations on death step, as it is written right now are enough. Forcing line of sight to the target makes it viable for early levels, but being able to 'step' several times in a row makes it possible to move around corners etc. which is good when you advance in levels.

I almost forgot the fluff. I'll have to add that today.