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Silva Stormrage
2011-10-08, 01:16 PM
Ebon Marksman


http://api.ning.com/files/bvBPl7lxE8zhh9en-qEADcCO2WwdwnZRMT5u0R8VovDXvg-XkplclNFiIw7IRoPdQcVKbZC7iNhJ8DXl7kcga--8yl-wOrJL/Archer.jpg
"You can't escape my wrath"- An ebon marksman on the hunt.


Role: The main role an ebon marksman is a debuff ranged archery class. With its flurry of arrows and special shots it can apply a wide variety of status effects on enemies. It also has very good mobility and can easily chase down fleeing enemies. It can also track and serves as a decent party face with its focus on charisma and adequate skill list.

Notes: I still need to add in a couple high level shots for the ebon marksman. Please suggest any if you guys have any good ideas.

For all abilities that increase crit range by a static amount they are applied after any other effect that multiplies crit range.

Undead or Construct Ebon Marksmen: As several abilities revolve around constitution burn any Ebon Marksman that doesn't have a constitution score loses several abilities important to the class. Whenever such an Ebon Marksman would take constitution burn from an Ebon Marksman class feature he instead takes charisma burn. He recovers charisma burn at a rate of one per day even if he does not normally heal ability burn naturally.

GAME RULE INFORMATION
Ebon Marksmen have the following game statistics.
Abilities: Charisma is the most important ability for ebon marksmen. Their shot dcís are based off charisma and they have several class ability that revolve around charisma. Next they need dexterity for a high attack bonus with their ranged weapons.
Alignment: Any Non Good
Hit Die: d10
Starting Age: As ranger.
Starting Gold: As ranger

Class Skills
The ebon marksman's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Listen (Wis), Hide (Dex), Knowledge (All), Ride (Dex), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis),Tumble (Dex), Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Ebon Marksman


Level
Base Attack Bonus
Fort
Ref
Will
Special
Special Shots


1st

+1

+2

+2

+0
Death Tracker, Far Shot, Shots, Rebuke Undead
1


2nd

+2

+3

+3

+0
Soul Powered Shot
1


3rd

+3

+3

+3

+1
Stygian Bow
2


4th

+4

+4

+4

+1
Bonus Feat
3


5th

+5

+4

+4

+1
Vampiric Shot
3


6th

+6

+5

+5

+2
Shadow Step
4


7th

+7

+5

+5

+2
Death's Eyes + 3
5


8th

+8

+6

+6

+2
Bonus Feat
6


9th

+9

+6

+6

+3
Volley of the Damned
6


10th

+10

+7

+7

+3
Shadow Archon Form
7


11th

+11

+7

+7

+3
Sense Target, Death's Eyes + 7
8


12th

+12

+8

+8

+4
Bonus Feat
9


13th

+13

+8

+8

+4
Entangling Shadows
9


14th

+14

+9

+9

+4
Hunter's Mark
10


15th

+15

+9

+9

+5
Critical Hit, Death's Eyes + 12
11


16th

+16

+10

+10

+5
Bonus Feat
12


17th

+17

+10

+10

+5
Shadow Dance
12


18th

+18

+11

+11

+6
Death's Eyes + 18
13


19th

+19

+11

+11

+6
Stygian Templar Form, Improved Vampiric Shot
14


20th

+20

+12

+12

+6
Penetrating Shot
16


Class Features
All of the following are class features of the Ebon Marksman.

Weapon and Armor Proficiencies: The ebon marksman is proficient with all simple weapons and all ranged martial weapons and with light armor.

Death Tracker: (Su) The ebon marksman can track creatures by tracing their links with their recent kills. If the ebon marksman finds a corpse of a creature and he knows who killed the creature than he can spend one hour searching for the tenuous link of the creature on the corpse. This allows him to know exactly where the creature is and what direction he is heading in. This ability can be used once per corpse. If a creature was killed by multiple people than the ebon marksman can choose who he tracks.

Far Shot: (Ex) The ebon marksman is adept at sniping creatures from far away. He gains the "Far Shot" feat as a bonus feat even if he doesn't meet the prerequisite. In addition, he may treat his Far Shot feat as the feat "Point Blank Shot" for the purposes of prerequisites.

Shots The ebon marksman has a wide variety of different attacks that he can charge his arrows with. They are listed below and the ebon marksman gains them at a rate indicated in the above table. The shots take a format of ("Name", (Level Required to take the shot), (HP Sacrificed to fire the shot), (Number of attacks needed to be sacrificed)).

Shots are attack actions that augment a single attack in a full attack or a standard attack action. In a full attack the ebon marksman can sacrifice a number of attacks equal to the number of attacks needed to be sacrificed indicated on the shot. If the number of attacks needed to be sacrificed is greater than 1 than it can only be used in a full attack not a standard action.

Shots are supernatural abilities that don't work in an antimagic shield.

Each shot deals an indicated amount of damage to the Ebon Marksman. This damage can not be avoided in any way. However, all shots heal the exact same amount of health they drain if the shot hits it's target (Shots with multiple targets only heal the indicated heal back). Certain shots can be augmented by spending more hp to have increased effects. The ebon marksman can't sacrifice more hp than his class level on a shot and the extra hp sacrificed is also returned to the ebon marksman if the attack hits.

Any shot that has a dc on it has a dc equal to 10 + 1/2 class level + charisma modifier.

Rebuke Undead: The ebon marksman can rebuke and command undead as a cleric of his level. He can rebuke undead 3 + his charisma modifier times per day.

Soul Powered Shot (Ex): The ebon marksman adds his charisma modifier to damage rolls made with any ranged attack made with a bow, crossbow, sling, thrown weapon or similar ranged weapon attack.

Stygian Bow: (Su) The ebon marksman can enhance his weapon so that he can put his very soul into to increase it's strength. By taking a -1 penalty on his to hit roll the ebon marksman can increase the attacks damage by 1.5 per -1 penalty. The ebon marksman can take a penalty to hit no greater than his BAB. The ebon marksman must take the same penalty for all attacks in a given round.

Bonus Feat: The ebon marksman gains any fighter bonus feat or the track feat at 4th level and every fourth level after.

Vampiric Shot: (Su) Anytime the ebon marksman deals a critical hit on a target he gains temporary hit points equal to the damage of the attack before it is multiplied by the critical hit multiplier.

Shadow Step: (Sp) As a swift action the ebon marksman can shift through the shadows and teleport to another known location within 80ft. This new location must be within LoS but does not need LoE. This ability can be used every other round.

Death's Eyes: (Ex) The ebon marksman is adept at noticing enemies at long distances. The ebon marksman gains the indicated bonus as a bonus to spot checks and also to survival checks regarding tracking if the ebon marksman posses the track feat.

Volley of the Damned: (Sp) As a full round action 1/encounter the ebon marksman calls upon spirits of archers long past which fire a volley of arrows in a path in front of the ebon marksman. The line of souls is 5ft/Class level wide and the arrows hit all targets 5ft/class level away from the line. These arrows deal the same damage as the ebon marksman's standard attack and are all enhanced with one shot that needs 1 attack to function. This attack gives a reflex save for half damage (Dc 10 + 1/2 Class level + Charisma Modifier).

Shadow Archon Form: (Su) As a swift action the Ebon Marksman gathers up energy from around him and uses it to bolster his attacks and form. All his attacks deal an additional 2 damage and have a + 2 profane bonus to hit. Also every round one of his shots takes 1 less sacrificed attack than normal (minimum 1). Using this ability deals 1 point of constitution burn and the benefits lasts 1 round per class level.

Sense target: (Ex) The ebon marksman has an acute sense of where creatures are around him. He gains blindsight out to 50 feet. This radius is multiplied by 10 when it is used to find the last creature targeted with Death Tracker. When tracking a creature with his Death Tracker class feature this blind sight goes through walls and similar obstructions.

Entangling Shadows: (Su) Now whenever the ebon marksman uses shadow step, black tentacles spawn within a 10ft radius of his original location. This is treated as Evard's Black Tentacles within 10ft of the previous location using the Ebon Marksman's class level as caster level for the spell.

Hunter's Mark: (Su) As a free action the Ebon Marksman can mark a target within 60ft. The ebon marksman always knows what direction the target is as long as he is within 10 miles per ebon marksman level. This mark is visible and clearly distinguishable to the ebon marksman if the ebon marksman is within 10 miles per the ebon marksman's charisma modifier and the target is within line of sight. This mark is undetectable by the target and the ebon marksman can only mark one target at a time. This ability increases the damage dealt to the target by the ebon marksman by 2 and increase the to hit roll of the ebon marksman's ranged attacks on the target by 2.

Critical Hit: (Ex) The ebon marksman can use quickened hunter's mercy 3 times a day.

Shadow Dance: (Su) The ebon marksman has mastered the art of being mobile and dancing around the battlefield. This ability can only be activated when shadow archon is active. While the current use of shadow archon is active shadow step can be used as an immediate action or a swift action and it can be used every round. However, if shadow step is used as an immediate action entangling shadows does not activate. Also while shadow archon is active the movement speed of the ebon marksman is doubled and all movement for the ebon marksman is a teleport effect. If the ebon marksman is in stygian templar form than shadow step becomes a free action usable once a round instead of an immediate action. After shadow archon runs out than the ebon marksman is exhausted for 2 hours.

Stygian Templar Form: (Su) This ability can only be used while shadow archon is activated. By taking 1 point of con burn damage the ebon marksman upgrades his Shadow Archon form into a more powerful yet more dangerous form. In addition to all the benefits of shadow archon, in this form the ebon marksman gains an additional attack at his full attack bonus each round. Also the ebon marksman can take another point of constitution burn damage to gain an additional attack at his full attack bonus. He can gain a number of extra attacks equal to his BAB/4. Also while in this form all attacks gain a + 3 to hit and damage. This lasts until the original shadow archon ability runs out.

Improved Vampiric Shot: (Su) In addition to the effects of vampiric shot, if the ebon marksman rolls a natural 20 on an attack roll and confirms the critical hit than he can restore 1 point of constitution burn and heals the full critical hit damage.

Penetrating Shot: (Ex) The ebon marksman's attacks have so much force behind them that they can pierce completely through a target and hit the target behind them. If their is an enemy at least 15ft behind a target hit by a ranged attack launch by the ebon marksman than the ranged attack also hits the enemy behind the target. The attack uses the same attack roll but can not be a critical hit. If there is another enemy behind the second target it goes through the second target as well, repeated until there are no more enemies or the attack has hit 5 targets.

List of Shots

The format for the shots are as follows:
Example Shot Name (Ebon Marksman level required to take this shot, Number of Hit Points the Ebon Marksman needs to sacrifice in order to fire this shot, how many attacks in a full attack or standard action attack that need to be used to fire this shot): Description of the shot
Augmentation: How you can sacrifice more hit points to improve the damage of the shot. You may not fire a shot if it requires you to spend more hit points than your Ebon Marksman level.


Cold Shot (1,1,1): This shot fires one attack that deals an additional 1d6 cold damage.
Augmentation: For every extra 3 HP sacrificed add 1d6 cold damage.

Steady Shot (1,1,1): This shot fires one focused attack that deals has a + 1 to hit.
Augmentation: For every extra 3 HP sacrificed add another + 1 to hit.

Bleeding Shot (1,1,1): This shot fires one attack that deals an causes a persistent wound that deals 1 damage each round for a number of rounds equal to the ebon mark'sman's charisma modifier. Multiple wounds caused from different bleeding shots stack with themselves.
Augmentation: For every extra 3 HP sacrificed the bleeding damage is increased by 1.

Strafing Shot (2,2,1): This shot fires one attack that can be fired while moving. The ebon marksman can move his base land speed when firing this shot. If this shot is used in a full attack than every shot needs to be a strafing shot in order for the ebon marksman to be able to move.

Plague Shot (2,2,1): This shot fires one attack that is augmented with a powerful plague that deals 1 con damage to the target. Fort save negates.
Augmentation: For every extra 4 HP sacrificed add 1 con damage and + 1 DC.

Leech Shot (3,2,1): This shot fires one attack that drains casters and psionics of spells and power points. If this shot hits than the target loses one random spell from his highest spell level or a power points equal to 1/2 his HD.
Augmentation: For every 6 HP sacrificed this shot drains another spell or power points equal to 1/2 the targets HD.
Special: This shot can be fired only once a round.

Ghost Shot (3,3,1): This shot fires one attack that ignores armor and natural armor bonuses to AC.

Curved Shot (4,2,1): This shot fires one attack that curves around walls or similar blockades. If the ebon marksman has LoS or can otherwise pinpoint the target's square this attack does not need to be fire in a straight line and will home in to the target as long as their is a direct path to the subject. Roll to hit as normal.

Doomwind Shot (4,3,1): This shot fires one attack that blows back opponents. If they are hit with this attack than they must make a fort save or be bull rushed 20ft in a direction chosen by the ebon marksman. An opponent can resist this with either a dexterity or a strength based check dc 10 + the ebon marksman's charisma modifier.

Sluggish Shot (5,5,1): This shot fires one attack that weakens a creatures reflexes and ability to dodge. This shot if it hits affects the target as if they were hit by ray of clumsiness with a caster level equal to the ebon marksman's class level -4.
Special: This shot can affect one target at a time. If this shot hits another target than the first target is freed from it's effects.

Black Arrow (5,4,1): This curses the target. If the target dies within one round than it rises as an undead minion under the control of the ebon marksman. This undead keeps the exact statistics of the monster except it loses all non extraordinary abilities and loses its con score (its hp is unaffected). The creature must have HD equal to or less than 8 The undead lasts for 5 rounds.
Augmentation: For every extra 1 hp sacrificed it increases the hd cap by 1.

Death Shot (6,3 * Number of attacks sacrificed,All): This shot fires one attack that deals damage equal to all the normal attacks normally fired in a full attack.
Special: This shot also takes a swift action so that the ebon marksman can't use any swift actions on his turn.

Splitting Arrow (6,4,2): This shot splits into two different arrows. This attack can be used to hit two targets or the same target. The arrows have the same attack roll for to hit purposes.
Special: If either of these shots hit this shot returns hp.

Freezing Shot (7,6,2): This shot fires an attack that immobilizes the target and incases them in a block of ice. The target must make a reflex save or be incased in ice (Dc 20 strength or escape artist check to break can attempt a strength check as a full round action). If he fails his save treat the target as entangled with 1 Dex. If he succeeds then the target still can't move but his dexterity is unaffected and he only needs to make a dc 10 strength or escape artist check to break free.
Augmentation: For every extra 2 hp sacrificed it increases the dc of the save and the strength/escape artist check by 1.

Dazing Shot (7,6,2): This shot fires an attack that dazes the target. If the target fails a fort save than the target is dazed for 1 round. If he succeeds his movement speed is halved for a number of round equal to the ebon marksman's charisma modifier.
Augmentation: For every extra 2 hp sacrificed it increases the dc by 1.

Kill Shot (7,7,1): This shot deals an additional 1d6 precision damage per class level and has it's critical threat range increased by 3 (which stacks with all other crit range increases) to targets under 25% health.
Special: This shot can only be fired once a round and the ebon marksman does not regain the health that this shot inflicts if the target is not below 25% health.

Hellfire Shot (8,8,2): With this shot the ebon marksman fires two arrows into the air. Within seconds a 20ft radius area within 100ft of the ebon marksman takes 6d6 hellfire damage with a reflex save for half damage as a rain of shadowy hellfire rains from the sky.
Augmentation: For every 2 extra hp sacrificed the damage is increased by 1d6.
Special: This attack never refunds HP that it inflicts to the ebon marksman.

Terrifying Shot (8,8,2): This shot fires one attack that causes the opponent to tremble in fear. If they fail a will save than the target is panicked for 2 rounds. If they succeed they are only shaken for 2 rounds.
Special: This shot can only affect one creature at a time. If another creature is hit by this affect it fades from the first creature.

Slowing Arrow (9,9,2): This shot fires one attack that reduces the number of a attacks in a full attack that the target can take by 1 (minimum of 1). This effect lasts for 1 round per class level.
Augmentation: For every 5 hp sacrificed this shot reduces the number of attacks that can be taken by 1.
Special: This shot can only affect one creature at a time. If another creature is hit by this affect it fades from the first creature.

Litch Regen (9,9,0): While using volley of the damned improved with this shot it only affects a line 10ft wide instead of 5ft/level. This 5ft line however deals double damage to all hit and evasion and improved evasion don't function against this ability.
Augmentation: For every 4 HP sacrificed this ability increases the multiplier by 100% (goes from double damage to triple to quadruple etc)
Special: This shot can only be used to improve the volley of the damned ability.

Shadow Path (9,6,1): This shot fires one attack at an object within range. Make an attack roll against an ac of the object and if it hits then a bridge of shadow particles 20ft wide forms from you to the object. This bridge can hold you up and an extra 1000 pounds. Any creature you do not wish to be able to step on the bridge simply slips through the bridge as if it was not there. Anything that exceeds the weight limit also falls through the bridge.
Special: This shot never returns HP.

Draining Arrow (10,8,1): This shot fires one attack that deals half normal damage. If the target dies within one round after being hit by this attack then the ebon marksman regains one point of constitution burn.
Special: This ability only refunds constitution burn if the target is a creature whose cr is at greater than or equal to the ebon marksman's cr - 5.

Quick Shot (10,10,1): This shot fires one attack at a moments notice. This attack deals half damage but is fired as an immediate action.
Augmentation: For every hp sacrificed this attack deals an extra point of damage.
Special: Using this ability makes it so the ebon marksman fires one less attack in his full attack in the next round.

Immolating Arrow (11,10,1): This shot fires one attack that deals half normal damage. The target then takes this damage as fire damage for the next 4 rounds.
Augmentation: For every extra 3 hp the duration is increased by 1 round.
Special: Only one creature can be affected by this shot at a time. If another creature is hit by this ability than it fades from the first. Also this shot can't affect the same creature multiple times either.

Confusing Arrow (11,11,3): This shot fires one attack that deals normal damage. If the target is hit then he has to make a will save or attack the nearest ally for 3 rounds.
Augmentation: For every 3 HP the save dc and duration increase by 1.

Lighting Burst Shot (12,11,2): This shot fires one attack that 1.5 times normal damage. This shot can't miss and the target and everyone within 10ft of the target can make a reflex save for half damage. This shot deals all it's damage in lightning damage.
Augmentation: For every 3 extra hp sacrificed the effect is increased by 5 ft.
Special: This ability only returns hp if the target fails his reflex save.

Ghostly Snipe (12,8,1): This shot fires one attack which is completely invisible and wounds by draining the target's energy not through external wounds. This attack is treated as if made by an invisible creature. If a target is hit by this ability and he doesn't know where the Ebon Marksman is and he can't see through invisibility he can not deduce the direction where the arrow came from unless making a dc 20 spot check to tell the general direction of the arrow.
Augmentation: If the ebon marksman spends 7 hp than this shot is also a touch attack.

Headshot Shot (13,10,2): This shot fires increases the critical threat range of the attack by 5 (this stacks with all other crit threat increasing abilities.) and the crit multiplier by 1. This attack automatically misses if it does not score a critical threat and it also autoconfirms critical threats.
Special: This shot can only be used once a round

Antimagic Arrow (13,12,3): If this shot hits it deals normal damage and the target is affected as if by hit by antimagic ray.
Augmentation: For every 2 hp the dc increases by 1.

Shadow Shot (14,12,2): This shot fires one attack that breaks apart a target into shadows. The target can take only move actions and can't hurt or be hurt by anything. The target reforms 1 round later.
Special: This ability has a 5 round cooldown.

Dispelling Shot (14,14,3): This shot fires one attack that dispels effects on the target. If this attack hits than the target is affected by a targeted greater dispel magic and every other creature within 20ft is affected by the aoe version of greater dispel magic.

Lucky Shot (15,7,1): This shot fires one attack. If this attack misses than the ebon marksman gains a reroll to see if it hits or not.

Homing Shot (15,10,2): This shot fires one attack and can only affect a target affected by his hunter's mark ability. If this attack misses than arrow keeps attacking every round until the target is either hit or farther than the max range of the weapon used to fire this shot. The arrow has a fly speed of 500ft for targets that flee from it.
Special: This shot only recovers HP when the first or second attack hits.

Gravity Pull Shot (16,16,3): This shot fires one attack that deals no damage, if it hits than the target pulls enemies towards him at an alarming rate. Any enemy within 30ft of the target is pulled to the nearest square towards the target and lands prone in that square. The enemy gets can make a strength check to resist this against a dc of 21 + the ebon marksman's charisma modifier.

Soul Drain Shot (16,16,3): This shot fires one attack that deals normal damage and it drains the target's soul from their body. If they fail a fort save than their soul is ripped from their body and die and they can't be resurrected except with a wish or a miracle.

Shadow Step Shot (17,12,2): While using shadow dance the ebon marksman can fire this shot as the first attack in a full attack right after using a shadow step. This attack deals triple damage and the target does not get his dexterity to his ac.

Disintegrating Shot (17,15,3): If this arrow hits the target is affected as if hit by the psionic power psionic disintegrate.
Augmentation: For every 1 hp treat it as if augmenting the psionic disintegrate by 1 power point.

Reality Warp Shot (18,16,4): This shot fires one attack that breaks apart the fabric of the world. If this shot hits a target or a 5ft square than it opens up a maelstrom of energy that sucks all creatures and objects within 20ft of the arrow to be sent to each be sent to a another plane randomly. A Will Save negates this effect.
Special: If this shot is used to hit a square it does not return HP.

Explosion Shot (19,18,3): This shot fires one attack that causes the target to explode. If the target is hit by this attack he takes normal damage. If he fails a fort save his form explodes killing him and dealing 2d6 per 3hd it has to all within 30ft of it (reflex save for half).

Arrow Storm (20,20,5): This shot fires two attacks at every target within one range increment. These attacks can be augmented with one shot that only takes one attack. This shot can only be augmented to 10hp and it doesn't make the ebon marksmen lose more hp.
Special: When first using this shot choose a target. If the two attacks hit the target then this ability returns hp. Otherwise it doesn't.

Nopraptor
2011-10-08, 04:33 PM
great job! I kinda blazed through it but I liked what I saw. no dead levels which is always good and I love the flavor of it. cant say anything about balance because I've been on the sidelines for a while but from what I saw, this is a great class :smallbiggrin:

YouLostMe
2011-10-08, 06:19 PM
Let's see... critique:

Look at stygian bow: That's a big bonus. For every -1 penalty I take (true strike, anyone?) I deal +1.5xdamage. So with that wand of true strike, if I'm using a bow for 1d6+2(Cha) I can make one attack every two turns with a +10 hit bonus and an average of (3.5+2)x10x1.5 + (3.5+2) = 88 damage. That's a lot, even for once every two rounds, and it functions as soon as CLW wands come online--damn early. I recommend putting a cap on the penalty you can take (BAB) and make the increase in damage +.5 instead of +1.5. It'll be like a class-based, more useful version of Power Attack.

You need a better qualification for those Bonus Feats. Either make a list, or let them take [Fighter] and [Tactical] feats or something. If a player decides to use those feats to minmax or take suboptimal feats like WF: Greataxe, give them a hug and a high-five and leave them to it. If you're worried about people not playing ranged with this class, make the other abilities dependent on ranged combat. Like put a clause on stygian that allows it to only apply to ranged attacks.

For a move like Shadow Step that has a 2-round cooldown, why would you be using it more than once (maybe even twice) per encounter? I'd just make this at-will, and then it could be used out of combat without that whole "wait five minute" thing that ToB introduced and people tend to make faces at. With a class like this, you'll wait decently high Charisma anyways, so it wouldn't make all that much of a difference, and it'll be more streamlined.

For Death's eyes, I assume you mean they gain that bonus to Survival when tracking if they have the Track feat? Also, could track be a bonus feat for Ebon Marksmen?

For volley of the damned, what's the use time? Standard action? And why is it spell-like? Also, where does the line of archers go (and why do you need to specify that there is a line of souls anyways?). I recommend changing this to just hitting somewhere within a 5'/2 class levels burst (to tone down the AoE craziness) and have it useable up to short or medium range. That'll be easier to understand and use, and adds a little bit more balance. In addition, instead of having a 2/encounter limit, consider giving a penalty to actions/AC after the using this ability. It will encourage limited use of the ability without a hard cap, and if you make the penalty high enough, players will have to think hard about their position and defensive ability before using this crowd controller.

I'm not sure why Shadow Archon has the name that you've given it--the ability doesn't seem to fit. The penalty is all right, but if you're going for making him squishier via the use of this ability, why not just give a small duration penalty to HP and saves? Constitution burn isn't fun, and because of the long time it takes to recover, it'll just encourage a 15-minute workday. If you balance the ability with a penalty during combat, players will go for nova-ing when they are safe or combat is near a close, which provides a shifting dynamic, and avoids the vancian problem. However, balance on this is pretty much fine as-is if you'd like to keep it.

Holy crap the entangling is ridiculous. This ability needs to be toned down, or else your Ebon Marksman is going to teleport, entangle, run away, and then shoot and kite. It's especially bad because the bonus is huge and will most likely last the entire combat. Maybe you could make the ability an AoE Reflex save v. Entanglement for a turn or two, but this ability is le crazies without a fix.

Whenever I see things like Hunter's Mark, I imagine them to be tank abilities--encouraging the target to beat the snot out of the guy using the ability, or to back away. However, this just seems like +2 to attack and +5 damage... which is more bookkeeping at a high level than +5 damage seems worth. I'd just give them marks equal to their ChaMod and allow them to intuitively know the direction to their target all the time. No combat bonuses necessary--this guy gets enough stuff to make up for that all ready.

AHHH SUPER CRIT! I can see the usefulness here, but it doesn't seem to fit with the rest of the class (except for your vampire ability). It's your only per-day encounter, and basically says "Do a buttload of damage with a regular attack", unlike other per-day effects like smiting or spells. What I mean to say is that it's not iconic, and that's what bothers me.

Looking at shadow dance, I basically see 2 points of Con Burn traded for avoiding an attack. And 2 points of Con burn is -1 HP/level, -1 Fort, and heals after two days, so using it multiple times is really painful. That really doesn't seem worth it. Especially since this is a high level, and the ability is "shadow dance" I'd give them a mode of movement where any movement they make is just considered teleporting. That's badass, avoiding AoOs, and has cool flavor. You could additionally allow them to teleport as an immediate action, but change the penalty to dazing or exhaustion or something.

Stygian Templar is gross. It's again -1 HP/level, -1 Fort, and only heals after two days, and gives you the slightly-decent ability to attack once more. So you might kill something faster. Maybe. But if you're stacking things like manyshot or such, this is a mediocre benefit traded with a really annoying penalty. It's also not as interestingly thematic as the rest of the stuff here.

Improved Vampiric Shot doesn't seem to be on the class table, and is also not very useful in combat. It'll apply on slightly less than 5% of the marksman's attacks, and out of combat it basically encourages carrying a bag of rats around and shooting them when you're low on Constitution. I don't like it.

Penetrating Shot is strong, especially if it applies on every attack, but it's a capstone, so I don't care all that much.

ON SHOTS:
There is a certain point in combat where -1 HP isn't important at all. I'd say that if you're several levels above the requirement for a certain shot, you can just ignore the HP cost for the sake of less bookkeeping.

Cold Shot seems like it would be ridiculously good at high levels, though I can see the HP balancing out. You're sacrificing 2 HP for the chance to deal +3.5 damage on average, which isn't too bad. The big deal is that as long as you don't die in combat, you can just get healing out of combat.

Steady Shot is ridiculous. Enjoy never missing again, and wreaking havoc with stygian. I don't think you should be allowed to augment this, or make the penalty scale with a greater loss of attacks, or dazing the shooter, or something like that.

Bleeding Shot is cool. This sacrifice of HP seems to play in a lot...

Strafing is all right. I'd just say "this shot allows the Ebon Marksman to make an attack during a move action". If someone needs to full attack while moving, it'll be implied that they have to make a shot for each attack.

Plague Shot bothers me, because it high levels -4 HP isn't too much but 1d2 Con is a big deal, especially since augmenting this increases the DC as well. At level 15, you have around 86 HP with +1 Con, and you can drop to 48 HP and deal 10-20 Con damage (enough to take even some high-level creatures and NPCs out of the game completely). That's not too terrible, but something about it seems very abusable.

Holy **** Leech Shot is huge anti-caster ammo. Way too strong. This should be a much later ability, and cost several attacks, since it's so good for caster-killing. Imagine firing this 4 times with manyshot, only paying 6 HP, and taking out almost all of a wizard's appropriate spells prepared for the day.

Ghost Shot is cool.

Curved Shot is cool.

Explosive Shot is cool.

At this point, I've just realized something. Why not just make the HP cost equivalent to the level required to use the shot? There would be less bookkeeping, and the difference of 1 or 2 HP isn't that big. The occasional ability like Death Shot that warrants a big penalty could just be documented within.

ahhh my laptop is dying. Well, that's it thus far. I may come back and critique more later.

Fun class. Thank you for posting it.

Silva Stormrage
2011-10-08, 07:11 PM
Let's see... critique:

Look at stygian bow: That's a big bonus. For every -1 penalty I take (true strike, anyone?) I deal +1.5xdamage. So with that wand of true strike, if I'm using a bow for 1d6+2(Cha) I can make one attack every two turns with a +10 hit bonus and an average of (3.5+2)x10x1.5 + (3.5+2) = 88 damage. That's a lot, even for once every two rounds, and it functions as soon as CLW wands come online--damn early. I recommend putting a cap on the penalty you can take (BAB) and make the increase in damage +.5 instead of +1.5. It'll be like a class-based, more useful version of Power Attack.

You need a better qualification for those Bonus Feats. Either make a list, or let them take [Fighter] and [Tactical] feats or something. If a player decides to use those feats to minmax or take suboptimal feats like WF: Greataxe, give them a hug and a high-five and leave them to it. If you're worried about people not playing ranged with this class, make the other abilities dependent on ranged combat. Like put a clause on stygian that allows it to only apply to ranged attacks.

For a move like Shadow Step that has a 2-round cooldown, why would you be using it more than once (maybe even twice) per encounter? I'd just make this at-will, and then it could be used out of combat without that whole "wait five minute" thing that ToB introduced and people tend to make faces at. With a class like this, you'll wait decently high Charisma anyways, so it wouldn't make all that much of a difference, and it'll be more streamlined.

For Death's eyes, I assume you mean they gain that bonus to Survival when tracking if they have the Track feat? Also, could track be a bonus feat for Ebon Marksmen?

For volley of the damned, what's the use time? Standard action? And why is it spell-like? Also, where does the line of archers go (and why do you need to specify that there is a line of souls anyways?). I recommend changing this to just hitting somewhere within a 5'/2 class levels burst (to tone down the AoE craziness) and have it useable up to short or medium range. That'll be easier to understand and use, and adds a little bit more balance. In addition, instead of having a 2/encounter limit, consider giving a penalty to actions/AC after the using this ability. It will encourage limited use of the ability without a hard cap, and if you make the penalty high enough, players will have to think hard about their position and defensive ability before using this crowd controller.

I'm not sure why Shadow Archon has the name that you've given it--the ability doesn't seem to fit. The penalty is all right, but if you're going for making him squishier via the use of this ability, why not just give a small duration penalty to HP and saves? Constitution burn isn't fun, and because of the long time it takes to recover, it'll just encourage a 15-minute workday. If you balance the ability with a penalty during combat, players will go for nova-ing when they are safe or combat is near a close, which provides a shifting dynamic, and avoids the vancian problem. However, balance on this is pretty much fine as-is if you'd like to keep it.

Holy crap the entangling is ridiculous. This ability needs to be toned down, or else your Ebon Marksman is going to teleport, entangle, run away, and then shoot and kite. It's especially bad because the bonus is huge and will most likely last the entire combat. Maybe you could make the ability an AoE Reflex save v. Entanglement for a turn or two, but this ability is le crazies without a fix.

Whenever I see things like Hunter's Mark, I imagine them to be tank abilities--encouraging the target to beat the snot out of the guy using the ability, or to back away. However, this just seems like +2 to attack and +5 damage... which is more bookkeeping at a high level than +5 damage seems worth. I'd just give them marks equal to their ChaMod and allow them to intuitively know the direction to their target all the time. No combat bonuses necessary--this guy gets enough stuff to make up for that all ready.

AHHH SUPER CRIT! I can see the usefulness here, but it doesn't seem to fit with the rest of the class (except for your vampire ability). It's your only per-day encounter, and basically says "Do a buttload of damage with a regular attack", unlike other per-day effects like smiting or spells. What I mean to say is that it's not iconic, and that's what bothers me.

Looking at shadow dance, I basically see 2 points of Con Burn traded for avoiding an attack. And 2 points of Con burn is -1 HP/level, -1 Fort, and heals after two days, so using it multiple times is really painful. That really doesn't seem worth it. Especially since this is a high level, and the ability is "shadow dance" I'd give them a mode of movement where any movement they make is just considered teleporting. That's badass, avoiding AoOs, and has cool flavor. You could additionally allow them to teleport as an immediate action, but change the penalty to dazing or exhaustion or something.

Stygian Templar is gross. It's again -1 HP/level, -1 Fort, and only heals after two days, and gives you the slightly-decent ability to attack once more. So you might kill something faster. Maybe. But if you're stacking things like manyshot or such, this is a mediocre benefit traded with a really annoying penalty. It's also not as interestingly thematic as the rest of the stuff here.

Improved Vampiric Shot doesn't seem to be on the class table, and is also not very useful in combat. It'll apply on slightly less than 5% of the marksman's attacks, and out of combat it basically encourages carrying a bag of rats around and shooting them when you're low on Constitution. I don't like it.

Penetrating Shot is strong, especially if it applies on every attack, but it's a capstone, so I don't care all that much.

ON SHOTS:
There is a certain point in combat where -1 HP isn't important at all. I'd say that if you're several levels above the requirement for a certain shot, you can just ignore the HP cost for the sake of less bookkeeping.

Cold Shot seems like it would be ridiculously good at high levels, though I can see the HP balancing out. You're sacrificing 2 HP for the chance to deal +3.5 damage on average, which isn't too bad. The big deal is that as long as you don't die in combat, you can just get healing out of combat.

Steady Shot is ridiculous. Enjoy never missing again, and wreaking havoc with stygian. I don't think you should be allowed to augment this, or make the penalty scale with a greater loss of attacks, or dazing the shooter, or something like that.

Bleeding Shot is cool. This sacrifice of HP seems to play in a lot...

Strafing is all right. I'd just say "this shot allows the Ebon Marksman to make an attack during a move action". If someone needs to full attack while moving, it'll be implied that they have to make a shot for each attack.

Plague Shot bothers me, because it high levels -4 HP isn't too much but 1d2 Con is a big deal, especially since augmenting this increases the DC as well. At level 15, you have around 86 HP with +1 Con, and you can drop to 48 HP and deal 10-20 Con damage (enough to take even some high-level creatures and NPCs out of the game completely). That's not too terrible, but something about it seems very abusable.

Holy **** Leech Shot is huge anti-caster ammo. Way too strong. This should be a much later ability, and cost several attacks, since it's so good for caster-killing. Imagine firing this 4 times with manyshot, only paying 6 HP, and taking out almost all of a wizard's appropriate spells prepared for the day.

Ghost Shot is cool.

Curved Shot is cool.

Explosive Shot is cool.

At this point, I've just realized something. Why not just make the HP cost equivalent to the level required to use the shot? There would be less bookkeeping, and the difference of 1 or 2 HP isn't that big. The occasional ability like Death Shot that warrants a big penalty could just be documented within.

ahhh my laptop is dying. Well, that's it thus far. I may come back and critique more later.

Fun class. Thank you for posting it.

Stygian bow IS supposed to be a power attack for ranged weapons actually. I am not sure how you got multiplication in there. If the Ebon Marksman takes a -4 penalty to hit he should gain a + 6 bonus to damage. I will add the BAB cap though, I forgot to add that :smallsigh:.

Bonus Feats I agree. I was just trying to make it so that they only grab ranged feats but I will just make it fighter bonus feats + track. If they want to go sword and bow in accord than thats cool I guess (Even my picture has a sword in the background :smallwink:)

Ya shadow step has the limit on use because in an earlier draft you could spend multiple uses to go farther and it didn't have a cooldown. I like the idea of a teleporting class anyway so I will just make it at will.

Death's Eyes: yes the survival bonus is for tracking. Changed.

Volley of the damned is supposed to be a full round action. Why wouldn't it be spell like? If it was supernatural it wouldn't provoke and ghostly arrows attacking you seems like spell resistance would apply too. Me saying that there is a line of souls is just fluff to say where the arrows come from. The problem with making it a burst is that it doesn't make much since for archers to fire in a burst area. A line makes much more sense. Also it was supposed to have a 1/encounter limit on it. Not sure how that got out of my final draft :smallconfused:.

Shadow archon is named like that because I was having trouble thinking of a name and my brother was spamming archons in starcraft 2's desert strike map :smallbiggrin:. I personally don't mind ability burn damage. I don't mind ability burn. It heals at a rate of 1/day also not 1/2 days. I wanted to keep the idea of a class that sacrifices hp to attack his foes.

Entangling shadows... :smallredface: whoops I misremembered what evards black tentacles did. I meant to just be similar to that. Decreasing the grapple bonus.

I based hunters mark off the wow hunter's ability which basically does what i made it do except it doesn't have a + to hit. I think I will tone down the plus to damage to 2 since this class gets enough of that as is.

Critical Hit. While the class features don't revolve around critical hits some of the shots definitely do and it is a different form of "Super damage" attack than smite and other similar attacks.

Okay ya I like your idea for shadow dance. I will add the movement becomes teleporting. Though also I think you miss how it works. It allows you to use shadow step as an immediate action 1/round for the duration of shadow archon. I think exhaustion is a better debuff for it though, I will limit the ability burn to shadow archon and stygian templar.

On Stygian templar, ya I wasn't sure where to go with it. I wanted it to be a big sacrifice in hp and survivability but to increase killing capacity. I could have just made it shadow archon + but I wanted to give it its own thing. Probably will change it if I get a good idea for it.

Improved vampiric shot is the ebon marksman's way of regaining ability burn. It isn't supposed to be that strong and I might move it up so that they get it earlier but I don't see a problem with it really. (Other than it not being on the table :smallredface:) I will change it so that they can't just shoot rats to get con from it though.

Penetrating shots. Ya I like the capstone and it makes this person very very effective at killing armies if they march in tight formations.


Shots

Yes I realize that at higher levels the -1 to hp is going to matter not at all when people are dealing 100 damage each round. However, that is where augmentations are supposed to change. Firing a 1d6 cold shot isn't going to hurt you much but it isn't going to help really either.

Also something I think you might of missed is that you can only sacrifice hp equal to your HD. So you can't sacrifice all your hp but 1 to deal super damage on one attack.

Cold Shot: Well at level 20 they can sacrifice 18 hp for + 9d6 damage. Thats basically a sneak attack with energy type damage. Pretty good but isn't unbalanced imo.

Steady Shot. I don't think its never miss territory but ya it does give to much a bonus to hit. Nerfed

Strafing: I figured I would just be a bit redundant to stop some rule lawyery type from saying "it doesn't say I NEED to"

Plague shot... I think with the hp limit to augmenting that you seemed to have missed it is balanced. At lvl 20 you can only sacrifice enough to deal 5-10 con damage. Then again thats per attack. So I think I will make it just do 1 point of con + 1/4 hp

For leech shot I think you missed the clause: "this shot can only be fired once a round" :smallwink:

Thank you once again for the in depth review. I am glad you enjoyed it.

mootoall
2011-10-08, 07:44 PM
Alignment: Any Non Good
Hit Die: d8
Starting Age: As ranger.
Starting Gold: As ranger

All looks good, but I'd recommend removing the alignment requirement. It doesn't seem necessary, based on the class features.


Class Skills
The ebon marksman's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Listen (Wis), Hide (Dex), Knowledge (Religion), Ride (Dex), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis),Tumble (Dex), Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

I'd even give them 6 + Int skill points, to match the Ranger. If you want all of the skills you'll need to be competitive (Spot, Listen, Hide, Survival, Move Silently, Tumble, Concentration) you're going to be very MAD without it.

[

*Table snip*

Good chassis, and even more reason to bump the skill points up to Ranger level.


Class Features
All of the following are class features of the Ebon Marksman.

Death Tracker: (Su) The ebon marksman can track creatures by tracing their links with their recent kills. If the ebon marksman finds a corpse of a creature and he knows who killed the creature than he can spend one hour searching for the tenuous link of the creature on the corpse. This allows him to know exactly where the creature is and what direction he is heading in. This ability can be used once per corpse. If a creature was killed by multiple people than the ebon marksman can choose who he tracks.

I like it, but it makes murder mysteries trivial. Perhaps give it a "Within one hour per Ebon Marksman level of the creature's death" clause?

Far Shot: (Ex) The ebon marksman is adept at sniping creatures from far away. He gains the far shot feat even if he doesn't meet the prerequisite and also it is treated as "point blank shot" for any prerequisite concerning it.

Why not just grant Point Blank Shot? I mean, it's a minor enough bonus that it's not overpowering.

Shots The ebon marksman has a wide variety of different attacks that he can charge his arrows with. They are listed below and the ebon marksman gains them at a rate indicated in the above table. The shots take a format of ("Name", (Level Required to take the shot), (HP Sacrificed to fire the shot), (Number of attacks needed to be sacrificed)).

Shots are attack actions that augment a single attack in a full attack or a standard attack action. In a full attack the ebon marksman can sacrifice a number of attacks equal to the number of attacks needed to be sacrificed indicated on the shot. If the number of attacks needed to be sacrificed is greater than 1 than it can only be used in a full attack not a standard action.

Shots are supernatural abilities that don't work in an antimagic shield.

Each shot deals an indicated amount of damage to the Ebon Marksman. This damage can not be avoided in any way. However, all shots heal the exact same amount of health they drain if the shot hits it's target (Shots with multiple targets only heal the indicated heal back). Certain shots can be augmented by spending more hp to have increased effects. The ebon marksman can't sacrifice more hp than his class level on a shot and the extra hp sacrificed is also returned to the ebon marksman if the attack hits.

Any shot that has a dc on it has a dc equal to 10 + 1/2 class level + charisma modifier.

I like the concept of Shots. However, as I'll explain in just a little bit, you might want to make the DCs Wis based.

Soul Powered Shot (Ex): The ebon marksman adds his charisma modifier to damage on all ranged attacks.

I'm going to recommend this be changed to adding its Wisdom bonus, so that it synergizes with the Zen Archery feat. Archery's a weak combat style as it stands, and allowing Wisdom SAD (especially considering how important Spot checks are) might not be a bad idea.

Stygian Bow: (Su) The ebon marksman can enhance his weapon so that he can put his very soul into to increase it's strength. By taking a -1 penalty on his to hit roll the ebon marksman can increase the attacks damage by 1.5 per -1 penalty.

I'd recommend adding a clause similar to Power Attack, where you can only take a penalty up to your BAB.

Bonus Feat: The ebon marksman gains any feat that directly improves archery at 4th level and every 4 levels after. He must meet the prerequisite for this feat. Feats like knowledge devotion which increase all attack rolls and damage rolls do not apply. Only feats like woodland archer or rapid shot qualify.

Yeah, you need to be more specific with this. Check out Kellus' Saggitarius, and use his list of bonus feats?

Vampiric Shot: (Su) Anytime the ebon marksman deals a critical hit on a target he gains temporary hit points equal to the damage of the attack before it is multiplied by the critical hit multiplier.

I like it, since most archery builds shoot enough arrows to make crits commonplace. Maybe add an improved ability later that allows crits to be made against undead or constructs?

Shadow Step: (Sp) As a swift action a number of times equal to his charisma modifier times per encounter the ebon marksman can shift through the shadows to another location within 60ft. This new location must be within LoS. This ability has a 2 round cooldown.

Excellent "Hunter Pursues" power.

Death's Eyes: (Ex) The ebon marksman is adept at noticing enemies at long distances. The ebon marksman gains the indicated bonus as a bonus to spot checks and also to survival checks if the ebon marksman posses the track feat.

Spot bonuses are extremely useful to any archer. Kudos. However, this brings up a couple points that I should've brought up earlier. Bonus Feats and Skill bonuses should not count as class abilities. Feel free to include them, because they're nice, but I still look at them as dead levels. Include a fluffy, but unique, ability whenever you give a bonus feat or skill bonus as well.

Volley of the Damned: (Sp) The ebon marksman calls upon spirits of archers long past which fire a volley of arrows in a path in front of the ebon marksman. The line of souls is 5ft/Class level and the arrows hit all targets 5ft/class level away from the line. These arrows deal the same damage as the ebon marksman's standard attack and are all enhanced with one shot that needs 1 attack to function. This attack gives a reflex save for half damage (Dc 10 + 1/2 Class level + Charisma Modifier) and can be used twice an encounter.

Very cool. You might want to model this after the Volley rules from Complete Warrior (?Heroes of Battle?) though.

Shadow Archon: (Su) As a swift action the Ebon Marksman gathers up energy from around him and uses it to bolster his attacks and form. All his attacks deal an additional 2 damage and have a + 2 profane bonus to hit. Also every round one of his shots takes 1 less sacrificed attack than normal (minimum 1). Using this ability deals 1 point of constitution burn and the benefits lasts 1 round per class level.

I agree that the name doesn't sound right. Perhaps something like Viscious Shot, or something evoking the idea of gathering harmful shadow energy around the bow.

Sense target: (Ex) The ebon marksman has an acute sense of where creatures are around him. He gains blindsight out to 100 feet. This radius is multiplied by 10 when it is used to find the last creature targeted with Death's Track.

100 foot Blindsight, while it sounds powerful, is actually pretty fair, considering a wizard can have 100 foot Mindsight, which is better, at level 6.


Entangling Shadows: (Su) Now whenever the ebon marksman uses shadow step black tentacles spawn within 10ft of the original location. Any enemy in the area needs to make a grapple check versus the grapple check of the tentacles or be grappled. The tentacles bonus to grapple is 8+Ebon Marksman's BAB + Ebon Marksman's Charisma Modifier. Creatures not grappled still have their movement speed halved. These tentacles last for 1 minute per class level.

Firstly, a bit of simplified language might be something like "When the Ebon Marksman uses his Shadow Step ability, he may cast Evard's Black Tentacle's, without provoking attacks of opportunity, originating at any point within ten feet of him," and then include your DC calculation. Other than that, it does seem a little weird that they create tentacles wherever he just left from. Shouldn't it be from where he arrives, so he can trap whoever he's seeking to hunt?

Hunter's Mark: (Su) As a free action the Ebon Marksman can mark a target within 60ft. This mark is visible to the ebon marksman if the ebon marksman is within 10 miles per the ebon marksman's charisma modifier. This mark is undetectable by the target and the ebon marksman can only mark one target at a time. This ability increases the damage dealt to the target by the ebon marksman by 5 and increase the to hit roll of the ebon marksman's ranged attacks on the target by 2.

Nice tracking/Favored Enemy-like boost. I really like it.

Critical Hit: (Ex) Once per day per charisma modifier the ebon marksman can increase the crit range of any of his ranged weapons by 4 (ability stacks with any ability that increases crit range). This effect lasts one attack and activation is a free action.

This would be better executed by allowing a 3/day Quickened Hunter's Mercy, I think.

Shadow Dance: (Su) The ebon marksman has mastered the art of being mobile and dancing around the battlefield. This ability can only be activated when shadow archon is active and activating this ability deals 1 point of con burn. While the current use of shadow archon is active shadow step only takes an immediate action to use and it has no cooldown. However, if shadow step is used as an immediate action entangling shadows does not activate.

I really don't like ability burn, since it can't be healed out of combat. I'd recommend making it damage, so that it's closer to a /encounter penalty, rather than a /day penalty.

Stygian Templar: (Su) This ability can only be used while shadow archon is activated. By taking 1 point of con burn damage the ebon marksman upgrades his Shadow Archon form into a more powerful yet more dangerous form. In addition to all the benefits of shadow archon, in this form the ebon marksman gains an additional attack at his full attack bonus each round. Also the ebon marksman can take another point of constitution burn damage to gain an additional attack at his full attack bonus. He can gain a number of extra attacks equal to his bab/4. Also while in this form all attacks gain a + 3 to hit and damage. This lasts until the original shadow archon ability runs out.

I like it, but again, change burn to damage so it's not an all day debuff.

Improved Vampiric Shot: (Su) In addition to the effects of vampiric shot, if the ebon marksman rolls a natural 20 on an attack roll and confirms the critical hit than he can restore 1 point of constitution burn and heals the full critical hit damage.

Meh. If you change burn to damage this does nothing impressive, and even as it stands it's not enough to be a stand alone ability.

Penetrating Shot: (Ex) The ebon marksman's attacks have so much force behind them that they can pierce completely through a target and hit the target behind them. If their is an enemy at least 15ft behind a target hit by a ranged attack launch by the ebon marksman than the ranged attack also hits the enemy behind the target. The attack uses the same attack roll but can not be a critical hit. If there is another enemy behind the second target it goes through the second target as well, repeated until there are no more enemies or the attack has hit 5 targets.

Actually, I think this is another thing replicated by a low level Ranger spell. Might want to check those out. Spell Compendium, I think, but I don't remember the name.

*Shots list snipped*
All in all, shots look good.

Comments bolded and italicised.

Edit: Gah, mostly ninja'd!

Silva Stormrage
2011-10-09, 12:40 PM
Comments bolded and italicised.

Edit: Gah, mostly ninja'd!

Sigh the forum ate my post after I had finished reply to you... :smallmad:

Oh well

I will change the skill points. He is a bit too MAD right now if he needs a bit of int too.

Stygian Bow: Changed

I like the idea of a class that needs 2 key stats and then 2 semi important ones. (Dex + Cha, Con + Str respectively)

Death's Tracker: It doesn't tell you who killed the murdered. It just tells you where he is. Its no worse than contact other plane or similar divination.

Vampiric Shot: Ya he does need some way of criting undead. I will add that.

Bonus Feats: Changed

Volley of the damned was supposed to be a "movie type" volley where they fire their arrows in a straight line. While unrealistic it is a lot cooler in my opinion.

sense Target: I might increase the radius at later levels but I don't think its that bad right now.

Entangling Shadows: Changed wording. It is also meant as a fleeing move not a chasing move. He should be able to outrun almost anyone already. If someone is within melee range of him he can jump away and have them then rooted in place.

Critical Hit: Changed I didn't know that spell existed :smalltongue:

I actually like ability burn because its really hard to remove. I didn't want shadow archon and stygian templar to be used every encounter.

Thanks for the review :smallbiggrin:

YouLostMe
2011-10-10, 02:38 PM
Oh, I see that penalty < HD thing... oops. :smallredface:

I'm still not in favor of the Shadow Archon and reliant abilities (I made the 2-day-heal comment because Archon requires 1 con burn and something like Shadow Dance requires 1 con burn, for a total of 2 con burn for only 1 round of usefulness). Penalties to action or restricted action is always mechanically a better tradeoff for short-term benefits than things like ability burn and other long-term detriments, IMO, because it doesn't encourage a 15-minute-workday.

Looking at the shots, they all make sense with the class level cap. One more thing, though. Would you mind putting that qualifier around the list of shots, that way I don't forget about it again when I print this class off for my game?

jiriku
2011-10-10, 05:30 PM
Sense Target: Permanent 100-ft blindsight is rather too good for 11th level. This shuts down most illusions, most ambush scenarios, many defensive miss chances, and while it's similar to Mindsight, as mootoall pointed out, using Mindsight to set the bar for what all classes should be capable of is not a place where I think you want to go. At 11th level, this would be more appropriate with a limited radius, like 30 ft to match the range of Point Blank Shot, improving to 60 ft and perhaps even 100 ft as you advance in level.

1,000 ft blindsight on a marked target is likewise not such a good idea - this destroys the common trope of the BBEG encounter in which the villain escapes to menace the heroes another day. It's fun to be a good tracker, but if you're too good at tracking, then it stops being fun because there's no challenge involved. And it's a little too implausible if every single major villain somehow has teleport and/or Darkstalker, but only if there's an Ebon Marksman in the party.

Hunter's Mark: This ability doesn't work if the marksman has a Charisma of 11 or lower. Also, how exactly is the mark "visible" from 10 miles away? Normally, I'd expect terrain obstructions to break line of sight.

Volley of the Damned: The phrase "all targets" rather than "all creatures" raises some questions in my mind. Do you need to individually target creatures within the volley? Does this allow you to avoid friendly fire? Does this mean that a creature you can't target (perhaps because it is hiding and has evaded your blindsight with the Darkstalker feat) isn't at risk of being hit?

SHOTS
Black Arrow: This is probably too good for the level, as the ability to create extremely capable minions as a free action during combat is a very substantial benefit. This ability is especially potent because it doesn't really need augmenting - instead, it automatically scales in power as your opponents become more powerful, and the 5-round duration is enough to swing most encounters.

Kill Shot: This shot has the potential to annoy the DM, since it requires him to calculate and track the kill shot threshold for every opponent on the board. In large encounters where the ebon marksman is engaging multiple targets whose hit point totals are changing rapidly, that could slow gameplay more than you'd like. Perhaps you might go with something simpler like, "wounded" or "currently suffering from a bleed effect".

Quick Shot: The drawback on quick shot is easily avoided, since the ebon archer can spend his next round moving, using a magic item, attacking with Manyshot or Shot on the Run, or firing a litch regen volley of the damned instead of making a full attack. Better if you made the EM spend an attack now in order to be entitled to a quick shot before the beginning of his next turn.

Shadow Shot: The lack of a save concerns me.

Lucky Shot: Rerolls are good, but they aren't that good. You could offer this shot 2-4 levels sooner.

Elfstone
2011-10-10, 09:36 PM
I would say that for a class focused on taking damage (He is GOING to miss, most of the time for awhile before higher levels bring magic items) his HD is a bit low.

Yes the traditional archer has 1d8 (ranger and scout) but this archer could use a d10 or even d12.

S'all I got for a quick look.

Silva Stormrage
2011-10-11, 08:42 PM
I still like the ability burn. It isn't that hard to hold back and not use those forms. I did change the shadow dance to exhaustion because it was not as strong.


Sense Target: Permanent 100-ft blindsight is rather too good for 11th level. This shuts down most illusions, most ambush scenarios, many defensive miss chances, and while it's similar to Mindsight, as mootoall pointed out, using Mindsight to set the bar for what all classes should be capable of is not a place where I think you want to go. At 11th level, this would be more appropriate with a limited radius, like 30 ft to match the range of Point Blank Shot, improving to 60 ft and perhaps even 100 ft as you advance in level.

1,000 ft blindsight on a marked target is likewise not such a good idea - this destroys the common trope of the BBEG encounter in which the villain escapes to menace the heroes another day. It's fun to be a good tracker, but if you're too good at tracking, then it stops being fun because there's no challenge involved. And it's a little too implausible if every single major villain somehow has teleport and/or Darkstalker, but only if there's an Ebon Marksman in the party.

Hunter's Mark: This ability doesn't work if the marksman has a Charisma of 11 or lower. Also, how exactly is the mark "visible" from 10 miles away? Normally, I'd expect terrain obstructions to break line of sight.

Volley of the Damned: The phrase "all targets" rather than "all creatures" raises some questions in my mind. Do you need to individually target creatures within the volley? Does this allow you to avoid friendly fire? Does this mean that a creature you can't target (perhaps because it is hiding and has evaded your blindsight with the Darkstalker feat) isn't at risk of being hit?

SHOTS
Black Arrow: This is probably too good for the level, as the ability to create extremely capable minions as a free action during combat is a very substantial benefit. This ability is especially potent because it doesn't really need augmenting - instead, it automatically scales in power as your opponents become more powerful, and the 5-round duration is enough to swing most encounters.

Kill Shot: This shot has the potential to annoy the DM, since it requires him to calculate and track the kill shot threshold for every opponent on the board. In large encounters where the ebon marksman is engaging multiple targets whose hit point totals are changing rapidly, that could slow gameplay more than you'd like. Perhaps you might go with something simpler like, "wounded" or "currently suffering from a bleed effect".

Quick Shot: The drawback on quick shot is easily avoided, since the ebon archer can spend his next round moving, using a magic item, attacking with Manyshot or Shot on the Run, or firing a litch regen volley of the damned instead of making a full attack. Better if you made the EM spend an attack now in order to be entitled to a quick shot before the beginning of his next turn.

Shadow Shot: The lack of a save concerns me.

Lucky Shot: Rerolls are good, but they aren't that good. You could offer this shot 2-4 levels sooner.

On blind sight. I am trying to get this class AWAY from the point blank shot limit of 30ft. I actually debated the range and got 100 from the fact that it is the distance where it is out of range of most chargers (60ft for most 80ft for barbarians or others with fast movement). 1000 Feet prevents BBEG's from fleeing? I have never seen a BBEG get away WITHOUT teleportation. My pc's or I just hunt them down. How would one flee? Invisibility? At lvl 11 you should be able to just throw up a glitterdust and find him that way too.

Hunters Mark: I really didn't think of a character with a charisma penalty playing this class whoops :smallredface:. I wasn't clear how it was visible. It would just float above the terrain and grow larger essentially.

Volley of the Damned: Meant all creatures in it. Changed.

On Shots

Black Arrow: Hmm your right. I think I will make it so that it can affect x HD and the augment is increase the HD it can affect by 1 for 1 hp.

Kill Shot. The DM doesn't have to keep track of all the hp of the people. Just the one it targets. Okay the creature has max 242 hp and he now has 55 hp. 25% is 60 so he is below it and it deals extra. Its a simple arithmetic problem...

Quick Shot: How is that "Avoiding' the downside. The point of the downside was that you couldn't fire as many shots in the next round. If you don't fire at all then its working :smalltongue:.

Shadow Shot: Ya but a save kinda kills it too. Its only 1 round duration and the target can't be affected by anything. Weirdly enough it is also a decent "save an ally" move.

Lucky shot: ya it could be moved up a bit probably. I just don't have enough high end shots as it is.



@Elfstone: Thats a good point, I will change his HD.
Thanks for the comments guys.

If anyone has any suggestions for some more high level shots I am all ears :smallbiggrin:.

jiriku
2011-10-12, 01:25 AM
1000 Feet prevents BBEG's from fleeing? I have never seen a BBEG get away WITHOUT teleportation. My pc's or I just hunt them down. How would one flee? Invisibility? At lvl 11 you should be able to just throw up a glitterdust and find him that way too.

Escape/misdirection options this shuts down (by making it obvious where the opponent is and where he's going):

flee the scene
mislead
hide in plain sight
concealing oneself within a glamer
And yes, the humble invisibility spell and all its variants. Glitterdust doesn't work very well against invisible people who move and have good Hide checks.

Purely off the top of my head. I'm sure there are more.

Flip it around and put it from the other direction. Suppose an NPC ebon marksman puts a Hunter's Mark on one of the PCs, and the party attempts to approach him through stealth. Is it inordinately difficult for them to do so? What other PC classes can you think of that have class features comparable to all-day 100-ft blindsight?




It would just float above the terrain and grow larger essentially.

What happens when the Ebon Marksman or his marked target is indoors?



Kill Shot. The DM doesn't have to keep track of all the hp of the people. Just the one it targets. Okay the creature has max 242 hp and he now has 55 hp. 25% is 60 so he is below it and it deals extra. Its a simple arithmetic problem... This would be my point. It forces an arithmetic calculation every round. Suppose you're running a large encounter with six NPC ebon archers who killshot the party while a caster softens them up with damaging AoE spells -- now your players have to do the math. Maybe I'm more sensitive to this than most because two of the players in my group have mathematics learning disabilities, but its usually best to avoid unnecessary arithmetic. And this arithmetic is unnecessary.


Quick Shot: How is that "Avoiding' the downside. The point of the downside was that you couldn't fire as many shots in the next round. If you don't fire at all then its working :smalltongue:.

Dealing double, triple, or quadruple damage to all foes in a large AoE doesn't really count as "not firing as many shots in the next round." Just puttin' that out there. :smalltongue:

Silva Stormrage
2011-10-12, 10:37 PM
Escape/misdirection options this shuts down (by making it obvious where the opponent is and where he's going):

flee the scene
mislead
hide in plain sight
concealing oneself within a glamer
And yes, the humble invisibility spell and all its variants. Glitterdust doesn't work very well against invisible people who move and have good Hide checks.

Purely off the top of my head. I'm sure there are more.

Flip it around and put it from the other direction. Suppose an NPC ebon marksman puts a Hunter's Mark on one of the PCs, and the party attempts to approach him through stealth. Is it inordinately difficult for them to do so? What other PC classes can you think of that have class features comparable to all-day 100-ft blindsight?

Mindbender... a 1 level dip that is really easy to take and gives you access to 100ft mindsight at the cost of a feat. Also if they are approaching through stealth why do they need to be within 100ft? The casters should all get a surprise round from that distance. The fighters could easily just have fly cast on them so that they can charge at 120ft away.



What happens when the Ebon Marksman or his marked target is indoors?
Hmmm... okay good point. I am changing it so that the Ebon Marksman always knows the direction of the target.

This would be my point. It forces an arithmetic calculation every round. Suppose you're running a large encounter with six NPC ebon archers who killshot the party while a caster softens them up with damaging AoE spells -- now your players have to do the math. Maybe I'm more sensitive to this than most because two of the players in my group have mathematics learning disabilities, but its usually best to avoid unnecessary arithmetic. And this arithmetic is unnecessary.

Ah thats probably just a diffrence in groups then. My group has 2 math wizs one of which does math problems for fun :smallbiggrin:. If I was the DM though I would have 25% of their hp written down.

Dealing double, triple, or quadruple damage to all foes in a large AoE doesn't really count as "not firing as many shots in the next round." Just puttin' that out there. :smalltongue:

Oh right... THAT ability... Whoops forgot about that :smallredface: I still don't want to make the target know if the Ebon Marksman is going to use quick shot or not in the round. Give me a bit to think of a good fix

Okay answers in bolded

Does anyone have any suggestion for high level shots?

jiriku
2011-10-13, 01:50 PM
Soul-stealing arrow forces a save-or-die, and makes it difficult to resurrect an opponent slain by the arrow.
Disintigration arrow, as the spell.
Phantom arrow shoots through walls and accurately strikes incorporeal and ethereal creatures.
Hunting arrow searches out a marked target anywhere within its maximum range, flying independently as an animated object with a fly speed of 500, pursues target and keeps attacking each round until it hits.
Invisible arrow attacks as an invisible creature and the ebon marksman can effectively snipe without revealing his position unless opponents make a DC 20 Spot check to notice the vector of the invisible arrow.
Detonating arrow kills target and causes a violent explosion.
Antimagic arrow affects target as antimagic ray.
Exorcism arrow ejects possessing spirits and acts as a dismissal against an extraplanar creature.
Reality-warping arrow creates localize planar rift, sucking nearby objects and creatures into the rift and depositing them on a random plane.
Path arrow creatures temporary, magical, unbreakable pathway from ebon marksman's feet to the point of the arrow's impact.
Dispelling arrow dispels magic on hit as a targeted or area greater dispel magic.
Poison arrow generates deadly poison with a strength determined by points invested. No chance of poisoning the ebon marksman.

Silva Stormrage
2011-10-16, 01:18 PM
Soul-stealing arrow forces a save-or-die, and makes it difficult to resurrect an opponent slain by the arrow.
Disintigration arrow, as the spell.
Phantom arrow shoots through walls and accurately strikes incorporeal and ethereal creatures.
Hunting arrow searches out a marked target anywhere within its maximum range, flying independently as an animated object with a fly speed of 500, pursues target and keeps attacking each round until it hits.
Invisible arrow attacks as an invisible creature and the ebon marksman can effectively snipe without revealing his position unless opponents make a DC 20 Spot check to notice the vector of the invisible arrow.
Detonating arrow kills target and causes a violent explosion.
Antimagic arrow affects target as antimagic ray.
Exorcism arrow ejects possessing spirits and acts as a dismissal against an extraplanar creature.
Reality-warping arrow creates localize planar rift, sucking nearby objects and creatures into the rift and depositing them on a random plane.
Path arrow creatures temporary, magical, unbreakable pathway from ebon marksman's feet to the point of the arrow's impact.
Dispelling arrow dispels magic on hit as a targeted or area greater dispel magic.
Poison arrow generates deadly poison with a strength determined by points invested. No chance of poisoning the ebon marksman.


Whoops I somehow missed this post.

These are all great shots. I will add most of them.

gparali
2012-02-02, 02:41 AM
I will be playing this in agame and I wanted to ask a couple of questions.

Can he use his bonus feats to take fighter only feats? Like Weapon Specialisation?

Also,

Certain shots can be augmented by spending more hp to have increased effects. The ebon marksman can't sacrifice more hp than his class level on a shot and the extra hp sacrificed is also returned to the ebon marksman if the attack hits.

Does that include the base sacrifice or only hp sacrifice used for augmentation.

Silva Stormrage
2012-02-02, 02:52 PM
I will be playing this in agame and I wanted to ask a couple of questions.

Can he use his bonus feats to take fighter only feats? Like Weapon Specialisation?

Also,


Does that include the base sacrifice or only hp sacrifice used for augmentation.

No he can not take fighter only feats. Despite having fighter bonus feats he still doesn't have a fighter level which allows him to take weapon specialization.

Also he can only sacrifice a number of hp equal to his class level including the augmentations. So a level 7 Ebon Marksman with cold shot could only augment it by 6 because the base cost is 1 and 6 + 1 equals 7 his class level.

gparali
2012-02-02, 04:00 PM
Just reading your shots



Splitting Arrow (6,4,2): This shot splits into two different arrows. This attack can be used to hit two targets or the same target. The arrows have the same attack roll for to hit purposes.


Do both attacks need to hit to retreive your HP?


Hellfire Shot (8,8,2): With this shot the ebon marksman fires two arrows into the air. Within seconds a 20ft radius area within 100ft of the ebon marksman takes 1d6 damage/class level with a reflex save for half damage as a rain of shadowy hellfire rains from the sky.
Special: This attack never refunds HP that it inflicts to the ebon marksman.


What kind of damage does it do? Shouldn't it have a level cap? At greater levels I could fire two of these per round. I won't be able to retreive the HP but they don't seem like a lot.

Soul Draining Shot, Reality Warp shots and Disintergrating shot look kinda strong, although I may be wrong. Maybe it seems that way to me because as long as you hit, you can keep firing them.

Silva Stormrage
2012-02-04, 12:57 AM
Just reading your shots




Do both attacks need to hit to retreive your HP?



What kind of damage does it do? Shouldn't it have a level cap? At greater levels I could fire two of these per round. I won't be able to retreive the HP but they don't seem like a lot.

Soul Draining Shot, Reality Warp shots and Disintergrating shot look kinda strong, although I may be wrong. Maybe it seems that way to me because as long as you hit, you can keep firing them.

For splitting only one of the arrows needs to hit to gain HP back.

I changed hellfire shot a bit, it now needs augmentation to deal additional damage.

I am not that worried about the Save or Die shots. At that level casters have been slugging around save or dies at a MUCH higher save dc for a bit. Charisma is important for an Ebon Marksman but they can't focus on it like a wizard can int. They need a high dexterity and a decent strength and a pretty high con as well.

Silva Stormrage
2015-08-06, 02:28 AM
So I am going through my old homebrews and trying to bring them up to my new levels of standards as well as fix up the tables for them. This one I actually like for the most part I just did some number tweaking. The biggest change I ended up doing was for the undead ebon marksmen who now just take charisma burn instead of having a separate pool of points for those abilities.

Debihuman
2015-08-07, 08:51 AM
List of shots: the numbers in the parentheses don't match up to anything in Format of the Shots. It needs to spell out for us dummies.

Debby

Silva Stormrage
2015-08-08, 12:14 AM
List of shots: the numbers in the parentheses don't match up to anything in Format of the Shots. It needs to spell out for us dummies.

Debby

Nice catch.

I tried listing out the descriptions on each shot but it ended up looking really messy. So instead I put an example in the shot section and spelled it out in depth so you don't have to scroll back up to the top where shots are described. Hopefully that makes it clearer.

Debihuman
2015-08-08, 07:05 AM
That does indeed explain all those numbers now.

Thanks

Elandris Kajar
2015-08-10, 02:59 PM
For an ACF: favored enemy as ranger, but they start with two, and they can only special shot favored enemies.

They could get bonuses on the snipe hide checks, and be able to shoot in Melee.