Updating the MM class and AA/MM Set

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kc2345
Posts: 803

Updating the MM class and AA/MM Set

Post#1 » Thu Oct 15, 2020 9:09 am

Hi all,

Collecting ideas on the AA/MM class set and MM updates. The AA class was recently updated by Brumm, so I don't think it needs further updates at this time.

Here is an idea for the MM class.

MM Class - keep saves, skills and HD at default.

Class Abilities:

Level 1: Spellcasting Progression, Marksman's Companion
Level 2: Careful Aim +1
Level 3: Weapon Specialization, Sniper's Camouflage I
Level 4: Bonus Feat (Improved Rapid Shot)
Level 5: Eagle Eye I
Level 6: Careful Aim +2
Level 7: Sniper's Camouflage II
Level 8: Bonus Feat (Greater Weapon Focus Longbow)
Level 9: Eagle Eye II
Level 10: Careful Aim +3
Level 11: Sniper's Camouflage III
Level 12: Ranged Weapon Mastery
Level 13: Bonus Feat, Greater Weapon Specialization Longbow, Eagle Eye III
Level 14: Careful Aim +4
Level 15: Sniper's Camouflage IV
Level 16: Bonus Feat, Bonus Feat (Ranger's One Shot)
Level 17: Eagle Eye IV
Level 18: Careful Aim +5
Level 19: Sniper's Camouflage V, Bonus Feat
Level 20: Bonus Feat (Epic Weapon Focus Longbow)
Level 21: Eagle Eye V
Level 22: Bonus Feat, Careful Aim +6
Level 23: Sniper's Camouflage VI, Bonus Feat (Epic Weapon Specialization Longbow)
Level 24: Bonus Feat

- Spellcasting: At each level, a marksman gains new spells per day (and spells known, if applicable) as if she had also gained a Ranger level. Unlike normal ranger levels, these are full spellcasting levels (not cut in half) so that a 20 Ranger/10 Marksman has a caster level of 20 (20 divided by 2 plus 10 from Marksman).

- Marksman's Companion: A marksman can add her class levels to her ranger level to determine the capabilities of her animal companion.

- Careful Aim: A marksman's skills with the longbow improve greatly with training, giving them a +1 attack and damage bonus when equipped with a longbow. This bonus improves by +1 for every 4 levels of marksman up to a maximum of +6 attack and damage at level 22.

- Weapon Specialization: A marksman gains the Weapon Specialization feat with the longbow at level 3. This improves to Greater Weapon Specialization at 13th and Epic Weapon Specialization at 23rd.

- Sniper's Camouflage: Starting at 3rd level, a marksman is able to blend in with her surroundings, making it difficult to target her from afar. The marksman gains +2 hide and 10% conceal versus ranged attacks. This ability improves by an additional +2 hide and +10% ranged conceal for every 4 levels, capping at +12 hide and 60% concealment versus ranged at level 23.

- Eagle Eye: Starting at 5th level, a marksman is able to spot nearby enemies and highlight them to allies. Enemies within 50' of the marksman suffer a -5 penalty to hide and a -10% penalty to concealment for 3 rounds (18 seconds) when Eagle Eye is activated. This ability improves by an additional -5 hide and -10% conceal penalty for every 4 levels of marksman, with a -25 penalty to hide and a -50% penalty to concealment at level 21. This is an instant cast ability with a 5 round (30 second) cooldown.
Last edited by kc2345 on Fri Oct 16, 2020 1:41 am, edited 7 times in total.
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kc2345
Posts: 803

Re: Updating the MM class and AA/MM Set

Post#2 » Thu Oct 15, 2020 9:17 am

MM/AA Set suggestion

Name: Deadeye's Raiment (requires 10 AA or 20 Marksman levels)
5 piece armor set

1) Sharpshooter's Bracers (Gloves)
*Regeneration: 8
*HP: 40
*Strength: +12
*Dexterity: +12
*Damage Immunity: Divine 15%
*Damage Immunity: Positive 10%
*Damage Immunity: Negative 10%
*Damage Immunity: Magical 10%

2) Marksman's Quiver (Cloak)
*Regeneration: 8
*HP: 20
*Constitution: +12
*Bonus Feat: Improved Initiative

3) Sniper's Coverings (Robe)
*AC +16
*Regeneration: 10
*HP: 30
*Wisdom: +12
*Damage Immunity: Slashing 10%
*Damage Immunity: Piercing 10%
*Damage Immunity: Bludgeoning 10%

4) Amulet of Focused Precision (Amulet)
*AC +12
*Regeneration: 8
*HP: 50
*Bonus Feat: Sneak Attack: 6d6

5) Unicorn Mane Bowstring (Misc small) - this does nothing on its own, but can be combined with a Fishing Pole (CDI) longbow to form:

Superior Fishing Pole (Longbow)
Enhancement Bonus + 12
Keen
Massive Criticals 3d12
Mighty + 20
Unlimited Ammunition : Arrow Ammo: Reverberating Shot
Damage Bonus : Electrical 5d12
Damage Bonus : Magical 4d12
Visual Effect : Electrical

Set Rank Bonuses

Rank 2
*** Set Bonus Applied (2 Items) ***
* Shield AC: 6. This AC is halved if you have monk levels.
* Regeneration: 20
* Immunity against Blindness, Fear, Level/Ability Drain

Rank 3
*** Set Bonus Applied (3 Items) ***
* Shield AC: 8. This AC is halved if you have monk levels.
* Regeneration: 20
* 50 Bonus HP
* 2d12 Bonus damage (Magical)
* Immunity against Blindness, Fear, Level/Ability Drain

Rank 4
*** Set Bonus Applied (4 Items) ***
* Shield AC: 10. This AC is halved if you have monk levels.
* Regeneration: 20
* 100 Bonus HP
* 2d12 Bonus damage (Magical, Piercing)
* Immunity against Blindness, Fear, Level/Ability Drain, Death Magic

Rank 5
*** Set Bonus Applied (5 Items) ***
* Shield AC: 12. This AC is halved if you have monk levels.
* Regeneration: 20
* 100 Bonus HP
* 2d12 Bonus damage (Magical, Piercing, Electrical)
* Immunity against Blindness, Fear, Level/Ability Drain, Death Magic, Mind Effects
* Deadly Shots - The threat range of your longbow is increased by 2. (i.e. the Superior Fishing Pole goes from 19-20/x4 to 17-20/x4)
Last edited by kc2345 on Fri Oct 16, 2020 6:03 am, edited 2 times in total.
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Samyx
Posts: 768

Re: Updating the MM class and AA/MM Set

Post#3 » Thu Oct 15, 2020 9:41 am

One of the main issue with MM is the fact that it requires rangers's manyshot as prerequisite, therefore removes the possibility to get the Hunter's line, which seems weird to me.

I suggest that this prerequisite is replaced by "any Manyshot"

Brownyman
Posts: 291

Re: Updating the MM class and AA/MM Set

Post#4 » Thu Oct 15, 2020 9:55 am

Samyx wrote:One of the main issue with MM is the fact that it requires rangers's manyshot as prerequisite, therefore removes the possibility to get the Hunter's line, which seems weird to me.

I suggest that this prerequisite is replaced by "any Manyshot"


But still keep the ranger 6 requirement do you mean?
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Aenain
Posts: 70

Re: Updating the MM class and AA/MM Set

Post#5 » Thu Oct 15, 2020 10:38 am

Personally I think removing the requirement would be a bad idea. No reason to go any ranger line at all then except hunter.

Samyx
Posts: 768

Re: Updating the MM class and AA/MM Set

Post#6 » Thu Oct 15, 2020 4:58 pm

Aenain wrote:Personally I think removing the requirement would be a bad idea. No reason to go any ranger line at all then except hunter.


Personnaly I think the Hunter line is made for Marksman, and having it forbidden for it is a total nonsense

DarthThomas48
Posts: 10

Re: Updating the MM class and AA/MM Set

Post#7 » Thu Oct 15, 2020 6:28 pm

Why would a MM get dr24? I can't really see the logic in it.

Aenain
Posts: 70

Re: Updating the MM class and AA/MM Set

Post#8 » Thu Oct 15, 2020 6:48 pm

Samyx wrote:Personnaly I think the Hunter line is made for Marksman, and having it forbidden for it is a total nonsense


I disagree. The bow line aligns with marksman much better. The only thing lacking is Prey, and feats aren't specialized towards bows under the Hunter line.

kc2345
Posts: 803

Re: Updating the MM class and AA/MM Set

Post#9 » Thu Oct 15, 2020 7:24 pm

DarthThomas48 wrote:Why would a MM get dr24? I can't really see the logic in it.


I don't see the logic in giving marksman any DR either, but it's there in the base KPRC class for some reason, and I'm trying to scale it to match ROT levels while not removing anything that is already there.

I honestly couldn't care less if the DR were removed entirely.

Perhaps it would be more appropriate to replace it with a scaling % conceal vs ranged attacks?
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DarthThomas48
Posts: 10

Re: Updating the MM class and AA/MM Set

Post#10 » Thu Oct 15, 2020 9:01 pm

KC that seems like a much better idea. or maybe a crit hit chance bonus? It would seem to me the longer you where an archer and the better you got, you could hit the sweet spot as it where.

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