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  1. #1
    Community Member Alanim's Avatar
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    Sep 2009
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    Default Deepwood Sniper II and III

    Deepwood Sniper II

    Usage: Passive
    Cost: 2 Action Points
    Prerequisite: Deepwood Sniper I, 34 Action Points spent.
    Effect: +2 to hit while using bows. +1 bonus to Move Silently, Spot, and Hide. Also grants the ability to take an aimed 'Piercing Shot' with a bonus to hit, ability to bypass damage resistance, and fortitude.

    Piercing Shot

    Usage: Active
    Cost:0 Action Points
    Cooldown: 10 seconds
    Effect: Performs a ranged attack with a +4 bonus to hit, bypasses 10 points of damage resistance, and ignores half of the targets fortitude.

    Deepwood Sniper III

    Usage: Passive
    Cost: 4 Action Points
    Prerequisite: Deepwood Sniper II, 56 Action Points spent.
    Effect: +2 to hit while using bows, bringing the total up to +4. +1 bonus to Move Silently, Spot, and Hide. Also grants the ability to take an aimed 'Debilitating Shot' with a bonus to hit, ability to lower Strength and Constitution, and slow the target.

    Debilitating Shot

    Usage: Active
    Cost: 0 Action Points
    Cooldown: 20 seconds
    Effect: Effect: Performs a ranged attack with a +4 bonus to hit, rolls 1d4 of Strength and Constitution damage on successful hit, and has a chance to slow the target.


    That's my suggestion for the Deepwood Sniper enhancement line, opinions? I was trying my best to make it useful but not overpowered, and to take into account Manyshot, but Debilitating Shot might be a bit overboard while using manyshot(which is why it gets a 20 second timer)
    Last edited by Alanim; 01-31-2010 at 12:29 AM.

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