New Archtype for Ranger
New Tree: Dark Hunter
Replaces Arcane Archer
Themes: Assassination, sneaking, hunting, trapmaking, scavenging, throwing weapons
Changes from Base Class
Feats and Features Added:
- Trapfinding (1)
- Trap Making (3)
- Trap Sense +1 (3, 6, 9, 12, 15, 18) (same as rogue and barbarian)
- Sneak Attack 1d6 (1, 5, 10, 15, 20) (every 5 levels instead of every 2, means they get half of the sneak attack dice as Rogue does, 5d6 instead of 10d6) I like it how it is, it shouldn't be as good as a rogue, at best you could improve it as evey 4 levels so 6d6
Ranger Features Removed:
- All Favored Enemy feats that are not: Vermin, Elf, Aberration, Animal, Humanoid, Monstrous Humanoid I'm not familiar with how is this justified by lore, or maybe i'ts just a balance thing, but we could use at least 3 or 4 more options considering that if you go pure you have to select 5 out of 6 its remove the fun of selecting your FE
Spellbook:
Added:
Removed:
- Cure spells (they get admixtures)
Skills:
- Dark Hunters gain Open Lock and Disable Device as Class Skills
Past Life
- Dark Hunter: +1 Sneak Attack and +1 Sneak Attack Damage per stack This is just the same rogue past life, why not change it for 1 or 2 melee and ranger power per life, or something else...
Core 1:
Underdark Stalker: You gain +5 HP and +1 reflex saving throw per core ability you take in this tree.
This is just weak, we either add something else or empower the rest of the core
Core 3:
On The Hunt: When you strike someone with weapons you gain +1% dodge for 6 seconds, stacking 3 times.
this is also very weak, i would add more staking to maybe six every for 3 seconds and make it max doge too
Core 6:
Smoke Trap: Throw a smoke grenade at a target, if they fail a fortitude save (DC20 + Dex Mod + Assassinate + Trap DCs) they lose their immunity to sneak attack and 25% of their fortification for 25 seconds. (Cooldown: 12 seconds)
we need something more with this a pasive bonus, specially considering that the bonus from core 1 is so weak, something like fortification bypass would go a long way for a SA center tree
Core 12:
Escape Through the Dark: Whenever you become Invisible, your Sneak Attack Dice are briefly doubled. This lingers for 5 seconds after you become Invisible and may only trigger once every 60 seconds.
As i said before, let's make this another trap and make it better, by lasting longer but in a certain area for balance purposes
Core 18:
Death Stalker: +25% Sneak Speed. While you are sneaking, you gain a 5% enhancement damage bonus to your melee, ranged and unarmed attacks. This lingers for 10 seconds after you leave Stealth. (note: this does not stack with the Relentless Fury item affix)
with how prevalent Relentless fury is at end game ( hell even post lvl 15) this become so soooo much weaker considering that this is a core 18 ability is underwhelming, plz change it, maybe you get 5% damage boost when you have all the stacks of "On The Hunt" for example.
Core 20:
Hunter in the Dark: +2 Dex, Int, and Wis. +10% Doublestrike and Doubleshot. +10 Melee and Ranged Power. Your Cull the Weak bonus now applies against enemies that are Blind.
What is cull of the weak?
Tier 1:
Dark Wolf: You gain a Black Wolf as an Animal Companion. Each rank also gives you +5 HP. already mentioned
Wolf Hide: (req Dark Wolf) +2/4/6 PRR considering we have have other Enhancements that provides more PRR and don't require other points invested in the tree this seems weak, why not make it 1/3/5 prr and mrr
at least
Sneak Attack Training: +1 Sneak Attack die and +1 to hit when performing sneak attacks
Bleed the Weak: Imbue Toggle: 1d8 Bleed damage, scaling with Melee Power. Increases to 1d10 vs enemies below 50%, and increases again to 1d12 against enemies below 25%. where is the supp for this feature in the rest of this tree? either add more imbue dices somewhere ( maybe the cores) or just remove it entirely
Awareness: +1/2/3 Listen, Search, Spot, and to-hit.
Tier 2:
Furor of the Hunter: Your Black Wolf gains +3/6/10 to hit and damage, +2/4/6 Primal Bonus to AC, and its attacks bypass 10%/20%/50% of enemy Fortification. Same as before, we need ways for this to scale into epics and legendary levels
Assassin's Training: +1/2/3 Assassinate DCs. I really dont like this copy paste of assassinate, maybe something like while a monters is affected by you traps you get 1,2,3 imbue dices or something else for example
Sneak Attack Training: +1 Sneak Attack die and +1 to hit when performing sneak attacks
Improved Traps: +1/2/3 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65/80/100% of your Disable Device Skill instead of 50%.
Action Boost: Skills or Sprint
Tier 3:
Primal Energy: Your Black Wolf gains a +2/+4/+6 Primal Bonus to all Ability Scores. Same as before
Snap Trap: Toss a snapping trap at the targeted enemy. If they don't make a Fortitude Save (DC 20 + Dex Mod + Assassinate + Bonus Trap DCs) they are rooted in place by the trap's jaws.
Sneak Attack Training: +1 Sneak Attack die and +1 to hit when performing sneak attacks
Use Magical Device: +1/2/3 Use Magic Device considering the lore, why not add better effects of potions and scrolls you use a other enhancements in other trees provides, this is also a T3 enhancements so it should be better
+1 Dex / Int / Wis
Tier 4:
Lupine Instincts: Your Black Wolf inherits your Search and Spot scores, and will automatically find traps and secret doors for you assuming you meet the statistical threshold. this could be usefull only if the pet add its own stats to this, mostly for new players
Slayer in the Dark: Killing an enemy grants you a +5 Morale bonus to Melee and Ranged Power, stacking 2/3/4 times. Duration: 20s
Sneak Attack Training: +1 Sneak Attack die and +1 to hit when performing sneak attacks
Smoke Bomb: Smoke Bomb SLA
+1 Dex / Int / Wis
Tier 5:
Ferocity: You gain +10% Doublestrike and Doubleshot. Your Black Wolf gains 25% Attack Speed and 100% Fortification Bypass.
Stone's Hue: Your Camouflage spell also grants the target +1 PRR per 2 caster levels, max caster level 20. This is soo sooo weak for a T5, also you need to add the 25% Competence bonus to maximum hit points, since this is supouse to be a thrower tree too ( i haven't seen almost no supp for this in the tree anyway) this should be a good place to put a selector between the hp option and some more melee power and a really good thrower option, something in the same realm of Ten Thousand Stars for example, or you gain double your SA dmg for the duration
Death Attack: Ranged Assassinate. Balance TBD. From the pen and paper source, this is essentially a copy of the ability Assassinate from Assassin, so we're looking into a way to differentiate it from the Rogue ability. Open to suggestions on this front! I really don't like the idea of repeating this rogue feature, I rather have something related to darkness, I really think that you should add more "darknes" to the trapps or add a darkness trap that also make you gain a good amount of offensive stats while in it. and maybe some defensives too
Blade Specialization: You gain a +1 Competence bonus to Critical Damage Multiplier with your weapons. If you have Improved Critical: Piercing, this bonus to Threat Range is doubled.
Dark Sight: You have True Seeing. You may also toggle this on to gain Underdark Sight while within the Underdark.
This need to get out of here, I get why you want to add the Underdark sight but this could be placed anywhere and this tree need so much help in the T5 to make it compite with Tempest. Something really good vs single target considering that tempest excels vs more mobs, or something that improve the imbue, (if you also add more support for it in the rest of the tree, could be good, maybe something like your bleed damage also affect mobs inmune to bleeding for example plus 3 imbue dices?
Known Issues:
- Several icons have not been finalized.
- All visual effects have not been finalized.
- The Tier 5 Death Attack is not complete, see tree for details.
- Open Lock and Disable Device skill trains have some issues