Prowler, new rogue subclass
Posted: Mon Aug 29, 2011 8:57 pm
Grey's Marauder is a cool take on the Rogue, focusing more on melee and mobility than stealth and crowd-control. It inspired me to assemble a class that focuses instead on the latter abilities. The Prowler class is far from an original idea, but I think my concept is low-hanging fruit; quick to implement and (hopefully!) fun to play.
The Prowler uses stealth in combination with ranged attacks and traps to take out foes. Prowlers also have access to special woodcraft skills. This is not meant to be a wilder, but instead an every-man hunter/gatherer. The Woodcraft tree is meant to be general enough that it could be learned by any class, including a new wilder class.
Old talent categories:
Techniques/Field Control (1.0)
Techniques/Combat Veteran (1.0, locked)
Techniques/Combat Training (1.3)
Techniques/Archery Prowess (1.3)
Techniques/Archery - Bows (1.0, locked)
Techniques/Archery - Slings (1.0, locked)
Cunning/Trapping (1.3)
Cunning/Stealth (1.0)*
Cunning/Survival (1.3)
*While stealth is an integral part of the class, Prowlers have other means of increasing stealth skill (and making stealth overall more useful). Thus I decided to lower the category mastery in comparison to typical Rogues.
New categories:
Cunning/Prowler (1.3), class tree
-Prowl; instant-cast sustain, short cooldown. Reduces weapon range and attack power with ranged weapons while in stealth. Your normal ranged attacks have only a 5% chance of breaking stealth while prowling. Skill investment will increase attack power (40-70%). Prowl can only be activated while Stealthed and will disable if you break stealth.
-Surefooted; long cooldown, large stamina cost. For the next 5/5/6/6/7 turns you automatically fire a shot (70-95% weapon damage) at the nearest enemy after moving. Movement speed-increasing effects will cancel Surefooted. These attacks are considered normal ranged attacks for the purposes of Prowl.
-Camouflage; passive. Your effective stealth is increased by X for each adjacent wall, up to a max of Y. (not sure how to balance stealth effects!)
-Deceptive Shot; moderate cooldown, low stamina cost. You fire a glancing shot at your target, attempting to confuse them. Confuse chance increases with skill and cunning. The counts as a normal shot for the purposes of Prowl.
Cunning/Woodcraft (1.3) generic tree
-Brush Fire; long cooldown, low stamina cost. Create a small fire in melee range that spreads slowly, blocks sight, and deals fire damage to any who walk over it. The duration and spreading of the fire increases with skill.
-Forage; passive. You recover 0.5/0.75/1.0/1.25/1.50 stamina per turn so long as you are not being targeted or there are no enemies in sight.
-Spook; passive (sustain might be easier to code). When enemies spot you they are startled, checking against mental save to stun. This effect can only happen once every 20 turns. The chance of stunning increases with skill and cunning.
-Blend In; very long cooldown (~50 turns), moderate stamina cost. You attempt to blend in with your surroundings, losing all pursuers that cannot directly perceive you. Cooldown increases with skill investment.
Prowlers start with:
Stealth (1/5)
Combat Accuracy (1/5)
Trap Mastery (1/5)
Prowl (1/5)
Shoot
+1 Str, +4 Dex, +4 Cun
Leather Armor and a Sling
Another new tree wouldn't be amiss. A small rearrangement of skills would make room for a few new abilities in Cunning/Prowler and Cunning/Woodcraft, plus a new Techniques/Hunting tree that focuses on ranged abilities, leaving Stealth-based skills to Prowler. There are so many archery abilities and trees that I had trouble coming up with enough ideas for a new ranged tree. I had considered a small set of summoning skills based around animals calls, but I think that would better suit a wilder class. Also, I don't care for the Blend In ability; it seems a little too meta and either redundant or overpowered in combination with Stealth. I'd welcome suggestion for a replacement, or any suggestions/criticism for the class. A pinch of thought went into any of the numbers I used.
The Prowler uses stealth in combination with ranged attacks and traps to take out foes. Prowlers also have access to special woodcraft skills. This is not meant to be a wilder, but instead an every-man hunter/gatherer. The Woodcraft tree is meant to be general enough that it could be learned by any class, including a new wilder class.
Old talent categories:
Techniques/Field Control (1.0)
Techniques/Combat Veteran (1.0, locked)
Techniques/Combat Training (1.3)
Techniques/Archery Prowess (1.3)
Techniques/Archery - Bows (1.0, locked)
Techniques/Archery - Slings (1.0, locked)
Cunning/Trapping (1.3)
Cunning/Stealth (1.0)*
Cunning/Survival (1.3)
*While stealth is an integral part of the class, Prowlers have other means of increasing stealth skill (and making stealth overall more useful). Thus I decided to lower the category mastery in comparison to typical Rogues.
New categories:
Cunning/Prowler (1.3), class tree
-Prowl; instant-cast sustain, short cooldown. Reduces weapon range and attack power with ranged weapons while in stealth. Your normal ranged attacks have only a 5% chance of breaking stealth while prowling. Skill investment will increase attack power (40-70%). Prowl can only be activated while Stealthed and will disable if you break stealth.
-Surefooted; long cooldown, large stamina cost. For the next 5/5/6/6/7 turns you automatically fire a shot (70-95% weapon damage) at the nearest enemy after moving. Movement speed-increasing effects will cancel Surefooted. These attacks are considered normal ranged attacks for the purposes of Prowl.
-Camouflage; passive. Your effective stealth is increased by X for each adjacent wall, up to a max of Y. (not sure how to balance stealth effects!)
-Deceptive Shot; moderate cooldown, low stamina cost. You fire a glancing shot at your target, attempting to confuse them. Confuse chance increases with skill and cunning. The counts as a normal shot for the purposes of Prowl.
Cunning/Woodcraft (1.3) generic tree
-Brush Fire; long cooldown, low stamina cost. Create a small fire in melee range that spreads slowly, blocks sight, and deals fire damage to any who walk over it. The duration and spreading of the fire increases with skill.
-Forage; passive. You recover 0.5/0.75/1.0/1.25/1.50 stamina per turn so long as you are not being targeted or there are no enemies in sight.
-Spook; passive (sustain might be easier to code). When enemies spot you they are startled, checking against mental save to stun. This effect can only happen once every 20 turns. The chance of stunning increases with skill and cunning.
-Blend In; very long cooldown (~50 turns), moderate stamina cost. You attempt to blend in with your surroundings, losing all pursuers that cannot directly perceive you. Cooldown increases with skill investment.
Prowlers start with:
Stealth (1/5)
Combat Accuracy (1/5)
Trap Mastery (1/5)
Prowl (1/5)
Shoot
+1 Str, +4 Dex, +4 Cun
Leather Armor and a Sling
Another new tree wouldn't be amiss. A small rearrangement of skills would make room for a few new abilities in Cunning/Prowler and Cunning/Woodcraft, plus a new Techniques/Hunting tree that focuses on ranged abilities, leaving Stealth-based skills to Prowler. There are so many archery abilities and trees that I had trouble coming up with enough ideas for a new ranged tree. I had considered a small set of summoning skills based around animals calls, but I think that would better suit a wilder class. Also, I don't care for the Blend In ability; it seems a little too meta and either redundant or overpowered in combination with Stealth. I'd welcome suggestion for a replacement, or any suggestions/criticism for the class. A pinch of thought went into any of the numbers I used.