Sunday, April 26, 2015

Emissary Balance Changes 1.0

Picture credit: http://van-oost.deviantart.com/
Upon conclusion of the first play-test, it became apparent that the Emissary needed a few tweaks, listed below. The original article has been updated to reflect these changes.

Weapon Damage:
(The Emissary's guns were under-performing damage wise, so they received a minor buff to damage.)

Emissary Pistol: Damage increased to 1d8 (Was 1d6)
Emissary Rifle: Damage increased to 1d12 (Was 1d10)

Guide:
(Guide received a redesign. Instead of using Guide to correct for missed shots, it was primarily used for the damage bonus, which wasn't the use case I was looking for. So, it's been split into two components, and the Emissary now has a new resource called Guide Points. In addition, added a passive damage component to smooth out damage, now ideally shots will still feel impactful, even when you're out of Guide uses.)

Taken from the Emissary Article:
Guide____________________________________________________________
Starting at 2nd level, you are able to beseech your God to guide the path of your bullets. Whenever you make a ranged attack with your Armament, add your Wisdom modifier to the damage done. You also gain the following feature:
 
Guide Points:
You gain 2 Guide points, and you gain more as shown on the Guide Points per Day Column of the Emissary table. You regain all spent Guide points at the end of a long rest.
You may spend your Guide points with the following two options:

 . Guided Strike: Whenever you make a ranged attack with your Armament  you may spend 1 Guide point to add 1d6 to the attack roll. You can choose to activate this ability after the DM has told you if the attack is a hit or a miss, and if the extra 1d6 brings your attack roll over the target's AC, then the attack is considered a hit.

 . Condemn: Spend 1 Guide Point, and choose a target that can see and hear you within range of your Armament. You condemn that foe to death in the name of your God. Once per turn, when you hit with a ranged attack using your Armament, your attack deals an extra 1d8 Radiant or Lightning damage (Your choice). This damage increases as you gain levels, as shown on the Condemn Damage column of the Emissary table. You may only have one foe Condemned at a time, and you may not use the Condemn feature again until the current target is no longer afflicted. Condemn lasts for 10 minutes, or until the target is dead or incapacitated.

No comments:

Post a Comment