Custom Scout Class: Sharpshooter

By BJZSN, in Descent: Journeys in the Dark

Now for my second Scout class, the Sharpshooter. This class excels in ranged attacks, with it's starting skill Aim to help negate misses via lack of range. Not the most mobile, but it does have options for movement. The wording might not be perfect, I just wanted to post this so I don't forget any of it. I'll work on the wording when I get the chance to. As always if anyone has ideas on this class let me know.

Edit: Cards are done, here's a link to the custom class, look for Sharpshooter:

https://www.dropbox.com/sh/odx5l47ypog6y89/AABZJBksn4UcH94OYT9lxhFSa?dl=0

Edited by BJZSN

Very neat.

For Trick Shot, maybe this wording would be better, "Choose a space up to 3 spaces away in your line of sight. Perform an attack measuring line of site from that space. Range is measured by adding your distance and the monster's distance from the chosen space."

Very neat.

For Trick Shot, maybe this wording would be better, "Choose a space up to 3 spaces away in your line of sight. Perform an attack measuring line of site from that space. Range is measured by adding your distance and the monster's distance from the chosen space."

That wording is much better, thanks! The only thing I changed from it was the range requirements. Didn't want this skill to suffer the need for more range than usual.

Always doing good job, dude. I hope FFG takes insipiration on your ideas to develop more classes. Too much miniatures and 'few' classes to chose.

I really like this one! Trick shot is neat. A few small thoughts.

Might want to think about changing this to a different condition that is in the base game to not make SoN a requirement for this class.

Surge: +1 damage, Bleed

This is is a bit tricky. Not sure if you can trigger it multiple times when a monster walks into a space. I would have to read the rule but but guessing no. This one seems a bit too easy to exploit. Maybe make it exhaust but drop the fatigue cost to compensate.

2XP Skill: Quick Reflex 1 Fatigue

3XP Skill: Tactical Advantage 1 Fatigue

Maybe just simplify it to
While this card is exhausted, gain one shield while adjacent to a special terrain space.
Way simpler and only slightly stronger. Special terrain is relatively rare.

While your "long shot" is different than the bounty hunter's, I like that version of the skill better because by granting range it actually helps long shots hit.

While your "long shot" is different than the bounty hunter's, I like that version of the skill better because by granting range it actually helps long shots hit.

Figures there's already a skill that's exactly like my Long Shot. And it's called Longshot. And it's exactly like mine. Only better.

It's hard coming up with new ideas.

For 1XP and zero fatigue, target practice is strong. I would recommend making it an action, costing fatigue, or lowering the distance you can move the token to 1.

Also, explosive arrows could be tempered by being a copy of "incendiary arrows" shop card.

I agree about quick reflexes- current wording allows multiple damages dealt on a single entrance.

Edited by Zaltyre

I really like this one! Trick shot is neat. A few small thoughts.

Might want to think about changing this to a different condition that is in the base game to not make SoN a requirement for this class.

Surge: +1 damage, Bleed

This is is a bit tricky. Not sure if you can trigger it multiple times when a monster walks into a space. I would have to read the rule but but guessing no. This one seems a bit too easy to exploit. Maybe make it exhaust but drop the fatigue cost to compensate.

2XP Skill: Quick Reflex 1 Fatigue

3XP Skill: Tactical Advantage 1 Fatigue

Maybe just simplify it to
While this card is exhausted, gain one shield while adjacent to a special terrain space.
Way simpler and only slightly stronger. Special terrain is relatively rare.

Thanks for the input, appreciate it!

For Precision Shot, the idea was to be able to aim for the legs (Immobilize) the head (Stun) or vitals (Bleed). At the same time though, with 2 surges, I don't think many people will choose the Bleed option. I'll consider what you said on this.

For Quick Reflex, you're right, I never intended it to be triggered multiple times on entering one space. I'd like to have the option though to hit the same enemy multiple times it he decided to continue to move in your 3 space radius. That way the monster has to choose to tread through to get the most out of the skill and the fatigue cost keeps it from being used too much.

For Tactical Advantage, my idea was that to get the defense boost you needed to invest in staying in the spot you used the skill on. I'd prefer to keep the skill that way, but the wording is a little iffy. I might change it up down the road.

For 1XP and zero fatigue, target practice is strong. I would recommend making it an action, costing fatigue, or lowering the distance you can move the token to 1.

Also, explosive arrows could be tempered by being a copy of "incendiary arrows" shop card.

I agree about quick reflexes- current wording allows multiple damages dealt on a single entrance.

I thought up of Target Practice as kind of a freebie skill you can get (albeit you have to test for it) so I think reducing the distance by 1 is the way I'd change the skill.

For explosive arrows, is it your opinion that it's too strong as a 2XP card? I'd prefer to keep the skill the way it is so do you think making it a 3XP skill would keep it in line?

I'm on the same page with Quick Reflexes, gonna reword that now.

EDIT: Also gonna change Long Shot to be a new skill altogether.

Edited by BJZSN

Skill updates

Long Range: Tweaked it so you can exhaust for free and add 2 damage to an attack hitting a target 6 or more spaces away. But the skill is still far too similar to Bounty Hunter's Longshot skill so this is probably gonna get removed when I figure out another skill that can replace it.

Target Practice: Changed the movement for the token from 2 spaces to 1 space.

Tactical Advantage: Now a 2XP skill, changed the attack bonuses from +damage to +pierce, pierce bonus for being adjacent to special terrain is +1 pierce instead of +2 pierce.

Quick Reflex: Now limited to one activation per space entrance.

Precision Shot: Last surge option changed from +1 damage, Bleed to +2 damage. Immobilize and Stun surges no longer do +1 damage.

Explosive Arrows: Now a 3XP skill.

Changed Explosive Arrows again. Now it gives +1 Might and to use its effect you need to spend 2 fatigue and exhaust it. Don't know if 2 fatigue is too steep so I'll let you guys be the judge.

Changed Long range so you get an additional green die on the attack instead of +2 damage. The idea for this skill originally was a sort of risk/reward mechanic where you get a no cost buff to the attack but you have to attack at long range so there's always the chance you can miss. I've toiled with this skill and it's the best I can do with this. Other than that, I feel good enough with this class, so I'll have cards done up soon.

Making some changes to the Sharpshooter, nothing huge except maybe for Explosive Arrows.