Work on Version 2 is puttering along nicely. All the bugs are FINALLY squashed, and I'm making some non-bug-related changes, like tweaking Called Shot, but I want some input from you on it before I waste valuable pixels.
The Way Things Stand Now
ARCHER's Called Shot:
after Level 4: For the duration, the Archer recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
after Level 8: Upon each hit, the target must Save vs. Spells or become Entangled for 3 seconds
after Level 12: +2 bonus to missile damage
after Level 16: Target must Save with a +3 penalty to avoid Entanglement
Enhanced Called Shot HLA: Same as above, but with the additional effect of a weakened version of Call Lightning striking the target, doing 2D8 Electrical damage (Save vs. Wands for half) on each successful hit.
BOWMAN's Called Shot:
after Level 4: For the duration, the Bowman recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
after Level 8: Upon each hit, the target must Save vs. Death with -3 bonus or suffer Morale Failure: Panic for 3 seconds
after Level 12: +2 bonus to missile damage
after Level 16: Target must also Save vs. Death to avoid being Stunned for 2 seconds
Enhanced Called Shot HLA: Same as above, but with the additional effect of forcing the victim to Save vs. Death with a -3 penalty or be paralyzed with Fear for 1 round, with a chance of dropping their weapons in terror.
HUNTSMAN OF SILVANUS's Called Shot:
after Level 4: A -1 bonus to ranged THAC0, but a +5 penalty to AC and melee THAC0
after Level 10: Additional -1 ranged THAC0 bonus and bonus 1/2 Attack per Round
after Level 14: Each hit inflicts an extra 2 points of missile damage
after Level 15: Additional -1 ranged THAC0 bonus and 1/2 Attack per round
Enhanced Called Shot HLA: Same as above, but with the additional effect of forcing the victim to Save vs. Breath Weapon with a +2 penalty or suffer the effects of Summon Insects for 2 rounds.
MYSTIC MARKSMAN's Called Shot:
after Level 4: For the duration, the Mystic Marksman recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
after Level 8: Upon each hit, the target must Save vs. Death with a -2 bonus or fall Unconscious for 3 seconds
after Level 12: +2 bonus to missile damage
after Level 16: Target must Save with a +2 penalty to avoid Unconsciousness
Enhanced Called Shot HLA: Same as above, but with the additional effect of a weakened Bolt of Glory spell: Each hit causes 1D4 Magic Damage to creatures of Elemental origin, 1D6 to those from the Prime Material, 3D4 to Undead, and 3D8 to Demons.
SNIPER's Called Shot:
after Level 5: For the duration, the Sniper recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
after Level 10: Each hit has a 10% chance of casting Invisibility on the Sniper for 10 seconds
after Level 15: +2 bonus to missile damage
after Level 20: Chance of Invisibility raised to 20%
Enhanced Called Shot HLA: Same as above, but with the additional effect of each hit having a 25% chance to cast Improved Invisibility on the Sniper for 10 seconds.
SPELLSHAFTER's Called Shot:
after Level 5: For the duration, the Spellshafter recieves a -1 bonus to ranged THAC0, but a +5 penalty to AC
after Level 10: Each hit inflicts a +1 penalty to the victim's Save vs. Spells for 3 rounds
after Level 15: +2 bonus to missile damage
after Level 20: Each hit lowers the victim's Magic Resistance by 5% for 3 rounds
Enhanced Called Shot HLA: Same as above, but adds a weakened version of the Flame Arrow spell to all shots fired/thrown: Each hit deals an additional 3D6 Fire (Save vs. Wands for half) and 1D6 Missile damage to the victim.