mummy162
2010-02-24, 01:14 PM
This is my first homebrew, so suggestions would be infinitely appreciated. That being said, here is...
The Doublebolt Master
There are plenty of warriors who walk the world with crossbow in hand. The doublebolt master [abbreviated DBM hereon-after] carries two - hand crossbows to be precise. The DBM excels at rushing into the midst of combat to plant two well-placed bolts into an enemy's throat. DBMs at higher levels have two options in combat; they can either stand their ground and shoot many times, or move around the battlefield, letting loose one precise, devastating attack. At even higher levels, he can do both in one round!
Prerequisites:
Base Attack Bonus: +5
Skills: Tumble 5 ranks, Craft (weaponsmithing) 5 ranks
Proficiencies: Proficient with Hand Crossbow
Freats: Point Blank Shot, Two Weapon Fighting
Doublebolt Master
Level
BAB
Fort Save
Reflex Save
Will Save
Special
1st
+1
+0
+2
+0
Rapid Reload, Bolt Barrage, Weapon Focus
2nd
+2
+0
+3
+0
Bonus Feat
3rd
+3
+1
+3
+1
Ranged Skirmish (+1d6, +1 AC)
4th
+4
+1
+4
+1
Opportunistic Avoidance
5th
+5
+1
+4
+1
Bolt Modification
6th
+6
+2
+5
+2
Ranged Skirmish (+2d6, +2 AC)
7th
+7
+2
+5
+2
Double Shot
8th
+8
+2
+6
+2
Opening Shot
9th
+9
+3
+6
+3
Ranged Skirmish (+3d6, +3 AC)
10th
+10
+3
+7
+3
Hand Crossbow Mastery
Hit Die: d8
Skills: Balance (Dex), Climb (Str), Craft (weaponsmithing) (Int), Escape Artist (Dex), Jump (Str), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points per Level: 4 + Int modifier
Rapid Reload: A DBM gains Rapid Reload (hand crossbow) as a bonus feat. In addition, a DBM does not need a free hand to reload a hand crossbow.
Bolt Barrage: When a DBM takes a full-round action to attack while wielding two crossbows, he gets one extra attack at his highest base attack bonus.
Weapon Focus (Hand Crossbow): A DBM gains Weapon Focus (Hand Crossbow) as a bonus feat and counts as a fighter of his character level for meeting prerequisites for feats from this feat tree. This only counts for feats applying to the hand crossbow.
Bonus Feat: At 2nd level, a DBM may select either Far Shot, Precise Shot, or Rapid Shot as a bonus feat, provided he meets the prerequisites.
Ranged Skirmish: At 3rd level, whenever a DBM moves at least 10 feet in a round, for his next damage roll with a hand crossbow before the start of his next turn he adds 1d6 damage, and until the start of his next turn he adds +1 to his AC. At 6th level and again at 9th level, these bonuses increase by one d6 and +1 AC each. If a DBM has levels in a class that gives him the skirmish ability, these bonuses stack, but only for ranged attacks.
Opportunistic Avoidance: At 4th level, a DBM never provokes an opportunity attack when loading or shooting with a hand crossbow.
Bolt Modification: A DBM may make a DC 20 Craft (weaponsmithing) check to make 20 bolts into special bolts. These bolts automatically confirm critical threats and knock targets prone on any hit. You can only make these bolts once per day, you can only make an attempt to make these bolts once per day, and when the day is over the bolts loose their special properties. He can choose to increase the DC by 1 to modify two additional bolts per point of DC increased.
Double Shot: When taking a standard action to attack at 7th level, a DBM wielding a hand crossbow in each hand may make one additional attack with the crossbow in his off hand, albeit at a -5 penalty.
Opening Shot: At 8th level, as a standard action, you can make one attack at your full base attack bonus. On a hit, an ally adjacent to the target can make an opportunity attack against the target. This attack does not count against the total number of opportunity attacks the ally gets in a round.
Hand Crossbow Mastery: At 10th level, a DBM becomes so attuned with his crossbows that he gets several special bonuses:
His damage die with a hand crossbow increases by one (d3 to d4 or d4 to d6).
His critical threat range with a hand crossbow increases by one (19-20 to 18-20).
Whenever a DBM scores a critical hit with a hand crossbow, he may forego his extra damage due to a critical to instead stun the target for 5 rounds (Fortitude DC 20 + Dex modifier negates).
The Doublebolt Master
There are plenty of warriors who walk the world with crossbow in hand. The doublebolt master [abbreviated DBM hereon-after] carries two - hand crossbows to be precise. The DBM excels at rushing into the midst of combat to plant two well-placed bolts into an enemy's throat. DBMs at higher levels have two options in combat; they can either stand their ground and shoot many times, or move around the battlefield, letting loose one precise, devastating attack. At even higher levels, he can do both in one round!
Prerequisites:
Base Attack Bonus: +5
Skills: Tumble 5 ranks, Craft (weaponsmithing) 5 ranks
Proficiencies: Proficient with Hand Crossbow
Freats: Point Blank Shot, Two Weapon Fighting
Doublebolt Master
Level
BAB
Fort Save
Reflex Save
Will Save
Special
1st
+1
+0
+2
+0
Rapid Reload, Bolt Barrage, Weapon Focus
2nd
+2
+0
+3
+0
Bonus Feat
3rd
+3
+1
+3
+1
Ranged Skirmish (+1d6, +1 AC)
4th
+4
+1
+4
+1
Opportunistic Avoidance
5th
+5
+1
+4
+1
Bolt Modification
6th
+6
+2
+5
+2
Ranged Skirmish (+2d6, +2 AC)
7th
+7
+2
+5
+2
Double Shot
8th
+8
+2
+6
+2
Opening Shot
9th
+9
+3
+6
+3
Ranged Skirmish (+3d6, +3 AC)
10th
+10
+3
+7
+3
Hand Crossbow Mastery
Hit Die: d8
Skills: Balance (Dex), Climb (Str), Craft (weaponsmithing) (Int), Escape Artist (Dex), Jump (Str), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points per Level: 4 + Int modifier
Rapid Reload: A DBM gains Rapid Reload (hand crossbow) as a bonus feat. In addition, a DBM does not need a free hand to reload a hand crossbow.
Bolt Barrage: When a DBM takes a full-round action to attack while wielding two crossbows, he gets one extra attack at his highest base attack bonus.
Weapon Focus (Hand Crossbow): A DBM gains Weapon Focus (Hand Crossbow) as a bonus feat and counts as a fighter of his character level for meeting prerequisites for feats from this feat tree. This only counts for feats applying to the hand crossbow.
Bonus Feat: At 2nd level, a DBM may select either Far Shot, Precise Shot, or Rapid Shot as a bonus feat, provided he meets the prerequisites.
Ranged Skirmish: At 3rd level, whenever a DBM moves at least 10 feet in a round, for his next damage roll with a hand crossbow before the start of his next turn he adds 1d6 damage, and until the start of his next turn he adds +1 to his AC. At 6th level and again at 9th level, these bonuses increase by one d6 and +1 AC each. If a DBM has levels in a class that gives him the skirmish ability, these bonuses stack, but only for ranged attacks.
Opportunistic Avoidance: At 4th level, a DBM never provokes an opportunity attack when loading or shooting with a hand crossbow.
Bolt Modification: A DBM may make a DC 20 Craft (weaponsmithing) check to make 20 bolts into special bolts. These bolts automatically confirm critical threats and knock targets prone on any hit. You can only make these bolts once per day, you can only make an attempt to make these bolts once per day, and when the day is over the bolts loose their special properties. He can choose to increase the DC by 1 to modify two additional bolts per point of DC increased.
Double Shot: When taking a standard action to attack at 7th level, a DBM wielding a hand crossbow in each hand may make one additional attack with the crossbow in his off hand, albeit at a -5 penalty.
Opening Shot: At 8th level, as a standard action, you can make one attack at your full base attack bonus. On a hit, an ally adjacent to the target can make an opportunity attack against the target. This attack does not count against the total number of opportunity attacks the ally gets in a round.
Hand Crossbow Mastery: At 10th level, a DBM becomes so attuned with his crossbows that he gets several special bonuses:
His damage die with a hand crossbow increases by one (d3 to d4 or d4 to d6).
His critical threat range with a hand crossbow increases by one (19-20 to 18-20).
Whenever a DBM scores a critical hit with a hand crossbow, he may forego his extra damage due to a critical to instead stun the target for 5 rounds (Fortitude DC 20 + Dex modifier negates).