Dramatic Addict
2013-06-09, 10:53 PM
Hey guys. I wanted to see how you all like my Scout from D&D. Our campaign is a mixture of 3.0 and 3.5 books, so we had to modify some classes in order to balance some things out. One of the classes modified, is the Order of the Bow. Take a look.
Character Sheet
Elf Fighter 1, Scout 4
Str 18 +4
Dex 21 +5
Con 12 +1
Int 16 +3
Wis 16 +3
Cha 10 +0
Total Ability Scout Fighter Misc
Fort 4 +1 +1 +1 +1
Ref 9 +5 +4 +0 +0
Will 4 +3 +1 +0 +0
Init +6
Speed 40ft.
AC 19
HP 38
BAB +4
** Marry / +8 / 2d8+1d6+5 / x3 / 195ft. / Piercing
Large Longsword / +6 / 2d6+6 / 19-20x2 / 5ft. / Slashing
Shortsword / +8 / 1d6+4 / 19-20x2 / 5ft. / Slashing
Dagger / +8 / 1d4+4 / 18-20x2 / 5ft. / Slashing or Piercing
** +1 to atk & dmg if within 30ft.
** +1d6 dmg if moved 10ft. before (30ft. range)
Dragon Bile Glass Arrows: -2 to atk, +1d6 dmg
Holy Water Glass Arrows: -2 to atk, +2d4 dmg vs undead
Thundering Arrows: 10ft. radius, Fort DC 15 or be deafened for 1 hour
Signal Arrows: -2 to atk, makes bird noise when shot
Alchemical Silver Arrows: -1 to dmg, overcomes DR Silver
Feats
Point Blank Shot- +1 to atk & dmg within 30ft.
Monkey Grip- Weild weapons 1 size bigger only -2 to atk
Exotic Weapon Proficienty (Greatbow)- No penilties for Greatbow
Skills
Total Ability Fighter Scout Elf Synergy
Hide 12 5 7
Knowledge (nature) 10 3 7
Knowledge (relgion) 10 3 7
Listen 12 3 7 2
Move Silently 10 5 7
Search 12 3 7 2
Craft (Bowmaking) 10 3 7
Craft (Fletching) 10 3 7
Spot 12 3 7 2
Tumble 14 5 2 7
Use Rope 12 5 7
Sense Motive 10 3 7
Items & Equipment Currency: 400gp
(+4 Str) +1 Large Composite Greatbow of Exit Wound (Marry)
Quiver of Balance
Quiver Scabbard
Arrows (20) x3
Dragon Bile Glass Arrows (20)
Quiver Belt - Holds 4 mini-quivers
Holy Water Glass Arrows (5)
Alchemical Silver (5)
Signal Arrows (5)
Thundering Arrows (5)
Large Longsword
Dagger (Boot Sheath)
Dagger (Wrist Sheath)
Shortsword (Quiver Scabbard)
Studded Leather Armor
Dastanta (Bracers)
Backpack
Caltrops x4
Flint & Steel
Torch x2
Trail Rations x5
Hempen Rope (50ft.)
Grappling Hook
Whetstone
Waterskin
Boot Sheath
Wrist Sheath
Abilities
Skirmish- +1d6 dmg if moved 10ft+ in the current round
Trapfinding- Search for traps DC 20+
Lowlight Vision
Quiver of Balance - All arrows are magical for overcoming DR. 3 times per
day, you can enchant one arrow with either posititve or negitive
energy. When an enchanted arrow hits something solid, it bursts
out in a 10ft radius around it. Positive energy heals the living and
damages undead for 2d8 +3. Negitive does vice versa. Targets can
do a Will save (DC 16) to half damage.
Notes on Progression
Level 5- lvl up scout 4; get feat: Precise Shot
Level 6- lvl up fighter 2; get bonus feat: Manyshot and get feat: Weapon Focus
Level 7- lvl up fighter 3; BAB now total +5
Level 8- lvl up OBI 1; +1 to DEX; use leather armor; +1d8 Precise Shot
Level 9- lvl up scout 5; skirmish now +2d6; bonus feat: Improved Skirmish, adding
+2d6 dmg to atk if moved 20ft feet before
Level 10- lvl up fighter 4; get feat Weapon Specialization,
Level 11- lvl up OBI 2; Close Combat Shot
Level 12- lvl up OBI 3; BAB now total +10; +2d8 Precise Shot; +1 DEX; get bonus feat:
Ranged Disarm
Min/Max Damage AT LEVEL NINE
Level NINE (9) Damage
2d6 - Skirmish *1
1d6 - Exit Wound
2d6 - Improved Skirmish *2
2d6 - Dragon Puke Arrow *4
2d8 - Bow
1d8 - Precise Shot
3d8 - Quiver of Balance *5
+4 - Str dmg
+1 - Point Blank Shot *3
+3 - Quiver of Balance *5
7d6 + 3d8 + 6 <--- Total Damage WITH ONE SHOT
At level 9, I hate TWO SHOTS naturally
In the following table, the 1st # is one shot, the 2nd is both
Max Dmg: 92 189
Min Dmg: 19 43
Avg Dmg: 51 105
*1 Must move 10ft. before the attack
*2 Must move 20ft. before the attack
*3 Must be within 30ft.
*4 Must use Glass Arrows filled with Dragon Puke
*5 Must use the Quiver of Balance's ability (3/day)
Bio
Name Quenta
Race Elf
Class Fighter, Scout
Age 146
Sex Male
Height 5'2"
Weight 104lbs
Handedness Left
Eye Color Green
Hair Color Dark Brown
Hair Length Shoulder
Facial Hair None
Skin Tone Fair
Alignment Neutral, Good
Deity Ehlonna
The Modified Order of the Bow
Level BAB Fort Ref Will Special
1 +1 +0 +2 +2 Ranged Precision 1d8
2 +2 +0 +3 +3 Close Combat Shot
3 +3 +1 +3 +3 Ranged Precision 2d8
4 +4 +1 +4 +4 Greater Weapon Focus
5 +5 +1 +4 +4 Ranged Precision 3d8
6 +6 +2 +5 +5 Free Attack, Sharp Shooting
7 +7 +2 +5 +5 Ranged Precision 4d8
8 +8 +2 +6 +6 Banked Shot, Zen Archery
9 +9 +3 +6 +6 Ranged Presicion 5d8
10 +10 +3 +7 +7 Extended Precision
Hit Dice: d8 Class Skills: Climb, Craft, Knowledge (religion), Ride,
Spot, Swim
Skill Points Per Level: 2 + Int modifier
Ranged Precision (Ex): As a standard action, an initiate may make a
single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points
of damage if the attack hits. When making a ranged precision attack, an
initiate must be within 30 feet of his target. An initiate's ranged precision
attack only works against living creatures with discernible anatomies. Any
creature that is immune to critical hits (including undead, constructs, oozes,
plants, and incorporeal creatures) is not vulnerable to a ranged precision
attack, and any item or ability that protects a creature from critical hits
(such as armor with the fortification special ability) also protects a creature
from the extra damage. Unlike with a rogue's sneak attack, the initiate's target
does not have to beflat-footed or denied its Dexterity bonus, but if it is, the
initiate's extra precision damage stacks with sneak attack damage. Treat the
initiate's ranged precision attack as a sneak attack in all other ways. The initiate's
bonus to damage on ranged precision attacks increases by +1d8 every
two levels. An initiate can only use this ability with a ranged weapon for
which he has taken the Weapon Focus feat.
Close Combat Shot (Ex): At 2nd level, an initiate can attack with a ranged
weapon while in a threatened square and not provoke an attack of opportunity.
Greater Weapon Focus (Ex): At 4th level, an Order of the Bow initiate
gains the Greater Weapon Focus feat with a single ranged weapon for which he
has taken the Weapon Focus feat even if he has not attained 8th level as a fighter.
Free Attack (Ex): At 6th level, whenever an ally within line of sight
preforms and attack of oppertunity upon a foe, the initate can make one ranged
attack against the same foe as a free action
Sharp-Shooting: At 6th level, an initate gains the Sharp-Shooting
feat as a bonus feat
Banked Shot (Ex): At 8th level, an initate can fire an arrow at a target
within 20ft (but not adjacent to) a wall. When fired, the arrow banks off the
wall, and hits the target. Treat the target as being flat-footed for purposes of AC
and damage inflicted. This is a full-round action.
Zen Archery: At 8th level, the initate gains Zen Archery as a bonus feat.
If he already has Zen Archery, then the Wisdom and Dexterity modifiers stack
for ranged attacks.
Extended Precision (Su): A 10th-level Order of the Bow initiate's senses
and feel for "the shot" become so attuned that he may make ranged precision
attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet.
Requirements: To become an Order of the Bow initiate, a character must fulfill
the following criteria.
Base Attack Bonus: +5.
Skills: Craft (Bowmaking) 5 ranks, Knowledge (religion) 2 ranks.
Feats: Point Blank Shot, Precise Shot, Manyshot, Weapon Focus (longbow,
shortbow, or the composite version of either).
Character Sheet
Elf Fighter 1, Scout 4
Str 18 +4
Dex 21 +5
Con 12 +1
Int 16 +3
Wis 16 +3
Cha 10 +0
Total Ability Scout Fighter Misc
Fort 4 +1 +1 +1 +1
Ref 9 +5 +4 +0 +0
Will 4 +3 +1 +0 +0
Init +6
Speed 40ft.
AC 19
HP 38
BAB +4
** Marry / +8 / 2d8+1d6+5 / x3 / 195ft. / Piercing
Large Longsword / +6 / 2d6+6 / 19-20x2 / 5ft. / Slashing
Shortsword / +8 / 1d6+4 / 19-20x2 / 5ft. / Slashing
Dagger / +8 / 1d4+4 / 18-20x2 / 5ft. / Slashing or Piercing
** +1 to atk & dmg if within 30ft.
** +1d6 dmg if moved 10ft. before (30ft. range)
Dragon Bile Glass Arrows: -2 to atk, +1d6 dmg
Holy Water Glass Arrows: -2 to atk, +2d4 dmg vs undead
Thundering Arrows: 10ft. radius, Fort DC 15 or be deafened for 1 hour
Signal Arrows: -2 to atk, makes bird noise when shot
Alchemical Silver Arrows: -1 to dmg, overcomes DR Silver
Feats
Point Blank Shot- +1 to atk & dmg within 30ft.
Monkey Grip- Weild weapons 1 size bigger only -2 to atk
Exotic Weapon Proficienty (Greatbow)- No penilties for Greatbow
Skills
Total Ability Fighter Scout Elf Synergy
Hide 12 5 7
Knowledge (nature) 10 3 7
Knowledge (relgion) 10 3 7
Listen 12 3 7 2
Move Silently 10 5 7
Search 12 3 7 2
Craft (Bowmaking) 10 3 7
Craft (Fletching) 10 3 7
Spot 12 3 7 2
Tumble 14 5 2 7
Use Rope 12 5 7
Sense Motive 10 3 7
Items & Equipment Currency: 400gp
(+4 Str) +1 Large Composite Greatbow of Exit Wound (Marry)
Quiver of Balance
Quiver Scabbard
Arrows (20) x3
Dragon Bile Glass Arrows (20)
Quiver Belt - Holds 4 mini-quivers
Holy Water Glass Arrows (5)
Alchemical Silver (5)
Signal Arrows (5)
Thundering Arrows (5)
Large Longsword
Dagger (Boot Sheath)
Dagger (Wrist Sheath)
Shortsword (Quiver Scabbard)
Studded Leather Armor
Dastanta (Bracers)
Backpack
Caltrops x4
Flint & Steel
Torch x2
Trail Rations x5
Hempen Rope (50ft.)
Grappling Hook
Whetstone
Waterskin
Boot Sheath
Wrist Sheath
Abilities
Skirmish- +1d6 dmg if moved 10ft+ in the current round
Trapfinding- Search for traps DC 20+
Lowlight Vision
Quiver of Balance - All arrows are magical for overcoming DR. 3 times per
day, you can enchant one arrow with either posititve or negitive
energy. When an enchanted arrow hits something solid, it bursts
out in a 10ft radius around it. Positive energy heals the living and
damages undead for 2d8 +3. Negitive does vice versa. Targets can
do a Will save (DC 16) to half damage.
Notes on Progression
Level 5- lvl up scout 4; get feat: Precise Shot
Level 6- lvl up fighter 2; get bonus feat: Manyshot and get feat: Weapon Focus
Level 7- lvl up fighter 3; BAB now total +5
Level 8- lvl up OBI 1; +1 to DEX; use leather armor; +1d8 Precise Shot
Level 9- lvl up scout 5; skirmish now +2d6; bonus feat: Improved Skirmish, adding
+2d6 dmg to atk if moved 20ft feet before
Level 10- lvl up fighter 4; get feat Weapon Specialization,
Level 11- lvl up OBI 2; Close Combat Shot
Level 12- lvl up OBI 3; BAB now total +10; +2d8 Precise Shot; +1 DEX; get bonus feat:
Ranged Disarm
Min/Max Damage AT LEVEL NINE
Level NINE (9) Damage
2d6 - Skirmish *1
1d6 - Exit Wound
2d6 - Improved Skirmish *2
2d6 - Dragon Puke Arrow *4
2d8 - Bow
1d8 - Precise Shot
3d8 - Quiver of Balance *5
+4 - Str dmg
+1 - Point Blank Shot *3
+3 - Quiver of Balance *5
7d6 + 3d8 + 6 <--- Total Damage WITH ONE SHOT
At level 9, I hate TWO SHOTS naturally
In the following table, the 1st # is one shot, the 2nd is both
Max Dmg: 92 189
Min Dmg: 19 43
Avg Dmg: 51 105
*1 Must move 10ft. before the attack
*2 Must move 20ft. before the attack
*3 Must be within 30ft.
*4 Must use Glass Arrows filled with Dragon Puke
*5 Must use the Quiver of Balance's ability (3/day)
Bio
Name Quenta
Race Elf
Class Fighter, Scout
Age 146
Sex Male
Height 5'2"
Weight 104lbs
Handedness Left
Eye Color Green
Hair Color Dark Brown
Hair Length Shoulder
Facial Hair None
Skin Tone Fair
Alignment Neutral, Good
Deity Ehlonna
The Modified Order of the Bow
Level BAB Fort Ref Will Special
1 +1 +0 +2 +2 Ranged Precision 1d8
2 +2 +0 +3 +3 Close Combat Shot
3 +3 +1 +3 +3 Ranged Precision 2d8
4 +4 +1 +4 +4 Greater Weapon Focus
5 +5 +1 +4 +4 Ranged Precision 3d8
6 +6 +2 +5 +5 Free Attack, Sharp Shooting
7 +7 +2 +5 +5 Ranged Precision 4d8
8 +8 +2 +6 +6 Banked Shot, Zen Archery
9 +9 +3 +6 +6 Ranged Presicion 5d8
10 +10 +3 +7 +7 Extended Precision
Hit Dice: d8 Class Skills: Climb, Craft, Knowledge (religion), Ride,
Spot, Swim
Skill Points Per Level: 2 + Int modifier
Ranged Precision (Ex): As a standard action, an initiate may make a
single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points
of damage if the attack hits. When making a ranged precision attack, an
initiate must be within 30 feet of his target. An initiate's ranged precision
attack only works against living creatures with discernible anatomies. Any
creature that is immune to critical hits (including undead, constructs, oozes,
plants, and incorporeal creatures) is not vulnerable to a ranged precision
attack, and any item or ability that protects a creature from critical hits
(such as armor with the fortification special ability) also protects a creature
from the extra damage. Unlike with a rogue's sneak attack, the initiate's target
does not have to beflat-footed or denied its Dexterity bonus, but if it is, the
initiate's extra precision damage stacks with sneak attack damage. Treat the
initiate's ranged precision attack as a sneak attack in all other ways. The initiate's
bonus to damage on ranged precision attacks increases by +1d8 every
two levels. An initiate can only use this ability with a ranged weapon for
which he has taken the Weapon Focus feat.
Close Combat Shot (Ex): At 2nd level, an initiate can attack with a ranged
weapon while in a threatened square and not provoke an attack of opportunity.
Greater Weapon Focus (Ex): At 4th level, an Order of the Bow initiate
gains the Greater Weapon Focus feat with a single ranged weapon for which he
has taken the Weapon Focus feat even if he has not attained 8th level as a fighter.
Free Attack (Ex): At 6th level, whenever an ally within line of sight
preforms and attack of oppertunity upon a foe, the initate can make one ranged
attack against the same foe as a free action
Sharp-Shooting: At 6th level, an initate gains the Sharp-Shooting
feat as a bonus feat
Banked Shot (Ex): At 8th level, an initate can fire an arrow at a target
within 20ft (but not adjacent to) a wall. When fired, the arrow banks off the
wall, and hits the target. Treat the target as being flat-footed for purposes of AC
and damage inflicted. This is a full-round action.
Zen Archery: At 8th level, the initate gains Zen Archery as a bonus feat.
If he already has Zen Archery, then the Wisdom and Dexterity modifiers stack
for ranged attacks.
Extended Precision (Su): A 10th-level Order of the Bow initiate's senses
and feel for "the shot" become so attuned that he may make ranged precision
attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet.
Requirements: To become an Order of the Bow initiate, a character must fulfill
the following criteria.
Base Attack Bonus: +5.
Skills: Craft (Bowmaking) 5 ranks, Knowledge (religion) 2 ranks.
Feats: Point Blank Shot, Precise Shot, Manyshot, Weapon Focus (longbow,
shortbow, or the composite version of either).