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jlousivy
2007-02-24, 02:47 PM
It can gernerally be agreed upon that if someone were to go the fighter or other physical combat routine that melee is the way to go and if you go ranged.... you won't usually be as effective.

Reasons:
Can't twf without a crapload of hand-crossbows (assuming no firearms)
you need dex and str to do damage and hit
you cannot apply 1.5x str modifier for wielding a bow two handed
you cannot make any attacks of opportunity
when firing at close range you provoke attacks of opportunity.

I don't want to make the ranged combat ability greater or even equal to the melee but... just improve it slightly.

Ideas:
Bows can use 1.5 str modifier, however for each 1 bonus over your str modifier you take a -1 to hit. IE: str of 18 you have a +4 modifier
you shoot a comp bow +6 you deal 1d8+6 at a -2 penalty. This doesn't neccesarily help in the accuracy department but it allows for a 'power attack' like ability but with a much shallower cap.

Improved Rapid-shot--- make it like flurry of blows, only substitute monk levels for BaB. Using this ability only allows 1x str modifier on the bow.

Any other ideas?

Matthew
2007-02-24, 02:50 PM
Have a look at my Rapid Shot variant Rapid Shooting (http://www.giantitp.com/forums/showthread.php?t=34559)

jlousivy
2007-02-24, 02:52 PM
Thank you, i like that, however the last one, mobile shooting--- i'd just stick with multishot :-)

Matthew
2007-02-24, 02:56 PM
Yeah, the last one has to be seen in context. I also advocate Mobile Two Weapon Fighting (http://www.giantitp.com/forums/showthread.php?p=1798151#post1798151) and a revised Flurry and Mobile Flurry combination. ManyShot and Greater ManyShot have some neat advantages over Mobile Rapid Shooting, but I wanted to keep things consistant.

Marcotic
2007-02-24, 10:39 PM
How about armor piercing rounds? they make an opponent act as though their armor bonus to ac was 2 less (a friends suggestion)