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  1. - Top - End - #1
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Nawyria's Ranged Combat Ruleset [Class, PrC, Feats, Weapons]


    Hello Fellow Giant In the Playground Forum members. I go by the online name of Nawyria and for some time now, I've been going over the Core Rulebooks again and again only to find that I found a couple of things missing, or at least out of place. I've been homebrewing my own sets of rules since then and I thought I'd start posting those here for you to critisize. Know that the concepts I design are mainly centered on character competence rather than gearing up as you progess in levels.

    One of these things was the ability to create a solid Ranged Weapon-based (be it bows, crossbows or firearms) character. In traditional 3.5 D&D, the best character class to choose for taking up Archery is undoubtedly the Fighter for the classes bonus feats. Combining this with Human as race allows for 7 feats in total around level 6, you've already taken up all the availible Archery feats, Weapon Focus and Weapon Specialisation, and all that remains is Improved Precise shot, Improved Critical, Greater Weapon Focus and Greater Weapon Specialisation.
    Neither did I really like the rules for firearms presented in the Dungeon Master's guide, as any level 1 Fighter with Rapid Fire could easily out-damage anyone of the same level with one of those weapons.

    What I'm going to present you here, over the course of a few updates, is a new Core Class I've named The Marksman, basically the Figher's ranged counterpart, along with prestige class paths that veer towards a specific type of ranged combat; The Arcane Archer, although different from the one presented in the DMG; The Sharpshooter, The kind of ranged combatant dat lives for the one perfect shot; The Gunslinger, your everyday trigger-happy firearms specialist; and The Military Archer, an archery prestige class used to targetting unit formations (prestige classes subject to change). Along with these, I'll be making some adjustments to the Ranger core class, present you with a number of new weapons, including a bunch of firearms and a whole new set of Ranged Combat feats that should allow you to play your Marksman to your personal liking.

    Please note that nothing posted here is final yet, and may change based on your reactions ^^.
    Last edited by Nawyria; 2007-08-09 at 01:23 AM.
    Life is like an Eternal Song
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  2. - Top - End - #2
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: D&D Archery


    Ranged Weapons List, Ranged Weapon Mechanics & Firearm Mechanics
    Descriptive text

    Lastly, I must state that I've taken quite a bit of ideas and information from various sources. Among others, I've the World of Warcraft RPG sourcebook to thank for. There are probably quite a few more, but I can't remember all of them well enough to make up a list here. Credits to them anyways.

    Weapon List
    Spoiler
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    Simple Ranged
    {table=head]Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Crossbow, H|50 gp|1d8|1d10|19-20/x2|120 ft.
    Bolts (10)|1 gp|-|-|-|-
    Crossbow, L|35 gp|1d6|1d8|19-20/x2|80 ft.
    Bolts (10)|1 gp|-|-|-|-
    Dart|5 sp|1d3|1d4|x2|20 ft.
    Javelin|1 gp|1d4|1d6|x2|30 ft.
    Sling|-|1d3|1d4|x2|50 ft.
    Bullets (10)|1 sp|-|-|-|-
    [/table]

    Martial Ranged
    {table=head]Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Longbow|75 gp|1d6|1d8|x3|100 ft.
    Arrows (20)|1 gp|-|-|-|-
    Longbow, Composite|100 gp|1d6|1d8|x3|110 ft.
    Arrows (20)|1 gp|-|-|-|-
    Shortbow|30 gp|1d4|1d6|x3|60 ft.
    Arrows (20)|1 gp|-|-|-|-
    Shortbow, Composite|75 gp|1d4|1d6|x3|70 ft.
    Arrows (20)|1 gp|-|-|-|-
    [/table]

    Martial Melee
    {table=head]Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Bayonet, small||1d3|1d4|x3|-
    Bayonet, large|15 gp|1d6|1d8|x3|-
    [/table]

    Exotic Ranged
    {table=head]Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Blunderbuss|250 gp|Special|Special|-|Special
    Shot, Blunderbuss (20)|10 gp|-|-|-|-
    Hand Crossbow|100 gp|-|1d4|19-20/x3|30 ft.
    Bolts (10)|1 gp|-|-|-|-
    Pistol|400 gp|2d6|3d6|x3|20 ft.
    Bullets, Pistol (10)|5 gp|-|-|-|-
    Rifle|700 gp|2d6|3d6|x3|200 ft.
    Bullets, Rifle (10)|6 gp|-|-|-|-
    Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    [/table]



    Ranged Weapon Mechanics
    Spoiler
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    Coming Soon



    Firearm Mechanics
    Spoiler
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    Coming soon



    Template
    Spoiler
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    {table=head]Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Name|Cost|Dmg(s)|Dmg(m)|Crit|Range
    Explosives
    [/table]
    {table=head]Name|Cost|Damage|Blast Radius|Range|Type
    Name|Cost|Damage|Blast Radius|Range|type
    Name|Cost|Damage|Blast Radius|Range|type
    [/table]

    Last edited by Nawyria; 2007-08-09 at 12:47 AM.

  3. - Top - End - #3
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: D&D Archery


    Ranged Combat Feats and Abilities I

    Here is a list of feats that all qualify as one of the Marksman's bonus feats. Some of these (like the Sharpshooting feats for the Sharpshooter) will be part of a Prestige Class' class abilities. I've put every group of feats under a spoiler with a separate header to avoid filling the page too much. I realise now the layout is less-than perfect, but it'll have to do for now. Each group carries its own comment displayed in italics and is subject to further change

    First thing you'll probably notice is that I've removed the Point Blank Shot feat as the prerequisite for multiple other feats. This is because I feel Point Blank Shot doesn't really capture what the most basic of feats is required to be a succesfull Ranged Combatant and I'm thinking of making the Marksmanship feat the necessary prerequisite instead.

    Secondly, I could really, really, really use some help when it comes to balancing out the prerequisites of certain feats to their effect. If there is anyone willing to spend some time helping me think this through, I would appreciate it. I will note down certain feats I'm having trouble balancing.

    Lastly, I must state that I've taken quite a bit of ideas and information from various sources. Among others, I've the World of Warcraft RPG sourcebook to thank for. There are probably quite a few more, but I can't remember all of them well enough to make up a list here. Credits to them anyways.

    Marksmanship (Finished) Credits to Dennetik
    Spoiler
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    {table=head]Name|Prerequisite|Benefit
    Marksmanship|Dex 13|You may add your Dexterity modifier to the damage of Ranged Weapons you use. However, as this technique mainly resolves around finesse, you are unable to do this with any Composite Bow. For these bows, you use Bow's Strenth rating instead.
    - Improved Marksmanship|Marksmanship, Dex 15, Bab+4|You may add your Dexterity modifier to the damage of Ranged Weapons you use. As you are now able to fully harness both the finesse of the shot and the strength of your bow, you may add both the Dexterity modifier as well as the Bow's Stength Rating.
    [/table]
    Thanks to Dennetik for his advice, I've finished these two feats now.

    I want Dexterity to be of influence when it comes to damage, but granting both the Dexterity Modifier and the Strength Rating in one feat at low level would result in characters firing 2 arrows per round with a +6/+7 to damage each. The second feat that allows you to do this should balance this out a bit, although I'm not sure if the Base Attack Bonus requirement is high enough.

    The flavour text will explain how it is hard to combine both Force and Finesse into a single shot with little experience.


    Point Blank Shot (needs work)
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    {table=head]Name|Prerequisite|Benefit
    Point Blank Shot|-|+1 Attack and +2 damage to targets within 30 ft.
    - Improved Point Blank Shot|Base Attack Bonus +11, Dex 17, Point Blank Shot|+2 Attack and +2 Damage to targets within 30 ft.
    - Close Shot|Dex 15+/17+, Point Blank Shot|Attack with a Ranged weapon without provoking attacks of opportunity.
    - Ranged Feint|Dex 15+, Int 13+, Point Blank Shot|Perform a Feint on targets within 30 ft. This takes a standard action.
    - - Improved Ranged Feint|Point Blank Shot, Dex 17+, Int 15+|You may use the Ranged Feint ability as a move-equivalent action, or you may sacrifice one iterative attack to make a single feint.
    - Ranged Threaten|Base Attack Bonus +8, Point Blank Shot|Threaten and Flank 15 ft as if wielding a reach weapon. (Perhaps I should limit the amount of Attacks of Opportunity allowed to 1, or simply disallow any Attack of Opportunity).
    - - Improved Ranged Threaten|Base Attack Bonus +12, Point Blank Shot|Threaten 30 ft.
    [/table]
    If you're playing a campaign that mainly involves playing in a Dungeon setting, this set of feats is probably for you. First of all, we have the good old Point Blank Shot feat, re-introduced as a prerequisite for only the abilities used at close range. The Close Shot feat may come in real handy when you're likely to find yourself attacked in melee combat. Though I like the fact you should be able to fire ranged weapons when engaged in melee combat without any danger, I think actually being in melee combat should also limit that ability. Therefore I'm thinking of limiting the number of attacks to 1 per round, or imposing a Reflex save (DC15+2 for each additional threatening opponent) to avoid attacks of opportunity. I have yet to balance out the prerequisites and effects of the Ranged Feint feats, as well as the Ranged Threated feats. A Combat Reflexes + High Dex + Ranged Threate and Improved Ranged Threaten build would be EXTREMELY overpowered when a group of enemies decides to charge the group's fighter 2 steps ahead of you.

    Far Shot
    Spoiler
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    {table=head]Name|Prerequisite|Benefit
    Far Shot|-|Increases your Ranged Weapon range incement by 50% and Thrown Weapon range incement by 100%.
    - Noname|Base Attack Bonus +12, Far Shot, Str? Dex? other feat?|Any ability usable within 30 ft, such as the Rogue's Sneak Attack, the Point Blank Shot Ability or the Ranged Feint Ability are usable at 60 ft. This does not apply to the Ranged Threaten Ability
    [/table]

    Precise Shot (needs work)
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    {table=head]Name|Prerequisite|Benefit
    Precise Shot|-|You do not take a -4 penalty for shooting at targets in melee without any chance of hitting the wrong target. Additionally, you treat any cover but Full cover as if it were 1 category smaller. Similarly, you reduce miss chances due to anything but full Concealment by 10%
    - Improved Precise Shot|Base Attack Bonus +11, Dex 19+, Precise Shot|When you shoot at a target engaged in a grapple, you automatically strike the target you've chosen. Additionally, you treat any cover but Full cover as if it were 1 category smaller. Similarly, you reduce miss chances due to anyting but full Concealment by 20%
    - Ranged Trip|Bab +8, Dex 17+, Precise Shot|You may make trip attempts with your ranged weapon. You make a normal attack roll at a -4 penalty that deals damage normally. If it hits, you initiate a trip attempt at a -4 penalty.
    - - Improved Ranged Trip|Bab +12, Dex 19+, Precise Shot, Ranged Trip|In addtion to the normal effects, your target suffers 2 points of temporary Dexterity damage, these recover at a rate of 2 points per day (save?). You may only use this ability once per target.
    - Ranged Disarm|Bab +8, Dex 17+, Precise Shot|You may make disarm attempts with your ranged weapon. You make a normal attack roll at a -4 penalty that deals damage normally. If it hits, you initiate a disarm attempt at a -4 penalty.
    - - Improved Ranged Disarm|Bab +12, Dex 19+, Precise Shot, Ranged Disarm|In addtion to the normal effects, your target suffers 2 points of temporary Strength damage, these recover at a rate of 2 points per day (save?). You may use this ability once per target.
    - Sharpshooting|Dex 13+, Precise Shot|Next group
    [/table]

    Sharpshooting (needs work)
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    {table=head]Name|Prerequisite|Benefit
    Sharpshooting|Dex 13+, Precise Shot|As a Full-Round Action, you do nothing else other than aim at your target using this feat. You may keep aiming at your target for as long as you wish, and each round adds a +2 to your next attack roll against that target (max +5). You fire the shot as a free action the round after you've finished aiming. If you are in a threatened square or subject of any attack, you lose the benefits of this feat until you start aiming again.
    - Improved Sharpshooting|Base Attack Bonus +8, Dex 15+, Precise Shot, Sharpshooting|You may aim for an attack up to a +10 to your attack roll.
    - - Greater Sharpshooting|Base Attack Bonus +14, Dex 19+, Precise Shot, Sharpshooting, Improved Sharpshooting|Each other ranged attack made in the round you fire your shot gains a bonus equal to half the bonus your original attack recieved.
    - Perfect Shot|Base Attack Bonus +6, Dex 15+, Precise Shot, Sharpshooting|As part of any Full round attack action, you may sacrifice your additional attacks to fire a single, Perfect shot. This shot deals an additional +1d6 damage on hit. You may use this in conjuction with the Sharpshooting feat.
    - - Lethal Shot|Base Attack Bonus +12, Dex 17+, Precise Shot, Sharpshooting, Perfect Shot|Whenever you gain the benefit of the Perfect Shot feat, your critical threat range increases by 2.
    - - - Fatal Shot|Base Attack Bonus +16, Dex 19+, Precise Shot, Sharpshooting, Perfect Shot, Lethal Shot|Whenever you gain the benefit of the Perfect Shot feat, your critical damage modifier increases by one (x2 becomes x3, x3 becomes x4).
    - Noname|Dex 13+, Precise Shot, Sharpshooting|You may use the Sharpshooting feat even when threatened or attacked. You must roll a Concentration check against a DC of 10+1/2 damage done to keep the benefits of your Sharp shot if you are damaged.
    [/table]

    Rapid Shot & Unfocused Fire (needs work)
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    {table=head]Name|Prerequisite|Benefit
    Rapid Shot|Dex 13+|Extra Ranged Attack at highest BAB, all attacks -2
    - Improved Rapid Shot|Base Attack Bonus +11, Dex 19+, Rapid Shot|You do not take the -2 penalty when using the Rapid Shot ability
    - Manyshot|Base Attack Bonus +6, Dex 17+, Rapid Shot|Refer to PHB. Special: If you have the Quick Draw feat, you can draw and nock one extra arrow once per round as a free action.
    Unfocused Fire|?|You may elect to fire at a formation rather than a single target. You gain a +1 to hit for every 4 targets in the formation, up to your Base Attack Bonus, or 10, whichever is less. Hits are distributed at random
    - Unfocused Volley|?, Unfocused Fire|When using the Unfocused Fire feat in a Full Attack action, you gain an Extra Ranged Attack at your highest BAB. This attack stacks with any attack you may get from the Rapid Shot feat.
    [/table]

    Others (needs work)
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    {table=head]Name|Prerequisite|Benefit
    Pistol Whip|Proficiency with firearms|You may use firearms in melle combat without any chance of breaking it. You are considered proficient with the use of this attack and do not incur a -4 penalty.
    Bow Strike|Proficiency with bows|You may use bows in melle combat without any chance of breaking it. You are considered proficient with the use of this attack and do not incur a -4 penalty.
    Crossbow Strike|Proficiency with crossbows|You may use crossbows in melle combat without any chance of breaking it. You are considered proficient with the use of this attack and do not incur a -4 penalty.
    Sniper shot|Base Attack Bonus +?, Dex +15, Weapon Focus with selected weapon|Select a Crossbow or Firearm weapon. You may add half your Dexterity Modifier to the damage roll of any shot you make using the selected weapon. This is in addition to any benefits gained through the Marksmanship feats.
    Rapid Reload|Proficiency with selected weapon|Select either Crossbows or Firearms. Your reload time using the selected weapons is reduced. Any weapon that requires a Full-Round action to reload now requires a Standard action to reload. Any weapon that requires a Standard action to reload now requires a Move-Equivalent action to reload. Any weapon that requires a Move-Equivalent action now requires a Free action to reload. Weapons that require multiple Full-Round actions to reload, have their reload time halved (round up)
    Shot on the Run|refer to PHB|refer to PHB
    Noname|?|+1 to attack if you have high ground. This is normally only reserved for melee weapons.
    Ranged Blindfight|?|Yet to work out
    [/table]

    Template
    Spoiler
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    {table=head]Name|Prerequisite|Benefit
    Feat|Prerequisite|Benefit
    [/table]

    Last edited by Nawyria; 2007-08-09 at 12:39 AM.

  4. - Top - End - #4
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: D&D Archery

    Reserved for Ranged Combat Feats II

  5. - Top - End - #5
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: D&D Archery

    Reserved for Ranged Combat Feats III

  6. - Top - End - #6
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: D&D Archery

    The Marksman Core Class

    The Marksman is basically your everyday Fighter, only suited for ranged combat more than for melee combat. Below is a changelog of how the Fighter became a Marksman.

    -First of all I changed the Reflex saves to good.
    -Secondly, I added the Spot and Listen skills as class skills because it is a neccesary part of being a Ranged Combatant. The Hide and Balance skills was added for those who would consider a future carreer in Sharpshooting. In order to accomodate these skills, I raised the skill points per level to 4 + int modifier (allowing a character without an Int bonus to take all four class skills noted above).
    -I reduced to hit die to d8 for obvious reaseons, but not any lower as I figured a Marksman would still want to keep himself in shape in case the enemy was planning to return fire.
    -I removed proficiencies for martial melee weapons other than light, as Ranged Combatants usually carry a backup weapon, but rarely train in the use of anything larger than a mace, dagger or shortsword. I figured they usually wear light armour that offers some protection against attacks and those fighting on the frontline may don a suit of Chainmail, but a Full Plate mail would be quite extraordinary for an average Marksmen. Bucklers are usually kept as a backup defensive measure in combination with one of the weapons should it come to melee combat.
    -Lastly, I changed the Bonus feats so they would only give feats that are associated with ranged combat.

    Please note the rules for Weapon Specialisation and so on have disappeared, as I allow anyone that meets the Base Attack Bonus requirements of the fighter levels that normally allow these feats to take them.

    Marksman

    Alignment: Any
    Abilities: Dexterity is about the most important ability score to an Marksman as it determines how well he is able to use his ranged weapons and it governs which feats he is able to take. Wisdom is probably the second most important ability score as Marksmen need a keen perception to use their ranged weapons effectively. Strength is another key ability score for advanced Marksmen with strengthened composite bows.
    Hit Die: d8

    Class Skills
    The Marksmen’s class skills (and the key ability for each skill are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str)
    Skill Points at 1st Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Marksman
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +1/2*
    |
    +1/2*
    |
    +1/3
    |Bonus Feat
    2nd|
    +2
    |
    +1
    |
    +1
    |
    +2/3
    |Bonus Feat
    3rd|
    +3
    |
    +1-1/2
    |
    +1-1/2
    |
    +1
    |-
    4th|
    +4
    |
    +2
    |
    +2
    |
    +1-1/3
    |Bonus Feat
    5th|
    +5
    |
    +2-1/2
    |
    +2-1/2
    |
    +1-2/3
    |-
    6th|
    +6
    |
    +3
    |
    +3
    |
    +2
    |Bonus Feat
    7th|
    +7
    |
    +3-1/2
    |
    +3-1/2
    |
    +2-1/3
    |-
    8th|
    +8
    |
    +4
    |
    +4
    |
    +2-2/3
    |Bonus Feat
    9th|
    +9
    |
    +4-1/2
    |
    +4-1/2
    |
    +3
    |-
    10th|
    +10
    |
    +5
    |
    +5
    |
    +3-1/3
    |Bonus Feat
    11th|
    +11
    |
    +5-1/2
    |
    +5-1/2
    |
    +3-2/3
    |-
    12th|
    +12
    |
    +6
    |
    +6
    |
    +4
    |Bonus Feat
    13th|
    +13
    |
    +6-1/2
    |
    +6-1/2
    |
    +4-1/3
    |-
    14th|
    +14
    |
    +7
    |
    +7
    |
    +4-2/3
    |Bonus Feat
    15th|
    +15
    |
    +7-1/2
    |
    +7-1/2
    |
    +5
    |-
    16th|
    +16
    |
    +8
    |
    +8
    |
    +5-1/3
    |Bonus Feat
    17th|
    +17
    |
    +8-1/2
    |
    +8-1/2
    |
    +5-2/3
    |-
    18th|
    +18
    |
    +9
    |
    +9
    |
    +6
    |Bonus Feat
    19th|
    +19
    |
    +9-1/2
    |
    +9-1/2
    |
    +6-1/3
    |-
    20th|
    +20
    |
    +10
    |
    +10
    |
    +6-2/3
    |Bonus Feat[/table]
    )Please note I intentionally did not include the +2 boost to a Good ability save.

    Class Features
    All of the following are class features of the marksman.
    Weapon and Armour Proficiency: Marksmen are proficient with all simple weapons, all martial ranged weapons and all martial light melee weapons, with light and medium armour and with bucklers.
    Bonus Feats: At 1st-level an Marksman gains a bonus combat-oriented feat in addition to the feat that any 1st-level character receives and the bonus feat granted to a human character. The marksman gains an additional bonus feat at every even marksman level thereafter (2nd, 4th, 6th, and so on). There bonus feats must be drawn from the feats noted as marksman bonus feats, these are primarily ranged combat feats, as the marksman is first and foremost a ranged combatant. A ranger must still meet all the prerequisites for the feat, including ability score, previous feats required and base attack bonus minimums. These bonus feats are in addition to the feat a character gets every three levels. These character feats are not limited to the list of marksman bonus feats.
    Eagle Eye: at 1st/2nd/3rd/4th/5th/6th-level, the Marksman's sight improves. The range increment for all ranged weapons he wields increases by 50% (stack with Far shot for 100%). He gains a +2 bonus op Spot checks and his Spot checks take a -1 penalty for every 20ft. of distance between himself and the target, instead of a -1 penalty for every 10 ft.
    Last edited by Nawyria; 2007-08-09 at 01:11 AM. Reason: Added Eagle Eye
    Life is like an Eternal Song
    Life is like an Everlasting Dance
    Every Dissonance Another Opportunity
    Every Misstep Anoither Chance
    - Nawyria, AKA Fionnin

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    Melee Combat Ruleset
    Ranged Combat Ruleset
    Arcane Spellcaster Ruleset
    Divine Spellcaster Ruleset
    Spell Creation Engine
    Spells as Created from the Engine
    Deities of my Campaign World


  7. - Top - End - #7
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    Default Re: D&D Archery

    One thing you'll always have to concider when building archers: Most games and adventures are set in a limited dungeon.

    If you could present some alternative uses for ranged weapons that would be great: The ranged disarm & sunder feats were a good start, but more options would be very nice.

  8. - Top - End - #8
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    GreenSorcererElf

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    Default Re: D&D Archery

    The Sharpshooter Prestige Class

    The Sharpshooter is basically your party's hotshot, the one who takes down a single opponent with one arrow or bullet and lives for that one, perfect shot. I made two variants for this prestige class, one with a Base Attack Bonus requirement of +4, and the other for +6. This is because I felt, while making the first version, that giving away an ability like Fatal shot at 14th level was a tad bit overpowered. I was also missing some space to cramp in Improved Precise Shot, so I decided to make a 2nd version, which I like best so far. Both versions incluse a level 1 through level 20 path guide for this prestige class.


    Sharpshooter starting at level 5
    Spoiler
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    Sharpshooter

    Fluff Text

    Hit Die: d8

    Requirements
    To qualitft to become a Sharpshooter (Shr), a character must fullfil the following criteria
    Alignment: Any or Non-Chaotic
    Feats: Marksmanship, Precise Shot, Sharpshooting
    Base Attack Bonus: +4

    Class Skills
    The Marksmen’s class skills (and the key ability for each skill are Balance (Dex), Climb (Str), Concentration (Con) Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str)
    Skill Points at Each Additional Level: 4 + Int modifier

    Marksman
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +1/2*
    |
    +1/2*
    |
    +1
    |Ranged Sneak Attack +1d6
    2nd|
    +2
    |
    +1
    |
    +1
    |
    +2/3
    |Perfect Shot
    3rd|
    +3
    |
    +1-1/2
    |
    +1-1/2
    |
    +1
    |Ranged Sneak Attack +2d6
    4th|
    +4
    |
    +2
    |
    +2
    |
    +1-1/3
    |Improved Sharpshooting
    5th|
    +5
    |
    +2-1/2
    |
    +2-1/2
    |
    +1-2/3
    |Ranged Sneak Attack +3d6
    6th|
    +6
    |
    +3
    |
    +3
    |
    +2
    |Lethal Shot
    7th|
    +7
    |
    +3-1/2
    |
    +3-1/2
    |
    +2-1/3
    |Ranged Sneak Attack +4d6
    8th|
    +8
    |
    +4
    |
    +4
    |
    +2-2/3
    |Greater Sharpshooting
    9th|
    +9
    |
    +4-1/2
    |
    +4-1/2
    |
    +3
    |Ranged Sneak Attack +5d6
    10th|
    +10
    |
    +5
    |
    +5
    |
    +3-1/3
    |Fatal Shot
    [/table]
    *Please note I intentionally did not include the +2 boost to a Good ability save.

    Class Features
    All of the following are class features of the sharpshooter.
    Weapon and Armour Proficiency: Sharpshooters have the same proficiencies as Marksmen, excluding Medium Armour.
    Ranged Sneak Attack: At 1st-level an Sharpshooter gains the ability to perform a Ranged Sneak Attack on targets denied their Dexterity Bonus to AC. This works just like the Rogue "Sneak Attack" Ability in all respects, except that it may not be used in melee combat, and can be used in ranged combat at a range of up to 5 range increments of the weapon the Sharpshooter is using. This ability stacks with any other Sneak Attack Abilities, although those may usually only be used within 30 ft. The Ranged Sneak Attack damage starts at +1d6 and increases by another 1d6 every 2 levels thereafter.
    Any of the Feats: The Sharpshooter gains all of of the shown feats as bonus feats. These abilities may be used even if the Sharpshooter does not posess the required prerequisites, but they may not be used as prerequisites for other feats or abilities unless all of their prerequisites have been met. Furthermore, the Sharpshooter may only use these feats when wearing light or no armour.

    Marksmanship/Sharpshooter character:
    1 Marksman - Precise Shot, Marksmanship
    2 Marksman - sharpshooting
    3 Marksman - Weapon Focus
    4 Marksman - Weapon Specialisation
    5 Sharpshooter - Ranged Sneak Attack +1d6
    6 Sharpshooter - Perfect Shot, Feat
    7 Sharpshooter - Ranged Sneak Attack +2d6
    8 Sharpshooter - Improved Sharpshooting
    9 Sharpshooter - Ranged Sneak Attack +3d6, Greater Weapon Focus
    10 Sharpshooter - Lethal Shot
    11 Sharpshooter - Ranged Sneak Attack +4d6
    12 Sharpshooter - Greater Sharpshooting, Greater Weapon Specialistion
    13 Sharpshooter - Ranged Sneak Attack +5d6
    14 Sharpshooter - Fatal Shot
    15 Marksman - Feat
    16 Marksman - Bonus Feat
    17 Marksman - nothing
    18 Marksman - Bonus Feat, Feat
    19 Marksman - nothing
    20 Marksman - Bonus Feat

    Possible Feats:
    - Improved Critical
    - Improved Marksmanship
    - Crossbow/Firearm Sniping
    - Rapid Reload Crossbow/Firearm
    - Far shot
    - Improved Precise Shot
    - Threaten Zone (for flanking)

    Sharpshooter starting at level 7
    Spoiler
    Show

    Sharpshooter

    Fluff Text

    Hit Die: d8

    Requirements
    To qualitft to become a Sharpshooter (Shr), a character must fullfil the following criteria
    Alignment: Any or Non-Chaotic
    Feats: Marksmanship, Precise Shot, Sharpshooting, Perfect Shot
    Base Attack Bonus: +6

    Class Skills
    The Marksmen’s class skills (and the key ability for each skill are Balance (Dex), Climb (Str), Concentration (Con) Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Spot (Wis) and Swim (Str)
    Skill Points at Each Additional Level: 4 + Int modifier

    Marksman
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +1/2*
    |
    +1/2*
    |
    +1
    |Ranged Sneak Attack +1d6
    2nd|
    +2
    |
    +1
    |
    +1
    |
    +2/3
    |Improved Sharpshooting
    3rd|
    +3
    |
    +1-1/2
    |
    +1-1/2
    |
    +1
    |Ranged Sneak Attack +2d6
    4th|
    +4
    |
    +2
    |
    +2
    |
    +1-1/3
    |Improved Precise Shot
    5th|
    +5
    |
    +2-1/2
    |
    +2-1/2
    |
    +1-2/3
    |Ranged Sneak Attack +3d6
    6th|
    +6
    |
    +3
    |
    +3
    |
    +2
    |Lethal Shot
    7th|
    +7
    |
    +3-1/2
    |
    +3-1/2
    |
    +2-1/3
    |Ranged Sneak Attack +4d6
    8th|
    +8
    |
    +4
    |
    +4
    |
    +2-2/3
    |Greater Sharpshooting
    9th|
    +9
    |
    +4-1/2
    |
    +4-1/2
    |
    +3
    |Ranged Sneak Attack +5d6
    10th|
    +10
    |
    +5
    |
    +5
    |
    +3-1/3
    |Fatal Shot
    [/table]
    *Please note I intentionally did not include the +2 boost to a Good ability save.

    Class Features
    All of the following are class features of the sharpshooter.
    Weapon and Armour Proficiency: Sharpshooters have the same proficiencies as Marksmen, excluding Medium Armour.
    Ranged Sneak Attack: At 1st-level an Sharpshooter gains the ability to perform a Ranged Sneak Attack on targets denied their Dexterity Bonus to AC. This works just like the Rogue "Sneak Attack" Ability in all respects, except that it may not be used in melee combat, and can be used in ranged combat at a range of up to 5 range increments of the weapon the Sharpshooter is using. This ability stacks with any other Sneak Attack Abilities, although those may usually only be used within 30 ft. The Ranged Sneak Attack damage starts at +1d6 and increases by another 1d6 every 2 levels thereafter.
    Any of the Feats: The Sharpshooter gains all of of the shown feats as bonus feats. These abilities may be used even if the Sharpshooter does not posess the required prerequisites, but they may not be used as prerequisites for other feats or abilities unless all of their prerequisites have been met. Furthermore, the Sharpshooter may only use these feats when wearing light or no armour.

    Marksmanship/Sharpshooter character:
    1 Marksman - Precise Shot, Marksmanship
    2 Marksman - sharpshooting
    3 Marksman - Weapon Focus
    4 Marksman - Weapon Specialisation
    5 Marksman - nothing
    6 Marksman - Perfect Shot, Feat
    7 Sharpshooter - Ranged Sneak Attack +1d6
    8 Sharpshooter - Improved Sharpshooting
    9 Sharpshooter - Ranged Sneak Attack +2d6, Greater Weapon Focus
    10 Sharpshooter - Improved Precise Shot
    11 Sharpshooter - Ranged Sneak Attack +3d6
    12 Sharpshooter - Lethal Shot, Greater Weapon Specialisation
    13 Sharpshooter - Ranged Sneak Attack +4d6
    14 Sharpshooter - Greater Sharpshooting
    15 Sharpshooter - Ranged Sneak Attack +5d6, Feat
    16 Sharpshooter - Fatal Shot
    17 Marksman - Nothing
    18 Marksman - Feat, Bonus Feat
    19 Marksman - Nothing
    20 Marksman - Bonus Feat

    Possible Feats:
    - Improved Critical
    - Improved Marksmanship
    - Crossbow/Firearm Sniping
    - Rapid Reload Crossbow/Firearm
    - Far shot
    - Threaten Zone (for flanking)

    Last edited by Nawyria; 2007-08-09 at 12:43 AM.
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  9. - Top - End - #9
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    Default Re: D&D Archery

    Reserved for Military Archer Prestige Class

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    Default Re: D&D Archery

    Reserved for Ranger Core Class Revision

    In the works
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    20 LEVEL SPELLCASTING BASE CLASS
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

    1st|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    2nd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    3rd|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    4th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    5th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    6th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    7th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    8th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    9th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    10th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    11th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    12th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    13th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    14th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    15th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    16th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    17th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    18th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    19th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-
    20th|
    +x
    |
    +x
    |
    +x
    |
    +x
    |Class Ability|-|-|-|-[/table]

    +2 Handle Animal
    +2 Knowledge Nature & Survival
    Track
    Swift Tracking
    Endurance
    Animal Companion or Tame Animal
    Evasion
    Woodland Stride
    Saving Throw Bonus
    Poison Resistance/Immunity
    Special Abilities?
    - Increased Movement Rate
    - Improved Animal Companion (magical beast?)
    - Improved Healing (herbs, heals hp, level-dependant, skill-dependant)
    - Uncanny Dodge
    - Eagle Eye ( +50% range, +2 spot, -1 spot per 20 ft. instead of 10ft.)
    - Pack Tactics (Ranger and anyone else threatening same target always flank)

    Animal Companion Mechanics:
    Strength and Dexterity Adjustment
    Bonus Hit Dice
    Natural Armour Adjustment
    Tricks
    Special Abilities:
    - Evasion
    - Link
    - Devotion
    - Improved Evasion
    - Multiattack
    - Share Vision
    Last edited by Nawyria; 2007-08-09 at 01:20 AM.

  11. - Top - End - #11
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: D&D Archery

    Reserved for Gunslinger Prestige Class

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    Pixie in the Playground
     
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    Default Re: D&D Archery

    Reserved for Arcane Archer Prestige Class

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    Default Re: D&D Archery

    Sir! I am intrigued. Concider your post bookmarked and checked daily!

  14. - Top - End - #14
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: D&D Archery

    Quote Originally Posted by Falrin View Post
    One thing you'll always have to concider when building archers: Most games and adventures are set in a limited dungeon.

    If you could present some alternative uses for ranged weapons that would be great: The ranged disarm & sunder feats were a good start, but more options would be very nice.
    I master a campaign that is very much set in the outside world, dealing with open-field combat, urban combat, stealth and subterfuge and only the occasional trip to the big bad guy's stronghold. Although I realise most campaign settings are indeed set inside the confines of a dungeon, keep or cave, I don't think it will really matter all that much.

    I only named the core class "Marksman" because I'm designing the class to be suitable for those who want to use firearms as well. I assure you, I've got a nice few tricks in mind for those fighting in tight spots, such as the ability to threaten an area with a ranged weapon, flank characters using a ranged weapon, and, as you said, trip and disarm characters with a ranged weapon.

    I am also designing specific feats and prestige classes that allow you to be very effective in the outside world, where there's at least 200 ft between you and the closest enemy, but you are by no means obliged to take up the Sharpshooter Prestige class.

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    Default Re: D&D Archery

    I have to disagree with fighter being the best archer (This is friendly trust me). The ranger is the best class for being an archer if you take a few options from out side the player handbook.

    First from PHB 2 take distracting Attack. Any enemy you hit if you have Distracting Attack is flanked when Allies attack him. This gets rid of your under par animal companion. Next you need to ditch the spell casting for the Champion of the Wild option in Complete Champion giving you extra feats at level 4, 8, 11, and 14. Add in the extra skill points and other nifty class tricks of the Ranger and your looking at something much stronger than the fighter brand archer.

    Also your favored enemy is best off being the option from Complete arcane taking arcanists as your favored enemy so you can take out the enemy spell caster from across the room.
    [url=http://www.giantitp.com/forums/showthread.php?t=53501]



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    Default Re: D&D Archery

    i can't wait till you get all of your stuff done, but what you have is still good

    but for the marks men why does it have hide but not move sliently
    Last edited by de-trick; 2007-08-07 at 02:49 PM.
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    Default Re: D&D Archery

    Hey dude, I've made a few interesting archery feats of my own under the 'speedy feats' thread.

    And that's about all I can say, other then the fact that there are more advantages to being an archer then simply feats. A whole new class isn't entirely necessary, just have a few new feats and some new creative weapons.

    Really, I mean, I might get to work on a modern campaign setting based on the d20 3.5 system, because I've held realization that modern flaws all over the plays and sucks in many varied ways. I'd also like to incorporate a modern campaign for realism's sake; in the sense that guns really do kill faster then bronze/iron age weapons (that includes weapons from as far back as the 40s and 20s being able to ignore hardness). I'd also like to add that classes would remain the same even in a modern setting (simply speaking, a little creativity can define someone like a bard in a different sense, whereas a fighter would be an exceptionally brave american marine or whatever). Kinda off subject, but i'm just saying. The whole purpose of the fighter is to simply be the most customizable class.

    If you're asking for more, wait for the next version of D&D to come out, which'll probably contain more then simply what you're asking for.
    Last edited by ImpFireball; 2007-08-07 at 04:53 PM.
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    Default Re: D&D Archery

    Quote Originally Posted by ImpFireball View Post
    <snip>
    And that's about all I can say, other then the fact that there are more advantages to being an archer then simply feats. A whole new class isn't entirely necessary, just have a few new feats and some new creative weapons.<snip>
    So you're saying that there's more to an archer than feats, but rather than create a new class it'd be better to make more feats and weapons? Right... not gonna pick apart your entire post.

    I like the idea of having some good classes devoted to archery (or other forms of ranged combat). As you've said already, most archery related abilities are just low-level feats. There are melee classes that can do ridiculous things, but the number of options for an archer is ridiculously minuscule.
    hmmm... wonder if I'll ever get a siggy

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    Default Re: D&D Archery

    For the Marksman - I would suggest a making skirmish (or strafe - see fax's Hunter <sorry, no link> a type of bonus feat. And possibly give him a + to land speed over the course of 20 levels.

    just a suggestion *shrug*

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    Default Re: D&D Archery

    The marksman just looks like a fighter with different (or probably less) bonus feats, to be honest. :-/

    Perhaps some special abilities unique to the marksman that no other class can duplicate? Although then you might not need to create prestige classes.

    Basically, what I see, from the marksman class, is that a player will just be a fighter, specialize in archery like you said, and THEN pass to the prestige classes you've built.

    Give the marksmen some unique bonuses, like, say, the ability to do a 'reverse power attack', trading damage for accuracy, perhaps? (Doesn't make much sense, realistically, as the more powerful you draw a bow, the more accurate it is as well... but it works excellent game mechanic-wise.)

    Or perhaps the ability to do a 'Called Shot' style attack. Like, you may choose to aim at a certain location on an enemy. Arms would be a -4 penalty to hit, but you'd deal 2 damage of strength (until healed) for each successful attack. Legs would be -4 penalty to hit, but you'd deal 2 damage of dexterity and reduce movement speed. Shooting at the head would be a -8 penalty to hit, but a gauranteed critical threat roll. Ect. And make the 'reverse power attack' unapplicable to called shot. Then it would be overpowered.
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    Default Re: D&D Archery

    As a general reply to you all, I'll summarise my answer in one post.

    Yes, it's true that the Marksman class is basically an adaptation of the Fighter class, with the bonus feats applying only to Ranged Combat. I'm currently working on a selection of feats that will allow you as a Marksman, like a Fighter, to define your specific style of Ranged Combat yourself. The prestige classes are there to allow you to specialise in a certain style of Ranged Combat better than you would be able to as a Marksman. For example, as a Marksman you could take Power Attack and Combat Expertise; then if you specialise by taking up a prestige class, you gain access to Cleave and Improved Disarm. This is true for the Marksman aswell, only with different feats and abilities.

    I will be posting a number of feats the coming few days, some of which may become feats availible to every class, some of which may become class abilities to the Marksman class or any of the prestige classes. I'm planning to do the same for the Fighter class in the future, being able to specialise towards a certain kind of Combat Style (two-handed, one-handed, light, reach, sword & shield, dual wield, thrown etc).

    I'll be posting more this evening, around 23:00; I'm currently on Holiday in China, and that means evening will be about 16:00 GMT.
    Last edited by Nawyria; 2007-08-08 at 01:50 AM.

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    Default Re: D&D Archery

    On a sidenote, is there any way to get my previous post replaced? I feel kinda bad putting it in the middle of your lay-out.

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    Default Re: D&D Archery

    First Update
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    Since I've already tackled the Marksman Core Class when I started this thread yesterday, I figured it would be best to start off with some feats/abilities for ranged combat. Each of these feats qualifies as one the Marksman's bonus feat and some (like the Sharpshooting feats for the sharpshooter) will be part of a Prestige Class' class abilities. I've put every group of feats under a spoiler with a separate header to avoid filling the page too much. I realise now the layout is less-than perfect, but it'll have to do for now. Each group carries its own comment displayed in italics and is subject to further change. If you have any suggestions, constructive critics or recommendations, please reply or send me a private message.
    Last edited by Nawyria; 2007-08-08 at 10:36 AM.

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    Default Re: D&D Archery

    Quote Originally Posted by Akennedy View Post
    Sir! I am intrigued. Concider your post bookmarked and checked daily!
    Seconded, tho not so much on the daily
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    Quote Originally Posted by Mike_G View Post
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    Default Re: D&D Archery

    Quote Originally Posted by Nawyria View Post

    Marksmanship (needs work)
    {table=head]Name|Prerequisite|Benefit
    Marksmanship|Dex 13|You may add your Dexterity modifier to damage dealt with Ranged Weapons. This supersedes (does not stack with), the bonus to damage due to a strengthened bow.
    - Improved Marksmanship|Marksmanship, Dex 15, Bab+?|You may add both your Dexterity modifier as well as the bonus to damage due to a strengthened bow.
    [/table]
    I want Dexterity to be of some influence when it comes to damage, but granting both the Dexterity modifier and the Strength modifier in one feat at low level seems a bit overpowered. This is the solution I came up with, although I'm not certain if it's balanced enough.
    Since you said it needed work, I think I can tell you that I feel it is strange the bonuses do not stack, because you give not a single logical reason for this. However, you have a good game-technical reason for it.

    So here is what I suggest. Make the first feat say that when using your skill at finesse to add your dex modifier to damage, you shoot arrows more swiftly and precisely, thus justifying the dex added to damage. However, since you are not yet extremely adept at this, you cannot do this with a bow needing great effort in strength to use, thus, a composite bow, or a 3E mighty bow.
    Therefore, with a composite bow you add strength, with a normal bow you add dex.

    The second feat represents you learning to do this with a bow, thus being able to add your dex mod to damage even with strengthened bows.


    A completely different solution to the problem would be to limit the total number of damage added through str and dex mods by the base attack bonus, but I do not like that one much. I am very much in favor of the one explained above.

  26. - Top - End - #26
    Pixie in the Playground
     
    GreenSorcererElf

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    Default Re: D&D Archery

    Quote Originally Posted by Dennetik View Post
    Since you said it needed work, (...)
    Fair enough, consider it accepted.
    Now it actually makes a difference wielding a Composite Bow or a normal Bow at lower level.
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    Default Re: D&D Archery

    Instead of the 'attacking with a bow' feats, perhaps a feat that lets you use "Arrow Mind" from the complete adventurer as a spell-like ability 3/day? Give it a duration of 1 minute/2 class levels, maybe. It lets you threaten at melee with projectile weaponry and attack without provoking an AoO. Casts as an immediate action.
    Last edited by Nu; 2007-08-08 at 02:09 PM.

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    RedWizardGuy

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    Default Re: D&D Archery

    So, does the Marksman feat stack with the Crossbow Sniper feat from a sourcebook whose name I cannot remember? Because that one added half of your dexterity bonus to crossbow damage, and it was fairly awesome by itself.

  29. - Top - End - #29
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    GreenSorcererElf

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    Default Re: D&D Archery

    Quote Originally Posted by Deesix View Post
    So, does the Marksman feat stack with the Crossbow Sniper feat from a sourcebook whose name I cannot remember? Because that one added half of your dexterity bonus to crossbow damage, and it was fairly awesome by itself.
    I adapted the Crossbow Sniper feat to wrok for both Crossbowmen and Riflemen, it's been renamed "Sniper Shot" under the "Others" Spoiler. There I explicitly state that is does stack with the Marksmanship Feat. I wanted to give Crossbowmen and Riflemen a little edge over Bowmen. After all, the force used to propel the projectile is generally the same, and you've got an ironsight to aim over, allowing much deadlier shots. On the other hand, Bows can be strengthened to some extent. Also, the Manyshot and Rapid shot feats, I believe, do not work with other weapons than Bows.

    I did this to allow for a viable way to play a Marksman using Bows, Crossbows or Firearms. Bows improves as your iterative attacks improve and they are faster than Crossbows and Firearms. Crossbows improves much like Bows improve, only they have a bigger damage potential, but they are slow to fire. Firearms has the best base damage, and obviously is best suited for sharpshooting and such, only the cost of using and maintaining one is huge. Firearms improve as the weapon improves.

    On a sidenote, the supplement you're referring to is either Unearther Arcana or the Players Handbook II.
    Last edited by Nawyria; 2007-08-08 at 11:48 PM.
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    Default Re: Nawyria's Ranged Combat Ruleset [Class, PrC, Feats, Weapons]

    Second Update
    Sharpshooter

    Yesterday I did the feats, today I've modelled the Sharpshooter Prestige class, a ranged combatant hotshot. I've chosen to make 2 versions of the Sharpshooter, one starting at 5th-level and one starting at 7th-level. Both have their merits. The first one allows for a quick adoption of the Sharpshooting combat style, whereas the second gives a more complete image of what a Sharpshooter will be like. Since Marksmen have priority when it comes to adopting the Prestige class, I think I'll eventually decide on the second one, as the first can be taken up quite early on by other characters as well.

    Next up will be either a more detailed list and explanation of the Ranged Weapons and Firearms, or my personal adaptation of the Ranger Core class.
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