Shirt Guy John
First Post
While over in the Rules forum, I read through the thread about why not to take crossbows or something, and it got me thinking. Not only are crossbows' only real advantage in their ability to be picked up and used by just about anyone, but they are completely devoid of PrCs devoted to the use of them. Bows have three classes, one of which(Arcane Archer) requires the use of bows, though the other two(Order of the Bow Initiate and Deepwood Sniper) seem(at a glance) to function better for a character who uses bows. I decided to try my hand at creating a viable crossbow-based PrC.
Well that's it. Questions? Comments? Underpowered? Overpowered? About the only thing that I really doubt as an ability is the "In the Thick" second half about opponents losing their Dex bonus to AC.
Crossbow Tactician
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Requirements:
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*Race: Human, Elf, or Half-Elf
*Base Attack Bonus: +5
*Sneak Attack +3d6
*4 ranks Spot
*6 ranks Craft(Weaponsmith)
*Proficient with Heavy Crossbow and Light Crossbow
*Feats: Weapon Focus(any crossbow), Point Blank Shot, Rapid Reload
Base Attack Bonus: As Fighter(+1/level)
Saves: As Rogue(Refl High)
Hit Dice: d8
Skill Points: 4+Int. Modifier
Class Skills: Bluff(Cha), Climb(Str), Craft(Weaponsmith)(Int), Hide(Dex), Proffesion(Wis), Listen(Wis), Ride(Dex), Spot(Wis), Tumble(Dex), Use Magic Device(Cha).
Abilities:
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1-Bolt Proficiency,
2-Lucky Shot 1/day
3-Hit the Deck
4-Sneak Attack +1d6
5-Craft Mighty-Draw Crossbow, Deadly Bolts +1
6-Lucky Shot 2/day
7-In the Thick
8-Sneak Attack +2d6
9-Deadly Bolts +2
10-Confident Shot, Lucky Shot 3/day
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Bolt Proficiency(Ex): The Crossbow Tactician can use crossbow bolts as melee weapons(see pg.99 PH) with proficiency, ignoring the normal penalty for using them as melee weapons.
Lucky Shot(Su): Once per day, a 2nd level Crossbow Tactician can reroll a single crossbow attack roll. He must keep the result of the reroll even if it is worse than the original roll. This ability can be used twice per day at 6th level and three times per day at 10th level.
Hit the Deck(Ex): Once per combat, when a character makes a succesful melee attack roll against the Crossbow Tactician, he(the CT) may choose to fall prone and treat the attack as a miss.
Sneak Attack(Ex): As a Rogue's sneak attack. These bonus die stack with any sneak attack dice from other classes.
Craft Mighty-Draw Crossbow(Ex): The Crossbow Tactician learns to modify crossbows to have a greater pull, and to thus deal greater amounts of damage. Mighty-Draw Crossbows are detailed below.
Mighty-Draw Crossbow:
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Mighty-Draw Crossbows are created to have a greater pull, and to thus deal greater amounts of damage. The enhanced pull for each level of Mighty-Draw Crossbow means that it requires greater strength to load. Each level of extra damage carries with it a Str requirement to load the crossbow, though once loaded, any character can use the crossbow and gain the extra damage.
Mighty-Draw Light Crossbows:
*+1 damage; required Str 13+, cost +100gp.
*+2 damage; requires Str 15+, cost +200gp.
Mighty-Draw Heavy Crossbows:
*+1 damage; requires Str 13+, Cost +100gp.
*+2 damage; requires Str 15+, Cost +200gp.
*+3 damage; requires Str 17+, Cost +300gp.
*+4 damage; requires Str 19+, Cost +400gp.
Craft(Weaponsmith) DC for Might-Draw Crossbows = 15 + 2/point damage bonus.
Deadly Bolts(Ex): The Crossbow Tactician learns to make his bolts strike better at his opponents' weak spots. The critical multiplier for all crossbow bolts fired by the Crossbow Tactician increases by +1(so a light crossbow changes from x2 to x3). At 9th level, this bonus increases to +2(x2 changes to x4).
In the Thick(Ex): The Crossbow Tactician learns to better fight with his crossbows while in close-quarters combat. He no longer suffers an attack of opportunity when loading or firing a crossbow in melee. In addition, if he makes a crossbow attack from prone position against a target who is standing within 5ft., the target loses his dexterity bonus to AC.
Confident Shot(Su): Once per day, the Crossbow Tactician can declare a single attack with a crossbow to be an automatic threat before he makes the attack roll. If the attack is successful, he rolls to confirm the critical hit, regardless whether the actual attack roll was a threat.
Well that's it. Questions? Comments? Underpowered? Overpowered? About the only thing that I really doubt as an ability is the "In the Thick" second half about opponents losing their Dex bonus to AC.