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[OOC] Project Black Dagger, OOC Thread
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<blockquote data-quote="Festy_Dog" data-source="post: 753834" data-attributes="member: 2561"><p><strong>Longbowman</strong></p><p>The Longbowman is an archer of exceptional skill and</p><p>mastery over his weapon of choice, the longbow. Longbowmen</p><p>have taken the advantages of their chosen weapon and have</p><p>trained to exceed the logistical envelope of their chosen role. They</p><p>live and breathe longbow, eat longbow, drink longbow and dream</p><p>longbow. They measure distances in flights , being the distance an</p><p>arrow will fly from a standard longbow at an optimal angle of launch</p><p>(approximately one thousand feet), but also being significantly less</p><p>than the range a Longbowman can eke out of his finely tuned</p><p>weapon.</p><p>While some longbowmen are in large organized armies,</p><p>many more have military training but work in skirmishing units or</p><p>independently of military units completely. They are also relied upon</p><p>in the defence of fortifications, and some with the inclination</p><p>become Snipers.</p><p>Most Longbowmen are drawn from the ranks of Fighters</p><p>(more often than from the Warriors), with others drawn from</p><p>Rangers and even Rogues. Few Barbarians or Paladins find the role</p><p>satisfying as it doesn t involve any melee combat except as a lastditch</p><p>defence while retreating. Most equip themselves with the best</p><p>mighty composite long bows they can obtain, and carry extra</p><p>bowstrings and the very straightest arrows.</p><p>Hit Dice: d8</p><p>Requirements</p><p>To qualify to become a Longbowman (Bow), a character must</p><p>fulfill all the following criteria.</p><p>Feats: Point Blank Shot, Precise Shot, Martial Weapon</p><p>Profici ency (any bow)</p><p>Special: Training from another Longbowman (any level) or Military</p><p>Archer of level 5 or greater</p><p>Base Attack Bonus: 4+</p><p>Class Skills</p><p>The Longbowman s class skills (and the key ability for</p><p>each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate</p><p>(Cha), Jump (Str), Spot (Wis) and Swim (Str). See Chapter 4: Skills</p><p>in Core RuleBook 1 for skill descriptions.</p><p>Skill Points Per Level: 2 + Int Modifier</p><p>Class Features</p><p>All of the following are class features of the Longbowman</p><p>prestige class.</p><p>Weapon and Armour Proficiency: The Longbowman</p><p>gains no new weapon or armour proficiencies.</p><p>Primary Weapon: At level 1, the Longbowman selects</p><p>the longbow as his primary weapon. At 1st level the character</p><p>receives a +2 competence bonus to all attacks made with his</p><p>primary weapon. This bonus increases by one every three levels: at</p><p>4th level the bonus increases to +3, at 7th level the bonus increases</p><p>to +4 and at 10th level the bonus increases to +5. This bonus stacks</p><p>with the Weapon Focus feat. (The primary weapon bonus balances</p><p>out the slower BAB progression for the Military Archer, making him</p><p>a better shot than an equivalent-level Fighter, but a worse melee</p><p>combatant.)</p><p>Range Increase: At 2nd level, the Longbowman can eke</p><p>extra range out of his longbow. This increases the base range</p><p>increment of the weapon by 50% of it s base value. When combined</p><p>with the Far Shot feat, this increases the range increment to double</p><p>it s base range increment.</p><p>Pinpoint Accuracy: At 3rd level and higher, the</p><p>Longbowman can spend a full round action doing nothing else but</p><p>aiming at a target, and then gains a +2 circumstance bonus to the</p><p>attack roll against that target. (Aiming can last up to one round per</p><p>point of Wisdom Bonus, with a minimum of one round and a</p><p>maximum of 4 rounds, adding +2 to the bonus for each additional</p><p>full round of aiming). The Longbowman must use a full-attack action</p><p>to make one attack that receives this bonus and he cannot be in an</p><p>area threatened by an enemy while aiming. (If an enemy moves and</p><p>threatens the Longbowman while he is using Pinpoint Accuracy, he</p><p>does not gain any bonuses to his attack.)</p><p>Distance Shot: At 5th level, the Longbowman can shoot</p><p>at targets as if they were one range increment closer than they are,</p><p>thus eliminating the -2 penalty for shooting at targets in the second</p><p>range increment, and reducing the penalties for shooting at more</p><p>distance targets by 2. This does not allow the Longbowman to fire</p><p>beyond the standard 10 range increments. At level 8 this power</p><p>allows the Longbowman to shoot at targets as if they were two</p><p>range increments closer than they are.</p><p>Extreme Range: At 6th level, the Longowman has the</p><p>ability to shoot targets (with his primary weapon) who are at</p><p>fantastic range. He may now shoot up to 2 range increments further</p><p>than normal (or a max of 12 range increments). Standard range</p><p>modifiers still apply. At 9th level this increases by a further 2 range</p><p>increments to 4 additional range increments (or a max of 14 range</p><p>increments).</p><p></p><p>Table 1-1 : Longbowman</p><p></p><p> Class Level Base Attack Fort Save Ref Save Will Save Special</p><p> 1 +0 +0 +2 +0 Primary Weapon +2</p><p> 2 +1 +0 +3 +0 Range Increase</p><p> 3 +2 +1 +3 +1 Pinpoint Accuracy</p><p> 4 +3 +1 +4 +1 Primary Weapon +3 </p><p> 5 +3 +1 +4 +1 Distance Shot +1</p><p> 6 +4 +2 +5 +2 Extreme Range +2</p><p> 7 +5 +2 +5 +2 Primary Weapon +4</p><p> 8 +6 +2 +6 +2 Distance Shot +2</p><p> 9 +6 +3 +6 +3 Massive Range +4</p><p> 10 +7 +3 +7 +3 Primary Weapon +5</p><p></p><p><strong>Sniper</strong></p><p>The extremists of the Archer set, Snipers are guerrilla and</p><p>tactical archery experts. Instead of working with teams of other</p><p>archers and longbowmen, Snipers often set up independently and</p><p>shoot for particular targets, usually officers, spellcasters and unit</p><p>leaders. Often they will set-up positions before a battle high in trees</p><p>or in other camouflage locations in preparation for an upcoming</p><p>battle. They are generally serious people, considered to be dry of</p><p>wit and they often seem to have little interest in anything besides</p><p>their single-minded focus on the perfect shot.</p><p>Snipers are recruited from expert archers and</p><p>longbowmen, and always have several levels of those prestige</p><p>classes before becoming snipers.</p><p>Hit Dice: d8</p><p>Requirements</p><p>To qualify to become a Sniper (Sni), a character must fulfill all the</p><p>following criteria.</p><p>Feats: Point B lank Shot , Precis e Shot, W eapon Focus (any bow)</p><p>Base Attack Bonus: 6+</p><p>Special: Pinpoint Accuracy special ability</p><p>Class Skills</p><p>The Sniper s class skills (and the key ability for each skill)</p><p>are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int),</p><p>Hide (Dex), Intimidate (Cha), Listen (Wis), Spot (Wis) and Swim</p><p>(Str). See Chapter 4: Skills in Core RuleBook 1 for skill descriptions.</p><p>Skill Points Per Level: 2 + Int Modifier</p><p>Class Features</p><p>All of the following are class features of the Sniper</p><p>prestige class.</p><p>Weapon and Armour Proficiency: The Sniper s training</p><p>gains no additional weapon or armour proficiencies.</p><p>Primary Weapon: At level 1, the Sniper selects one of</p><p>the following ranged weapons to be his primary weapon: heavy</p><p>crossbow, light crossbow, longbow, shortbow. At 1st level the</p><p>character receives a +2 competence bonus to all attacks made with</p><p>his primary weapon. This bonus increases by one at level 5. This</p><p>bonus stacks with the Weapon Focus feat. (The primary weapon</p><p>bonus balances out the slower BAB progression for the Sniper,</p><p>making him a better shot than an equivalent-level Fighter, but a</p><p>worse melee combatant.) A sniper who already has the Primary</p><p>Weapon ability from another class m ust select the same primary</p><p>weapon.</p><p>Extended Sneak Attack: Beginning at level 1, the Sniper</p><p>gains the ability to perform a sneak attack (as per the rogue ability,</p><p>Core Rulebook 1) using his primary weapon exclusively. In addition,</p><p>unlike a normal sneak attack, this sneak attack an be done at</p><p>ranges of up to 5 range increments from the Sniper. If used within a</p><p>range of 30 feet, (and within the other normal restrictions of a sneak</p><p>attack) then this extraordinary ability stacks with any other sneak</p><p>attack the character may have from levels of Rogue or Blackguard,</p><p>etc.</p><p>Improved Pinpoint Accuracy: At 2rd level and higher, the</p><p>Sniper improves his Pinpoint Accuracy ability, able to maintain it for</p><p>one additional round (for an additional +2 circumstance bonus to his</p><p>attack roll).</p><p>Eagle s Eye: At fourth level, the Sniper gains a +4</p><p>competence bonus on all spot rolls.</p><p></p><p>Table 1-1 : Sniper</p><p></p><p>Class Level Base Attack Fort Save Ref Save Will Save Special</p><p> 1 +0 +0 +2 +2 Primary Weapon +2, Extended Sneak Attack +1d6</p><p> 2 +1 +0 +3 +3 Improved Pinpoint Accuracy</p><p> 3 +2 +1 +3 +3 Extended Sneak Attack +2d6</p><p> 4 +3 +1 +4 +4 Eagle s Eye</p><p> 5 +3 +1 +4 +4 Primary Weapon +3, Extended Sneak Attack +3d6</p></blockquote><p></p>
[QUOTE="Festy_Dog, post: 753834, member: 2561"] [b]Longbowman[/b] The Longbowman is an archer of exceptional skill and mastery over his weapon of choice, the longbow. Longbowmen have taken the advantages of their chosen weapon and have trained to exceed the logistical envelope of their chosen role. They live and breathe longbow, eat longbow, drink longbow and dream longbow. They measure distances in flights , being the distance an arrow will fly from a standard longbow at an optimal angle of launch (approximately one thousand feet), but also being significantly less than the range a Longbowman can eke out of his finely tuned weapon. While some longbowmen are in large organized armies, many more have military training but work in skirmishing units or independently of military units completely. They are also relied upon in the defence of fortifications, and some with the inclination become Snipers. Most Longbowmen are drawn from the ranks of Fighters (more often than from the Warriors), with others drawn from Rangers and even Rogues. Few Barbarians or Paladins find the role satisfying as it doesn t involve any melee combat except as a lastditch defence while retreating. Most equip themselves with the best mighty composite long bows they can obtain, and carry extra bowstrings and the very straightest arrows. Hit Dice: d8 Requirements To qualify to become a Longbowman (Bow), a character must fulfill all the following criteria. Feats: Point Blank Shot, Precise Shot, Martial Weapon Profici ency (any bow) Special: Training from another Longbowman (any level) or Military Archer of level 5 or greater Base Attack Bonus: 4+ Class Skills The Longbowman s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Spot (Wis) and Swim (Str). See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Longbowman prestige class. Weapon and Armour Proficiency: The Longbowman gains no new weapon or armour proficiencies. Primary Weapon: At level 1, the Longbowman selects the longbow as his primary weapon. At 1st level the character receives a +2 competence bonus to all attacks made with his primary weapon. This bonus increases by one every three levels: at 4th level the bonus increases to +3, at 7th level the bonus increases to +4 and at 10th level the bonus increases to +5. This bonus stacks with the Weapon Focus feat. (The primary weapon bonus balances out the slower BAB progression for the Military Archer, making him a better shot than an equivalent-level Fighter, but a worse melee combatant.) Range Increase: At 2nd level, the Longbowman can eke extra range out of his longbow. This increases the base range increment of the weapon by 50% of it s base value. When combined with the Far Shot feat, this increases the range increment to double it s base range increment. Pinpoint Accuracy: At 3rd level and higher, the Longbowman can spend a full round action doing nothing else but aiming at a target, and then gains a +2 circumstance bonus to the attack roll against that target. (Aiming can last up to one round per point of Wisdom Bonus, with a minimum of one round and a maximum of 4 rounds, adding +2 to the bonus for each additional full round of aiming). The Longbowman must use a full-attack action to make one attack that receives this bonus and he cannot be in an area threatened by an enemy while aiming. (If an enemy moves and threatens the Longbowman while he is using Pinpoint Accuracy, he does not gain any bonuses to his attack.) Distance Shot: At 5th level, the Longbowman can shoot at targets as if they were one range increment closer than they are, thus eliminating the -2 penalty for shooting at targets in the second range increment, and reducing the penalties for shooting at more distance targets by 2. This does not allow the Longbowman to fire beyond the standard 10 range increments. At level 8 this power allows the Longbowman to shoot at targets as if they were two range increments closer than they are. Extreme Range: At 6th level, the Longowman has the ability to shoot targets (with his primary weapon) who are at fantastic range. He may now shoot up to 2 range increments further than normal (or a max of 12 range increments). Standard range modifiers still apply. At 9th level this increases by a further 2 range increments to 4 additional range increments (or a max of 14 range increments). Table 1-1 : Longbowman Class Level Base Attack Fort Save Ref Save Will Save Special 1 +0 +0 +2 +0 Primary Weapon +2 2 +1 +0 +3 +0 Range Increase 3 +2 +1 +3 +1 Pinpoint Accuracy 4 +3 +1 +4 +1 Primary Weapon +3 5 +3 +1 +4 +1 Distance Shot +1 6 +4 +2 +5 +2 Extreme Range +2 7 +5 +2 +5 +2 Primary Weapon +4 8 +6 +2 +6 +2 Distance Shot +2 9 +6 +3 +6 +3 Massive Range +4 10 +7 +3 +7 +3 Primary Weapon +5 [b]Sniper[/b] The extremists of the Archer set, Snipers are guerrilla and tactical archery experts. Instead of working with teams of other archers and longbowmen, Snipers often set up independently and shoot for particular targets, usually officers, spellcasters and unit leaders. Often they will set-up positions before a battle high in trees or in other camouflage locations in preparation for an upcoming battle. They are generally serious people, considered to be dry of wit and they often seem to have little interest in anything besides their single-minded focus on the perfect shot. Snipers are recruited from expert archers and longbowmen, and always have several levels of those prestige classes before becoming snipers. Hit Dice: d8 Requirements To qualify to become a Sniper (Sni), a character must fulfill all the following criteria. Feats: Point B lank Shot , Precis e Shot, W eapon Focus (any bow) Base Attack Bonus: 6+ Special: Pinpoint Accuracy special ability Class Skills The Sniper s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Listen (Wis), Spot (Wis) and Swim (Str). See Chapter 4: Skills in Core RuleBook 1 for skill descriptions. Skill Points Per Level: 2 + Int Modifier Class Features All of the following are class features of the Sniper prestige class. Weapon and Armour Proficiency: The Sniper s training gains no additional weapon or armour proficiencies. Primary Weapon: At level 1, the Sniper selects one of the following ranged weapons to be his primary weapon: heavy crossbow, light crossbow, longbow, shortbow. At 1st level the character receives a +2 competence bonus to all attacks made with his primary weapon. This bonus increases by one at level 5. This bonus stacks with the Weapon Focus feat. (The primary weapon bonus balances out the slower BAB progression for the Sniper, making him a better shot than an equivalent-level Fighter, but a worse melee combatant.) A sniper who already has the Primary Weapon ability from another class m ust select the same primary weapon. Extended Sneak Attack: Beginning at level 1, the Sniper gains the ability to perform a sneak attack (as per the rogue ability, Core Rulebook 1) using his primary weapon exclusively. In addition, unlike a normal sneak attack, this sneak attack an be done at ranges of up to 5 range increments from the Sniper. If used within a range of 30 feet, (and within the other normal restrictions of a sneak attack) then this extraordinary ability stacks with any other sneak attack the character may have from levels of Rogue or Blackguard, etc. Improved Pinpoint Accuracy: At 2rd level and higher, the Sniper improves his Pinpoint Accuracy ability, able to maintain it for one additional round (for an additional +2 circumstance bonus to his attack roll). Eagle s Eye: At fourth level, the Sniper gains a +4 competence bonus on all spot rolls. Table 1-1 : Sniper Class Level Base Attack Fort Save Ref Save Will Save Special 1 +0 +0 +2 +2 Primary Weapon +2, Extended Sneak Attack +1d6 2 +1 +0 +3 +3 Improved Pinpoint Accuracy 3 +2 +1 +3 +3 Extended Sneak Attack +2d6 4 +3 +1 +4 +4 Eagle s Eye 5 +3 +1 +4 +4 Primary Weapon +3, Extended Sneak Attack +3d6 [/QUOTE]
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