Here are my homebrew rules regarding crossbows.
- Crossbows can have strength bought up, at 7,500cp/75gp per +1 Str modifier. Crossbows deal more damage equal to 50% more modifier. A St+2, crossbow deals +3 damage.
- Characters need to make a Con check equal to DC5 + 5 per modifier greater than their strength as a full round action to cock a crossbow greater than their Strength. On a failed roll gives the option to abort or continue to the next full round. Continuing On the next full round the Xbow is cocked if the Str modifier is at most 2 greater than the wielder. When the DC is impossible to make, a character cannot be allowed to roll.
- Ex. if the character has only a +4 Modifier, but has a DC of 25, the GM does not allow the roll.
- Prods allow a user to cock the crossbow a +2 Str modifier greater than their Strength as a full round action.
- A Prod and Wynch allows a character to cock a Crossbow of Str modifier +4 greater than their strength in a minute.
Lesser
Swift Reload
Transmutation
[Crossbow]
Level:
Bard 0, Wiz/Sor 0
Components:
V, S
Casting
Time: 1
swift action
Range:
Touch
Effect:
Crossbow Touched
Duration:
Instantaneous
Saving
Throw: NA
Spell
Resistance:
Yes
Immediately
upon completion of the spell, the target crossbow touched is cocked
and a bolt from the caster's possession and his choosing is placed.
This is only for hand crossbows, light crossbows, repeating light
crossbows, and crossbows with no strength modifier.
Swift
Reload
Transmutation
[Crossbow]
Level:
Bard 1, Wiz/Sor 1
Components:
V, S
Casting
Time: 1
swift action
Range:
Touch
Effect:
Crossbow Touched
Duration:
Instantaneous
Saving
Throw: NA
Spell
Resistance:
Yes
Immediately
upon completion of the spell, the target crossbow touched is cocked
and a bolt from the caster's possession and his choosing is placed.
This is only for crossbows with a strength modifier equal to half the
wielder's caster level +1.
Magazine
Charge
Transmutation [Crossbow]
Level:
Bard 2, Wiz/Sor 2
Components:
V, S
Casting
Time: 1
round
Range:
Touch
Effect:
Crossbow Touched
Duration:
1 minute.
Saving
Throw: NA
Spell
Resistance:
Yes
Upon
completion of the spell, a target crossbow touched is imbued with a
number of charges equal to the caster level that will allow the the
crossbow to be cocked and loaded with the bolts in the spellcaster's
possession as a free action. Cocked and a bolt from the caster's
possession and his choosing is placed. This is only for hand
crossbows, light crossbows, repeating light crossbows, and crossbows
with a strength modifier equal to a third of the wielder's caster
level +1. Applying the Extend Spell doubles the charges and duration.
Burst
Shot
Transmutation[Crossbow]
Level:
Bard 2, Wiz/Sor 2
Components:
V, S
Casting
Time: 1
swift action
Range:
Touch
Effect:
Crossbow with a Magazine Charge
Duration:
1 round.
Saving
Throw: NA
Spell
Resistance:
Yes
Upon
completion of the spell, a target crossbow touched which has a
Magazine Charge spell. As an attack action, you may fire a 3 bolts
burst at a single opponent. These bolts use the same attack roll to determine a hit, divide the margin of success by 2 to determine how many additional bolts hit, then resolve damage normally.
If
the spell caster has multiple attacks, he can make each of these a 3
bolt burst attack as long as he has enough charges.
Far
Sight
Divination
Level:
Bard 2, Wiz/Sor 2
Components:
V, S
Casting
Time: 1
round
Range:
Personal
Effect:
Spellcaster
Duration:
10 minutes per level.
Saving
Throw: NA
Spell
Resistance:
Yes
Upon
completion of the spell, the caster gains the ability to extend his
vision allowing to see x2 farther, and double every three levels
after 3rd (x4 on 6th, x8 on 9th). This also grants a +5 enhancement
bonus to vision based perception rolls, every time vision is
multiplied (x2 has +5, x4 has +10, and x8 has +15).
Ballista
Transmutation
[Crossbow]
Level:
Bard 2, Wiz/Sor 2
Components:
V, S
Casting
Time: 1
round
Range:
Touch
Effect:
Crossbow Touched
Duration:
1 round/ level.
Saving
Throw: NA
Spell
Resistance:
Yes
Upon
completion of the spell, a target crossbow touched transformed and
enlarged into a crossbow one size bigger for every 3 caster levels.
The crossbow has its Str modifier increased by +1 for every 3 caster
levels. The caster has no penalties using this magically enhanced
crossbow. Swift Reload still affects this crossbow in this new form,
as long as it could have in its previous form.
CROSSBOWMANCER
Hit
Die: d8.
Requirements
To
qualify to become an crossbowmancer, a character must fulfill all the
following criteria.
Base
Attack Bonus:
+1.
Skills:
Stealth 2 ranks, Perception 2 ranks
Feats:
Proficiency in Crossbows, Exotic Weapon: Repeating Crossbows.
Spells:
Ability to cast 1st-level arcane spells and crossbow spells.
Class Skills
The
Crossbowmancer’s class skills (and the key ability for each skill)
are Craft (Int), Stealth (Dex), Ride (Dex), Profession (Wis),
Perception (Wis), Survival (Wis), and Use Rope (Dex).
Skill
Points at Each Level:
4 + Int modifier.
Table: The Crossbowmancer
Lvl
|
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Caster
Level
|
1st
|
+0
|
+0
|
+2
|
+2
|
Smart/Panache
Aim
|
|
2nd
|
+1
|
+0
|
+3
|
+3
|
Spontaneous
Rearm
|
+1
caster level
|
3rd
|
+2
|
+1
|
+3
|
+3
|
Imbue
bolt with ranged touch spell
|
+2
caster level
|
4th
|
+3
|
+1
|
+4
|
+4
|
Imbue
bolt with touch spell
|
+3
caster level
|
5th
|
+3
|
+1
|
+4
|
+4
|
Imbue
bolt with area effect spell
|
Class Features
All
of the following are Class Features of the crossbowmancer prestige
class.
Weapon
and Armor Proficiency:
An crossbowmancer is proficient with all simple and martial weapons,
light armor, medium armor, and shields.
Smart
Aim (Ex):
A Crossbowmancer may add his Intelligence Modifier to all ranged
attacks using crossbows wielded two handed. Wielding a crossbow
one-handed, the crossbowmancer gains only half the bonus to ranged
attacks. Alternative
for Charisma-based spell casters: Panache
Aim (Ex):
A Crossbowmancer may add his Intelligence Modifier to all ranged
attacks using crossbows wielded two handed.
Spontaneous
Rearm (Sp):
A Crossbowmancer may exchange a spell prepared with crossbow spell as
a free action.
Imbue
ranged touch spell (Sp):
At 3rd
level, a crossbowmancer gains the ability to place an ranged touch
spell upon an bolt. When the bolt hits a target, it is as though the
ranged touch spell hits this target. This ability allows the
spellcaster to use the crossbow’s range rather than the spell’s
range. It takes a standard action to cast the spell and fire the
bolt. The bolt must be fired by the next round after the spell is
cast, or the spell is wasted. This can only be done used an magical
crossbow, that can impart a magical enhancement on the bolt.
Imbue
touch spell (Sp):
At 4th
level, a crossbowmancer gains the ability to place an area or touch
spell upon an bolt. When the bolt hits a target, it is as though a
touch spell hits this target. This ability allows the spellcaster to
use the crossbow’s range rather than the spell’s range. It takes
a standard action to cast the spell and fire the bolt. The bolt must
be fired by the next round after the spell is cast, or the spell is
wasted. This can only be done used an magical crossbow, that can
impart a magical enhancement on the bolt.
Imbue
Area effect spell (Sp):
At 5th
level, a crossbowmancer gains the ability to place an area spell or
burst spell upon an bolt. When the bolt is fired, the spell’s area
is centered on where the bolt lands, even if the spell could normally
be centered only on the caster. This ability allows the spellcaster
to use the crossbow’s range rather than the spell’s range. It
takes a standard action to cast the spell and fire the bolt. The bolt
must be fired in the round the spell is cast, or the spell is wasted.
Ambercrash
Pryoblaster
Transmuter (barred ench and necr) 2/ Crossbowmancer 5, Dwarf, female, Age: 100
(Late 20s)
Med
Humanoid (Dwarf); 2d6+6 plus 5d8+15 (50 hp); Con: 16; Init:+1; Spd:
20 ft. (4); AC: 15 (+5 BAB; +1 Dex, +2 shield), ff-15; DR: 3/-
(Studded Leather) ; BAB/Gr:+5/+10;
Mighty
Str+4 Heavy Crossbow +6 ranged (1d10+6/19-20) (w/ prod and wynch)
Mighty
Str+3 Light Crossbow +6 ranged (1d8+4/19-20) (w/ prod)
Mighty
Str+4 Heavy Crossbow +6 ranged (1d10+6/19-20) (Trus Strike, Swift
Reload)
Mighty
Str+3 Light Crossbow +4/+4 ranged (1d8+4/19-20) (Magazine Charge, 7
shots)
Mighty
Str+3 Light Crossbow +4/+4 ranged (1d8+4/19-20) (Magazine Charge,
Burst Shot, 7 shots)
Balista
Mighty
Str+6 Heavy Crossbow +4/+4 ranged (3d6+9/19-20) (Trus Strike, Swift
Reload)
S/R:
5 ft./5 ft; SA: ; SQ: Darkvision 60 ft., +2 saves vs Spells, +2 saves
vs poisons, stonecunning, +4 dodge vs Giants, +1 attack vs Orcs, +2
racial bonus to appraise and craft, Dwarven Weapons familiarity,
Stability, Slow; Saves: F17, R12, W10; Abilities: Str12, Dex 13, Con
14, Int 16, Wis 8, Cha 8; Skills: Concentration+13, Spellcraft+13,
Stealth+7, Perception+7, ; Ride+1; Feats: Point Blank Shot, Rapid
Shot, Practised Spellcaster, Far Shot, Scribe Scroll, Precise Shot.
Familiar: Owl
Spellcaster
Level 7 (15/25 spell points)
level
1 – *Magic Weapon*, True Strike x2, Still Image x2
level
2 – *Alterself*, Far sight (3pts), True strike (3pts),
level
3 – *Haste*, Major Image (5pts)
Medium
Animal (Mountain War Pony); 2d8+4 (18 hp); Con: 14; Init:+1; Spd: 40
ft. (8); AC: 12 (+2 BAB; +1 Dex, -1 Size), ff-11; DR: 2/- ;
BAB/Gr:+1/+7; Attack: Hoof +3 melee (1d4+2); Full Attack: 2 Hooves +3
melee (1d4+2); S/R: 10 ft./5 ft; SA: -- ; SQ: Low Light Vision,
Scent, Powerful Build; Saves: F16, R15, W11; Abilities: Str 15, Dex
13, Con 14, Int 2, Wis 12, Cha 4; Skills: Per +5, Athletics +5;
Feats: Endurance; Alignment: None;
Carrying
Capacity
A
light load for a mountain warpony is up to 198 pounds; a medium load,
201-399 pounds; and a heavy load, 402-600 pounds. A mountain warpony
can drag 3,000 pounds.
Common tactics:
1- keep hidden and magazine charge,
2- true strike
3- swift Burst Shot, Rapid Shot to attack twice at -2.
From a distance
1 Far Sight, then pick off opponents at extreme range and a powerful crossbow.
- Make a Dragoon: taking mounted combat, mounted archery instead of precise and far shot.
- Wands and Magazine Charge make a great combo, by allowing the Crossbowmancer to house the wand in the crossbow. This allows to crossbowmancer to have a lot of charges. perfect for an assault specialist.
- A Crossbowmancer who can craft wand can make a 5 charge wand in a day at Caster Level 6 (good for 6 charges per activation) and 36xp and 900gp of materials.
- The Rogue can be a good user of crossbowmancer's tools because of sneak attack and the ability to activate a wand with such charges.
- You can make a party of crossbowmancers specializing in various ranged combat roles, similar to modern day: marksman, gunner, assault, and crafter.
2 comments:
Absolutely love the Crossbowmancer. I think I'm going to need to snag this for my own game.
Thanks :D
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