
Nicos |
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It seems to me that Crossbow do not recives the love they deserve. The crossbowman from the APG is just boring.
Part of my complaing is in the mechanics of the crossbow in patfinder. For me making more than one attack in a turn with a crossbow is just silly. So, this archetype enforce the use of a single shot every turn. It is not like the player can not full attack but he will recieve little mechanical benefits.
(this probably have grammar and spelling mistakes, please point them out)
CROSSBOWMAN
Skills
A Crossbowman gains 4 skill points + a number of skill points equal to his Intelligence modifier at each level, instead of the normal 2 skill points + Intelligence modifier at each level. Furthermore, Perception and Stealth are now class skills.
Weapons and armor proficiencies
A crossbowman is not proficient with heavy armor or shields.
Deadshot (EX)
At 3rd level, when a crossbowman make with his crossbow just one attack in his turn he may add his Dexterity bonus (minimum +1) on his damage roll. This ability also works with attacks maked with a readied actions.
This ability replaces armor training 1.
Crossbow Expert (Ex)
At 5th level, a crossbowman gains a +1 bonus on attack rolls and +2 damage with crossbows. This bonus increases by +1 on attacks and +2 on damage per four levels after 5th.
This ability replaces Weapon Training 1.
Improved Deadshot (Ex)
At 7th level, when a crossbowman make with his crossbow just one attack in his turn his crossbow deals damage as if one size larger than it actually is. This stacks with others size increments like gravity bow.
At 15th level the damage dice is treated as if two sizes larger.
This ability replaces Armor Training 2, 4.
Quick Sniper (Ex)
At 9th level, a crossbowman gains a bonus equal to 1/2 his fighter level on Stealth checks when sniping. When he is hit with a ranged attack, he can shoot his crossbow at his attacker as an immediate action if it is loaded.
This ability replaces Weapon Training 2.
Unstoppable shot (EX)
At 11th level, if the crossbowman spend a move action carefully aiming then the target of his hit is denied of any kind of special defense against ranged weapons (like wind wall or deflect arrow) for one shot. This shot have to be maked in the same turn or the move action is wasted. Any kind of concealment makes this ability unusable.
This ability replaces Armor Training 3.
Disabling shot (EX)
At 13th level, when a crossbowman confirms a critical hit with a crossbow the target of the shot is treated as Flat footed until the end of his next turn.
This ability replaces Weapon Training 3
Meteor Shot (Ex)
At 17th level, as a standard action, a crossbowman can make one attack with a crossbow at a –4 penalty. If the attack hits, it inflicts damage normally and the target is subject to a bull rush or a trip maneuver using the attack roll as the combat maneuver check. The crossbowman must decide which maneuver to attempt before making his attack roll.
This ability replaces Weapon Training 4.
Devastating shot (Ex)
At 19th level, as a move action, a Crowwbowman fighter may carefully aim a target, then his next ranged attack with a crossbow suffer a –5 penalty but If the attack hits, it is treated as a critical threat. Special weapon abilities that activate only on a critical hit do notactivate if this critical hit is confirmed.
This ability replaces Armor Mastery.
Weapon Mastery (Ex)
A crossbowman must choose a type of crossbow for his Weapon Mastery class feature.

DracoDruid |

I don't know about all your abilities, but your basic idea is very good one.
Making archers the volley-shooter and the crossbowman more of a sniper which fits quite nicely.
Think about giving him an increased critical range with any/all crossbows, but only when shooting once per turn.
(If you make one single attack as a standard action...)

Nicos |
The second half of Quick Sniper seems a bit overpowered. Maybe with a -5 to hit? Or bump that ability up to a higher level?
Otherwise I like this a lot. Well done.
I will not oposse the -5 to hit, it is reasonable. Note however that Quick sniper is fro mthe standar crossbowman archetype of the APG
http://www.d20pfsrd.com/classes/core-classes/fighter/archetypes/paizo---fig hter-archetypes/crossbowman

Nicos |
Think about giving him an increased critical range with any/all crossbows, but only when shooting once per turn. (If you make one single attack as a standard action...)
Tha would be more restrictive that improved critical and as a figther you have a lot of feat to spend.
Note that
"If you make one single attack as a standard action..."
this sentence is purposely out of the description of most abilities because that would deny the posibility of adding things like the vital strike chain.

Nicos |
Honestly it looks very underpowered to me. Interesting yes but underpowered unless coupled with vital strike and even then only just barely relevant compared to a classic archer and only if the DM is really piling abuse on the guy. If that was intended that's okay too just making sure you know.
If the archetype is a bit underpowered it do not matter, if it is VERY underpowered then I have to make some change.

proftobe |
I can't find it but I know several people around here have much stronger search fu than mine. A third party publisher did a take on a crossbow master that was basically the crossbow "gunslinger". A friend of mine let me read it and it was very balanced and cool just wish I could remember who did it.

Cheapy |

Still fairly uninteresting, as all the interesting things happen at higher levels.
Unstoppable Shot makes 0 sense.
BTW, at level 16 when they can get Greater Vital Strike, you're looking at around 62+Dex mod damage, assuming it hits. That'll take him about 3-4 rounds to kill a single CR equal creature by himself.