Crossbows instead of guns


Homebrew


I'm making an Alternate Classes for the Gunslinger that uses the crossbow instead of guns, any idee?


Unnecessary. The crossbow should perhaps be improved, but there isn't a necessity for a class based around it. There is already a feat to reload faster.

Otherwise, it is a slow to load, but hard-hitting tool. You could take it the way of the archer arrow spam, but otherwise a secondary weapon will need to come out.


I like the idea. I'm DMing Carrion Crown with a Gunslinger in the party. I have no real problem with the class itself, but fire weapons seems a bit too powerfull and a bit too complex. So a Gunslinger variant with another weapons look like a good idea to me, and crossbow is a logic option, at least to me.


This is a first draft

Hd d10

Class Skills

The Crossbowman’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungenering) (Int), Knowledge (local) (Int), Perception (Wis), Ride (Dex), Sleight of Hand (Dex),Stealth (dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are class features of the crossbowman.

Weapon and Armor Proficiency: crossbowmen are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor.

Bonus feat
you gain Point-Blank Shot as a bonus feat Point-Blank Shot

Grit (Ex)
At the start of each day, a crossbowman gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A crossbowman spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a crossbow: Each time the crossbowman confirms a critical hit with a crossbow attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the crossbowman’s character level does not restore grit.

Killing Blow with a crossbow: When the crossbowman reduces a creature to 0 or fewer hit points with a crossbow attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the crossbowman’s character level to 0 or fewer hit points does not restore any grit.

Deeds
creosbowman spend grit points to accomplish deeds. Most deeds grant the creosbowman some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the creosbowman has at least 1 grit point. The following is the list of base crossbowman deeds. A creosbowman can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the creosbowman can resolve an attack against touch AC instead of normal AC when firing beyond her crossbow’s first range increment. Performing this deed costs 1 grit point per range increment. The creosbowman still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

crossbowman's Dodge (Ex): At 1st level, the crossbowman gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the crossbowman, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the crossbowman a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the crossbowman can drop prone to gain a +4 bonus to AC against the triggering attack. The crossbowman can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Vampire hunter (Ex): At 1st level, wen the crossbowman scors a critikal hit with a Heartstake Bolts the save dc is incresed by 1/2 class level + wis mod. In adison the vampier is help less for 1t4 runds.
You need to have attlest one grit point too use this.

Sniping(Ex):wen you are using a fullattack action from stealth you teka a -10 penelty insted of -20 on youre stealth checks. Wen you are using a standard action from stealth you teka a -5 penelty insted of -10 on youre stealth checks

Crrossbow Wipe(Ex): At 3rd level, the Crrossbowman can make a surprise melee attack with the butt or handle of her crrossbow as a standard action. When she does, she is considered to be proficient with the crrossbow as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the crrossbow. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the crrossbow. One-handed crrossbow deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed crrossbow deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the crossbowman’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the crossbowman can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the crossbowman has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a croosbow, but the crossbowman must declare the utility shot she is using before firing the shot.
Wall shot:
you can shot youre crossbow balts in too walls to get handholds and fotholds. Eatch bolt give you a 5 feats of hand holds and fotholds. You most meak a attack against the walls ac 10+ materials hardnes.
Scoot Unattended Object:
The crossbowman makes an attack roll against a Tiny or smaller unattended object within the first range increment of her crossbow. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the crossbowman does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Crrossbow utilety:

Dead Shot (Ex): At 7th level, as a full-round action, the crossbowman can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the crossbow at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the crossbowman’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the crossbowman increases the damage of the shot by the base damage dice of the crossbow. For instance, if a 7th-level crossbowman firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The crossbowman only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The crossbowman must spend 1 grit point to perform this deed.

Safe Shot (Ex)
At 7th level, a crossbowman does not provoke attacks of opportunity when making ranged attacks with a crossbow or reloding it. The crossbowman most have atlist one grit point too use this abilety.

Targeting (Ex): At 7th level, as a full-round action, the crossbowman can make a single crossbow attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the crossbowman’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 17–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Preperd too shot(Ex): At 11th level, you can prepare too shot in 5 runds, by doing that you can kombine two dids and meak them in too one. The new deed theaks a fullrund action too do. Too do this you need to have atlist one grit point.

Pining shot(Ex): at 11th level, an crossbowman can perform this a grabble with a crossbow against any target within 30 feet, with a –4 penalty to his CMB. A target grappled by an bolt can break free by destroying the crossbowman's bolt (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4). this action costs one grit point.

Lightning Reload (Ex): At 11th level, as long as the crossbowman has at least 1 grit point, she can reload a any crossbow as a free action.

Evasive (Ex): At 15th level, when the crossbowman has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her crossbowman level as her rogue level for improved uncanny dodge.

Puching Shot (Ex): At 15th level, as a standard action, a crossbowman can make one attack with a crossbow at a –4 penalty. If the attack hits, it inflicts bludgenyng damage and the target is subject to a bull rush maneuver using the attack roll as the combat maneuver check. The crossbowman must decide which maneuver to attempt before making his attack roll. Using this abilety costs one grit point.

Slinger’s Luck (Ex): At 15th level, the crossbowman can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The crossbowman must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Cheat Death (Ex): At 19th level, whenever the crossbowman is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.

Penetrating Shot (Ex): At 19th level, when a crossbowman confirms a critical hit with a crossbow, the bolt pierces the target and can strike another creature in line behind it. The crossbowman must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack.

Death’s Shot (Ex): At 19th level, when the crossbowman scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the crossbowman’s level + the crossbowman’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the crossbowman to regain grit from confirming a critical hit or making a killing blow

Nimble (Ex)
Starting at 2nd level, a crossbowman gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the crossbowman to lose her Dexterity bonus to AC also causes the crossbowman to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats
At 4th level, and every four levels thereafter, a crossbowman gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Crossbow Training (Ex)
Starting at 5th level, a gcrossbowman can select one specific type of crossbow (such as an ligth crossbow, hevi crossbow, repiting ligt crosbow). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of croosbows. Every four levels thereafter (9th, 13th, and 17th), the crossbowman picks up another type of crossbow, gaining these bonuses for those types as well. Extra +

True Grit (Ex)
At 20th level, a crossbowman picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the crossbowman can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.

Sorry for misspelling, i'm dyslektisk
Can any one tell me how the spoilers work?


Zautos' wrote:
Can any one tell me how the spoilers work?

Yup. At the bottom of the page, where it says "How to format your text," click on that spoiler.

that part at the bottom of the page wrote:
[ spoiler=Movie plot spoiler]This is a spoiler, such as revealing who really did frame Roger Rabbit.[ /spoiler]

Formatted in this way, that would look like this:

Movie plot spoiler:
This is a spoiler, such as revealing who really did frame Roger Rabbit.

Liberty's Edge

1 person marked this as a favorite.

If you want, you can just copy paste every instance of firearm/rifle/pistol/etc. into crossbow/hand crossbow/etc., and that's all well and good. But to me, class abilities like grit and deeds suggest not so much a class that is "good with guns" as it does the tropes of lone gunmen and cowboys.

If your setting is the kind of setting where a man with a crossbow might strike out on his own, same as a man with no name might pick up a gun, then this works just fine. Heck, you could modify and substitute almost any weapon to use a grit-like system, or even open it up as a general mechanic among all classes.

But if you really want something that emphasizes the aspect that made the crossbow great for hundreds of years, something that raises that to fantasy level, you'll need a different sort of class. Something like the crossbowman archetype for fighter is a good start, but doesn't go nearly far enough, IMO.

I think a mix between the fighter and gunslinger would work best. Something without grit, without heavy armor, but with abilities that improve reload time, increase distance, and penetrates defenses.

Bonus points for developing an archetype that can prop up a shield in the midst of combat to gain cover.


Epic Meepo did an archetype for the Gunslinger called a Crossbow Sniper:

— Crossbow Sniper* —
Modifies deeds (all), grit; Replaces deeds (various), gunsmith, gun training

Crossbow snipers are the "gunslingers" of realms where crossbows have not yet been replaced with firearms. As a crossbow sniper, you have the following class feature.

Armor-Piercing Shot (Ex) When firing a crossbow, you may choose to reduce the range increment of the weapon to 40 feet (or 20 feet if the weapon is a hand crossbow) for the duration of your attack. If do, your attack resolves against your target's touch AC if your target is within the first range increment, but your attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. Beyond the first range increment, your attack resolves normally. This replaces gunsmith.

Crossbow Deeds You treat crossbows as firearms for the purpose of your deeds. Any crossbow that can be fired while held in only one hand counts as a one-handed firearm, while all other crossbows count as two-handed firearms. This benefit modifies all deeds and replaces the quick clear, utility shot, startling shot, expert loading, menacing shot, and stunning shot deeds.

Crossbow Grit (Ex) You treat crossbows as firearms for the purpose of regaining grit.

Crossbow Training (Ex) At 5th level, and every four levels thereafter, choose one specific type of crossbow. You gain a bonus equal to your Dexterity modifier (minimum +0) to damage when attacking with any type of crossbow chosen in this manner. This replaces gun training.


So its a class renowned for its toughness, grit, and good shooting. Why should it get acrobatics?

I know it is a useful skill, but I don't think a class that is the master of the crossbow should get it.


I'm removing acrobatics from the skill list. is there any thing ells you think is wrong with the Alternate Classes?

Most of the new abilletis are more or less from the fighter (crossbowman)
and archer.

I wont it too bi like a sniper more or less.

Do any one have an idea about a god Utility Shot?

Thanks for all the help.


This is an updated version on the alternative class.

Spoiler:

Hd 10

Class Skills

The Crossbowman’s class skills are Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungenering) (Int), Knowledge (local) (Int), Perception (Wis), Ride (Dex), Sleight of Hand (Dex),Stealth (dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

Weapon and Armor Proficiency: crossbowmen are proficient with all simple and martial weapons, and with all crossbows. They are proficient with all light armor.

Bonus feat
you gain Point-Blank Shot as a bonus feat Point-Blank Shot

Grit (Ex)
At the start of each day, a crossbowman gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A crossbowman spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a crossbow: Each time the crossbowman confirms a critical hit with a crossbow attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the crossbowman’s character level does not restore grit.

Killing Blow with a crossbow: When the crossbowman reduces a creature to 0 or fewer hit points with a crossbow attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the crossbowman’s character level to 0 or fewer hit points does not restore any grit.

Laying in wait: wen a crossbowman spends 5 runds studing a viktem she gain a temperary grit point that only can by uset on thet target. This temporary grit point lasts for 3 runds. Studing is a standard action that dosent provokattacks of uppertunety. If the target recegnices that you are a ennemy you fail the atemt and dosent get an temporary grit point.

Deeds
creosbowman spend grit points to accomplish deeds. Most deeds grant the creosbowman some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the creosbowman has at least 1 grit point. The following is the list of base crossbowman deeds. A creosbowman can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the creosbowman can resolve an attack against touch AC instead of normal AC when firing beyond her crossbow’s first range increment. Performing this deed costs 1 grit point per range increment. The creosbowman still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

crossbowman's Dodge (Ex): At 1st level, the crossbowman gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the crossbowman, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the crossbowman a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the crossbowman can drop prone to gain a +4 bonus to AC against the triggering attack. The crossbowman can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Vampire hunter (Ex): At 1st level, wen the crossbowman scors a critikal hit with a Heartstake Bolts the save dc is incresed by 1/2 class level + wis mod. In adison the vampier is help less for 1t4 runds.
You need to have attlest one grit point too use this.

Sniping(Ex):wen you are using a fullattack action from stealth you teka a -10 penelty insted of -20 on youre stealth checks. Wen you are using a standard action from stealth you teka a -5 penelty insted of -10 on youre stealth checks

Crrossbow Wipe(Ex): At 3rd level, the Crrossbowman can make a surprise melee attack with the butt or handle of her crrossbow as a standard action. When she does, she is considered to be proficient with the crrossbow as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the crrossbow. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the crrossbow. One-handed crrossbow deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed crrossbow deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the crossbowman’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the crossbowman can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Utility Shot (Ex): At 3rd level, if the crossbowman has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a croosbow, but the crossbowman must declare the utility shot she is using before firing the shot.
Wall shot:
you can shot youre crossbow balts in too walls to get handholds and fotholds. Eatch bolt give you a 5 feats of hand holds and fotholds. You most meak a attack against the walls ac 10+ materials hardnes.
Scoot Unattended Object:
The crossbowman makes an attack roll against a Tiny or smaller unattended object within the first range increment of her crossbow. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the crossbowman does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Crrossbow utilety:

Sniper shot (ex)
wen you have at lest one grit point left and only fayering one bolt on a rund youre crossbows damege incresec by one step and the critica multiblyer increses by one.

Dead Shot (Ex): At 7th level, as a full-round action, the crossbowman can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the crossbow at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the crossbowman’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the crossbowman increases the damage of the shot by the base damage dice of the crossbow. For instance, if a 7th-level crossbowman firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The crossbowman must spend 1 grit point to perform this deed.

Safe Shot (Ex)
At 7th level, a crossbowman does not provoke attacks of opportunity when making ranged attacks with a crossbow or reloding it. The crossbowman most have atlist one grit point too use this abilety.

Targeting (Ex): At 7th level, as a full-round action, the crossbowman can make a single crossbow attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the crossbowman’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 17–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.

Preperd too shot(Ex): At 11th level, you can prepare too shot in 5 runds, by doing that you can kombine two dids and meak them in too one. The new deed theaks a fullrund action too do. Too do this you need to have atlist one grit point.

Pining shot(Ex): at 11th level, an crossbowman can perform this a grabble with a crossbow against any target within 30 feet, with a –4 penalty to his CMB. A target grappled by an bolt can break free by destroying the crossbowman's bolt (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archer’s CMD –4). this action costs one grit point.

Crossbow mastery (Ex): At 11th level, you gain crossbow mastery ass a bonus feat. Eaven if you dont have the prerequesits for the feat.

Evasive (Ex): At 15th level, when the crossbowman has at least 1 grit point, she gains the benefit of the evasion, uncanny dodge, and improved uncanny dodge rogue class features. She uses her crossbowman level as her rogue level for improved uncanny dodge.

Puching Shot (Ex): At 15th level, as a standard action, a crossbowman can make one attack with a crossbow at a –4 penalty. If the attack hits, it inflicts bludgenyng damage and the target is subject to a bull rush maneuver using the attack roll as the combat maneuver check. The crossbowman must decide which maneuver to attempt before making his attack roll. Using this abilety costs one grit point.

Slinger’s Luck (Ex): At 15th level, the crossbowman can spend grit to reroll a saving throw or a skill check. It costs 2 grit points to reroll a saving throw, and 1 grit point to reroll a skill check. The crossbowman must take the result of the second roll, even if it is lower. The deed’s cost cannot be reduced by the true grit class ability, the Signature Deed feat, or any other effect that reduces the amount of grit a deed costs.

Cheat Death (Ex): At 19th level, whenever the crossbowman is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.

Penetrating Shot (Ex): At 19th level, when a crossbowman confirms a critical hit with a crossbow, the bolt pierces the target and can strike another creature in line behind it. The crossbowman must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack.

Death’s Shot (Ex): At 19th level, when the crossbowman scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the crossbowman’s level + the crossbowman’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the crossbowman to regain grit from confirming a critical hit or making a killing blow

Nimble (Ex)
Starting at 2nd level, a crossbowman gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the crossbowman to lose her Dexterity bonus to AC also causes the crossbowman to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats
At 4th level, and every four levels thereafter, a crossbowman gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Crossbow Training (Ex)
Starting at 5th level, a crossbowman can select one specific type of crossbow (such as an ligth crossbow, hevi crossbow, repiting ligt crosbow). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of croosbows and a +1 on attack and damege rolls wen she only fiers one bolt per rund. Every four levels thereafter (9th, 13th, and 17th), the bonus increses by one and the crossbowman picks up another type of crossbow, gaining these bonuses for those types as well. You alsow gain rapid relode as a bonus feat works only for the specific crossbows.

True Grit (Ex)
At 20th level, a crossbowman picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the crossbowman can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points.

I think this class gives some power back too crossbows and snipping.
Plz give comments and suggestions.


Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Abyssian wrote:
Zautos' wrote:
Can any one tell me how the spoilers work?

Yup. At the bottom of the page, where it says "How to format your text," click on that spoiler.

that part at the bottom of the page wrote:
[ spoiler=Movie plot spoiler]This is a spoiler, such as revealing who really did frame Roger Rabbit.[ /spoiler]

Formatted in this way, that would look like this:

** spoiler omitted **

it was

however you spell it:
kaiser sosai
sorry couldn't resist, ending the derail smurf yeah. BTW i believe epic meepo did this in epic meepo presents archetypes. might want to look for ideas
RPG Superstar 2009 Top 16, 2012 Top 32

toastwolf wrote:
BTW i believe epic meepo did this in epic meepo presents archetypes.

Harrison quoted that archetype above. It can also be found under archetypes on my d20pfsrd.com page.


I have sen that archetypes and i wont too make a bigger change in the class there fore em i making an Alternate Class.

And i think that his archetype can fire a crossbow into the air and burn a wound close. plz tell me how that works.

Can any one say if there is something i should change or is it perfect and balanced.

Would you let it be played at you're table?

RPG Superstar 2009 Top 16, 2012 Top 32

Zautos' wrote:
And i think that his archetype can fire a crossbow into the air and burn a wound close.

The archetype replaces utility shot, so you can't do that.

On topic: At first glance, your alternate class seems fairly well-balanced.

Silver Crusade

I revisited the fighter Crossbowman archetype some times ago if it can inspire you. :)

It fits more the "gain some cool moves and ever-improving mastery at arms" design of the fighter, and less the "have a lot of various iconic moves and uncanny short-to-medium range precision" feeling that you may want from a gunslinger though.


Thanks. I might get some neat ideas from your ready action stuff. I'm trying too make it a long-medium range sniper kind of class.

Silver Crusade

You'll probably like some of my ideas then, as this crossbowman basically can stack Vital Strike (itself blessed with an improved weapon damage dice) on any attack made as a standard action, including from other feats. Get yourself high Intelligence and Dexterity, a Distance crossbow plus this permanent-Aspect-of-the-Falcon item from UE, and at mid-to high levels you'll snipe someone flat-footed from 240', perforating right through armor with a 17-20x3 large-sized heavy crossbow bolt benefiting from Int to critical confirmation rolls, and 1/2Dex + 2xInt as a bonus to damage.

It should give some nightmares even to archers and spellcasters.


Wen you have some time can you look at the newest version of this class and give me some feed back?

Silver Crusade

Some suggestions/random thoughts :

- Think about removing any class feature that isn't directly modified by your archetype next time, otherwise it's hard to find what the archetype modifies. A simple "a crossbowman treats any crossbow as a firearm for the purposes of her class features" would spare a lot of rewriting.
- Free PBS feat : not fitting the sniper thematic. Even the pistolero, close-range gunner, does not get it for free.
- Grit : again, your sniper cannot even gain grit by sniping, since she can by RAW only gain grit "in the heat of combat". You may want to check this to remain in the thematic.
- Laying in wait : I would reduce the observation time to 3 rounds.
- Deadeye : "within", not "beyond" if what you want is hit Touch AC in the first increment (as per Epic Meepo's archetype).
- Vampire Hunter : feels tackled and un-thematic, this would feel a lot more fitting as an inquisitor feature.
- Sniper Shot : no minimum level indicated, too powerful by itself.
- Prepared to Shot : interesting feature, stacking two deeds at once is cool. You may want to allow a crossbowman to stack a deed with the wondrous item scope allowing to target touch AC from any distance as a full-round action as to remain in the sniper thematic.
- Pinning Shot : the hardness and HP of the bolt are those of an arrow, I would expect blots to be a bit harder to break.
- Crossbow Mastery : level 11 ? Really ? This is so much of a no-brainer that it should almost be a freebie at level 3.
- Punching Shot : not convinced. You are shooting a crossbow, not a balista or bolas.
- Penetrating Shot : should maybe be the 15th level feature, depending on what is around it in the final version. It's cool enough to get at very high levels, but not awesome enough to deserve the almost-epic spot.


Tanks fore the feedback, i'm going too see what i can do too fix the problems.


Updated Crossbowman hope you like it.

crossbowman:

Now i have removed every thing that is like the normal gunslinger ability too make it easy to read

Far shot
you gain far shot es a bonus feat even if you don't have the prerequisites. This replaces gunsmith.

Laying in wait: wen a crossbowman spends 3 rounds studding a victim she gain a temporary grit point that only can by uset on that target. This temporary grit point lasts for 3 rounds. Studding is a standard action that doesn't provoke attacks of opportunity. If the target recognizes that you are a enemy you fail the atemt and doesn't get an temporary grit point.

Sniping(Ex): at 1st level, wen you are using a full attack action from stealth you take a -10 penalty instead of -20 on your stealth checks. Wen you are using a standard action from stealth you take a -5 penalty instead of -10 on your stealth checks. This replaces quick clear, you need to at least have one grit point too use this ability

Pinpoint shooting: at 3rd level a crossbowman can shoot with a crossbow and ignore a number of points from your target's armor or natural armor bonus equal to your wisdom modifier, up to half your class level.) this ability replaces Gunslinger Initiative, you need to at least have one grit point too use this ability.

Wall shot:
you can shot your crossbow bolts in too walls to get handholds and footholds. Etch bolt give you a 5 feats of hand holds and footholds. You most make a attack against the walls ac 10+ materials hardens. this replaces the Blast Lock utility shot.

Safe Shot (Ex)
At 3rd level, a crossbowman does not provoke attacks of opportunity when making ranged attacks with a crossbow or reloading it. The crossbowman most have at lest one grit point too use this ability. You need at lest one grit point to use this ability. This replaces utility shot Stop Bleeding.

Improved cower
The crossbowman knows that the best way to avoid getting shot is to take cover. At 7th level, when the crossbowman gains cover, double the bonus to AC and Reflex saves it provides. This replaces Startling Shot. The crossbowman most have one grit point to use this ability.

prepared too shot(Ex): At 11th level, you can prepare too shoots in 5 rounds, by doing that you can combine two deeds and make them in too one. The new deed is full-round action. To do this you need to have at lest one grit point. This ability replaces Bleeding Wound

Pining shot(Ex): at 11th level, an crossbowman can perform this a grapple with a crossbow against any target within 30 feet, with a –4 penalty to his CMB. A target grappled by an bolt can break free by destroying the crossbowman's bolt (hardness 7, hit points 2, break DC 15) or with an Escape Artist or CMB check (against the crossbowman’s CMD –4). this action costs one grit point. This ability replaces Expert Loading.

Crossbow mastery (Ex): At 11th level, you gain crossbow mastery ass a bonus feat. Eaven if you don't have the prerequesits for the feat. This deed replaces Lightning reload.

Penetrating Shot (Ex): At 15th level, when a crossbowman confirms a critical hit with a crossbow, the bolt pierces the target and can strike another creature in line behind it. The crossbowman must be able to trace a line starting at his space and passing through both targets to make this additional attack. The secondary attack is made at a –4 penalty, in addition to any modifiers for added range. If this attack is also a critical hit, the bolt can continue to hit another target, but the penalties stack. This replaces Menacing Shot

Level 19 sak saknas

Crossbow Training (Ex)
Starting at 5th level, a crossbowman can select one specific type of crossbow (such as an light crossbow, have crossbow, repeating light crossbow). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of crossbows and a +1 on attack and damage rolls wen she only fires one bolt per round. Every four levels thereafter (9th, 13th, and 17th), the bonus increases by one and the crossbowman picks up another type of crossbow, gaining these bonuses for those types as well. You also gain rapid reload as a bonus feat, works only for the specific crossbows. this replaces gun training

Sniper shot (ex)
level 16 wen you have at lest one grit point left and only firing one bolt on a round your crossbows damage insecure by one step and the critical multiplier increases by one. This ability replaces the bonus feat you get at 16 level.

I'm missing a level 19 ability any suggestions?
Is there something too change or add?


The ability that is replace at 19 level is Stunning Shot.


I do like the alternate utility shot of making handholds with the bolts. Dunno if it's realistic, but realism isn't what we come to these games for, is it?


Not really. I hope that it will get some use in practice.

I think it probably will get used to getting over castle walls or something.


There's a 3rd party publisher that's already done something like this. I can't remember who it was but it was part of some assassin NPC download. I just can't remember who and my google fu has failed me. Cheapy knew who it was if you want to ask him.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Zautos' wrote:
I'm making an Alternate Classes for the Gunslinger that uses the crossbow instead of guns, any idee?

I think we'll call it the Fighter with the Crossbow archetype.


proftobe wrote:
There's a 3rd party publisher that's already done something like this. I can't remember who it was but it was part of some assassin NPC download. I just can't remember who and my google fu has failed me. Cheapy knew who it was if you want to ask him.

It was this product, and it was basically a straight conversion from guns to crossbows. I think there were a couple things they did that wasn't a straight conversion though.


Tanks for the link. It seams your right about the conversion.

Feedback would be helpful.

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