Is this Crossbow Class owerpowered and if so why?


Homebrew and House Rules


Here's my Class a Sharpshooter the greatest crossbow users in the world. This class is based on the gunslinger and use the same saves, bab and HD

Sharpshooter:

Class Features:
The following are class features of the Sharpshooter.

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

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

Grit (Ex)
At the start of each day, a Sharpshooter 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 Sharpshooter spends grit to accomplish deeds (see below), and regains grit in the following ways

Critical Hit with a crossbow: Each time the Sharpshooter confirms a critical hit with a crossbow attack 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 Sharpshooter's character level does not restore grit.

Killing Blow with a crossbow: When the Sharpshooter reduces a creature to 0 or fewer hit points with a crossbow attack, 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 Sharpshooter's character level to 0 or fewer hit points does not restore any grit.

Laying in wait: when a Sharpshooter spends 3 rounds studying a victim she gain a temporary grit point that only can be used on that target. This temporary grit point lasts for 1/wis mod rounds. Studying is a move action that doesn't provoke attacks of opportunity. If the target recognizes that you are an enemy you fail the attempt and don't get a temporary grit point.

Deeds
Sharpshooter spend grit points to accomplish deeds. Most deeds grant the Sharpshooter some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the Sharpshooter has at least 1 grit point. The following is the list of base Sharpshooter deeds. A Sharpshooter 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 Sharpshooter can resolve an attack against touch AC instead of normal AC when firing within her crossbow's first range increment. Performing this deed costs 1 grit point per range increment. The Sharpshooter still takes the –1 penalty on attack rolls for each range increment beyond the first when she performs this deed. This replaces the normal Deadeye.

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

Sniping(Ex): At 1st level, when you are attacking from stealth you only gain a -10 penalty. This penalty gets readjusted to -5 at 10th level. This replaces quick clear. You need to at least have one grit point to use this ability

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

Crossbow Wipe(Ex): At 3rd level, the Sharpshooter can make a surprise melee attack with the butt or handle of her crossbow as a standard action. When she does, she is considered to be proficient with the crossbow as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the crossbow. The damage dealt by the Crossbow Wipe is of the bludegoning type, and is determined by the size of the crossbow. One-handed crossbows deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed crossbows deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the Sharpshooter's size, the critical multiplier of this attack is 20/×2. If the attack hits, the Sharpshooter 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 Sharpshooter 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 crossbow, but the Sharpshooter must declare the utility shot she is using before firing the shot.

Wall shot:
You can shot your crossbow bolts into walls to get handholds and footholds. Each bolt gives you 5 feats of handholds and footholds. You must make an attack against the wall at ac 10 + materials hardness.

Scoot Unattended Object:
The Sharpshooter 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 Sharpshooter 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.

Dead Shot (Ex): At 7th level, as a full-round action, the Sharpshooter 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 Sharpshooter's single attack is considered to have hit. For each additional successful attack roll beyond the first, the Sharpshooter increases the damage of the shot by the base damage dice of the crossbow. For instance, if a 7th-level Sharpshooter firing a heavy crossbow hits with both attacks, she does 2d10 points of damage with the shot, instead of 1d10 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 Sharpshooter must spend 1 grit point to perform this deed.

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

Targeting (Ex): At 7th level, as a full-round action, the Sharpshooter can make a single crossbow attack and choose a 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 Sharpshooter'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.

Prepared too shoot (Ex): At 11th level, you can prepare to shoot for 3 rounds as a standard action. By doing this you can combings two deeds and make them into one. The new deed takes a full-round action. To do this you need to have one grit point. This ability replaces Bleeding Wound.

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

Sniper shot (Ex):
At level 11, when you have at least one grit point left and only fire one bolt on a round your crossbows damage increases by one step and the critical multiplier increases by one. This ability replaces lightning reload.

Evasive (Ex): At 15th level, when the Sharpshooter 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 Sharpshooter level as her rogue level for improved uncanny dodge.

Penetrating Shot (Ex): At 15th level, when a Sharpshooter confirms a critical hit with a crossbow, the bolt pierces the target and can strike another creature in line behind it. The Sharpshooter 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. You need too have at least one grit point too use this ability. You cant use this ability with Impaling shot. This replaces Menacing Shot.

Slinger's Luck (Ex): At 15th level, the Sharpshooter can spend grit to re-roll a saving throw or a skill check. It costs 2 grit points to re-roll a saving throw, and 1 grit point to re-roll a skill check. The Sharpshooter 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 Sharpshooter 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.

Impossible shot (Ex):
At level 19, you can shoot and hit when all odds are against you. When you use 1 grit point too use this ability you can ignore all concealment and cover in your first range increment. The bolt must have a way to get to the target.

Death's Shot (Ex): At 19th level, when the Sharpshooter 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 Sharpshooter's level + the Sharpshooter's Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the Sharpshooter to regain grit from confirming a critical hit or making a killing blow

Nimble (Ex):
Starting at 2nd level, a Sharpshooter gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the Sharpshooter to lose her Dexterity bonus to AC also causes the Sharpshooter 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, except 12 and 16, a Sharpshooter 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 Sharpshooter can select one specific type of crossbow (such as a light crossbow, heavy crossbow, repeating light crossbow). She gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of crossbows and a +2 dmg bonus and +1 attack bonus when she only fires one bolt per round. Every four levels thereafter (9th, 13th, and 17th), the bonus increases by +2 dmg, +1 attack and the Sharpshooter picks up another type of crossbow, gaining these bonuses for those types as well. You also gain rapid re-lode as a bonus feat that works only for the specific crossbows.

Impaling shot (Ex):
At 12 level, when you score a critical hit with a crossbow you can chose too impale the bolt instead of dealing the extra damage. The impaled bolt deals the normal damage for the crossbow used every round the bolt is impaled. The target can remove the bolt as a move action and takes damage as if starting his turn impaled. If the target makes a heal check dc 15 he doesn't take the extra damage, this takes a standard action. This replaces the bonus feat at 12th level.

Improved Impaling shoot (Ex):
At 16th level, when you use impaling shot. Pulling the bolt out requires a standard action instead of a move action. Until the opponent pulls the bolt out, his speed in all modes is halved and his maneuverability, if any, is reduced by one step. When the bolt comes out, instead of dealing the damage normal for impaling shoot, you can deal bleed damage equal to your weapon's damage dice result once per round at the start of that opponent's turn. If the target makes a heal check DC 20 he doesn't take the bleed damage. This takes a full round action. This replaces the bonus feat at 16th level.

True Grit (Ex):
At 20th level, a Sharpshooter 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 Sharpshooter 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.

So what do you think. If it's over powered or under powered say why or build a character at level 6 and 11 or something and compare it to other archers.

Suggest fixes if you know any.

Thanks for the help


Well it's the gunslinger. With a few modified deeds.
With a weapon that's 19-20/x2 and slower to reload vs a 20/x4

"Prepared to Shoot" could use some work. Right now you probably just want to double-dead-shot, but what does "for 3 rounds as a standard action" and then just combining for a single double deed actually imply action-wise? That one really needs rewriting. Making sure wording is clean and clear is the only way to avoid half of the massive RAI vs RAW arguments. Not the other half, people will always say words mean something else, but at least half of them.

The lack of reloading aides still screws you for daring to use a crossbow instead of the god-bow.


I love the Laying in wait grit mechanic ^^

If I can suggest something to you : Menacing Shot is a «spell like effect» (fear effect, standard action, aoe).

I think you should replace this deeds with an other crowd control or penalty inducing effect. Furthermore...Penetrating shot is very circumstantial (must crit, confirm, and have available target in line behind primary target to work). It's a bit weak.

I homebrewed my own crossbow specialized gunslinger, and this is what I used to replace Menacing Shot :

Lung perforation (Ex): At 15th level, at the cost of 1 grit point, a sharpshooter can shoot a performing bolt that affect a target as if he was subject to a ray of exhaustion. The DC of the effect is equal to 10 + 1/2 the sharpshooter’s level + the sharpshooter’s Wisdom modifier. Targets that fail their save also suffer a 50% spell failure chance when using spell with verbal components because of cough for a number of rounds equal to the sharpshooter’s Wisdom modifier. This ability replaces the menacing shot gunslinger’s deed. Creature immune to critical hit aren't affected by this deeds.


Jamie Charlan#
The point of this class is to shoot one bolt/round that deals a lot of dmg. So the reloading should not be a problem.

And your not able to combine 2 of the same deed.

Kelazan#
I will think about changing the Penetrating shot. But the Sharpshooter can trip, disarm, grapple, confused,Improved Impaling shoot. (critical)reduces speed and gives a bleed effect. So you already have a loot of options again single targets.

I would like to have a aria effect of some-sort but Menacing Shot is not thematic with the Sharpshooter and i didn't figure any thing to replace it.

So i chose to give them a why to damage more then one target. But your right it's vary circumstantial. Should it be automatic on the first person or something.

I also wander if there is any other aria effect thing you could change it to. like you shoot a bolt in to a hard surface and it explodes in a 10 Area or something like that and gives some effect and deals a bit of dmg.


Quote:
Prepared too shoot (Ex): At 11th level, you can prepare to shoot for 3 rounds as a standard action. By doing this you can combings two deeds and make them into one. The new deed takes a full-round action. To do this you need to have one grit point. This ability replaces Bleeding Wound.

You are not able to combine two of the same deed? Explain this one word for word, then.

Reloading remains an issue - If you take a full round action to dead shot, you can only do this every other round without rapid reload or crossbow mastery [for heavies]. Like Pistol-Whip, spending a grit point to get to pretend your crossbow is a club as a standard action is something we just kind of ignore the existence of. An Archer would be using point-blank-master and skewering the target with arrows with all his ranged bonuses in melee anyways.

The Ranged Grapple is quite weak. -4 does not help, but being able to just snap the bolt makes that even easier to escape.

Ignoring all concealment and cover for 1 grit point is nice... but not at such a high level. At that point you've got feats and/or magical effects like seeking which let you do this freely at no cost.

Crossbow Training helps - just like guns aren't too good without gunslinger, but you're still generating multiple AoOs for loading/firing, and simply put, rapid reload and crossbow mastery are TAX feats, not actual bonuses.


Interesting.

Exchancing Firearms for Crossbows. I like this idea.

Would be Bows to strong for this?


Jamie Charlan#
You cant combine two off the same deed so you cant use two dead shot and make the double amount of attack rolls as a normal dead shot.
But you can combine dead shot with Targeting Torso to get the greater dmg potential i think.

Example :

level 11 sharpshooter uses Prepared too shoot to combine dead shot and Targeting Torso. Dead shot Gives us 3 attack rolls and Targeting Torso increases the crit chance on the weapon to 17-20, If this character have Ip critical he gets a crit chance of 12-20 and with Sniper shot the multiplier on the crit is increased to 3 and the damage of the cross bow is increased by one step.

so on those 3 rolls you get a crit chance thats 78% and a modifier thats 3 and the crossbows base dmg is 2d8 from the size increase from Sniper shot

In this it's not factored in miss chance or anything but if you use Deadeye that's a none action to use. you target touch ac. so you will more then likely hit with 2 of those 3.

Dex is probably 3 or 4 and magic bonus is probably 3 i think so

6d8+3+4+3 with a 78% crit chance to deal 3 times that dmg.
(4.5*6+3+4+3)3= 111 Dmg/3 rounds and 3 grit

It will take massive Dmg so save of die and dr will not help a lot.

4D8+3+4+3 with a 78% crit chance to deal 3 times that dmg.
(4.5*4+3+4+3)3= 88

I dont know if this dmg is good for 3 rounds but if you make a ambush it's pretty good. with only dead shot you will deal around 66.6 dmg/round

uses 1/6/11

I will think about your suggestions. at lv 5 you get rapid reload with one crossbow.

widuj#
The reason i use crossbows in this class is that there are lots of good options for bow builds but none for crossbows. So I wanted to make something that can be useful in a party and still use a crossbow.

So ramping up the attacks was one option, but that option is boring, it would be like playing with a bow. So i went the other way, minimizing the number of attacks per round. So I make a class that shoots one attack per round and gives it a lot of fun abilities.


It does not state you cannot combine two of the same deed. That's wording in the rules you wrote that needs adjusting if that's what you intend.

As you have it written, I take three rounds and a standard action to be allowed to 'combings' two deeds [any two deeds?] as a full round action so long as I have one grit point the entire time. Maybe.

I understand your intent a bit better now, but the wording of the rules has to match that as well.

I also, just so you know, fully agree with the need to have big fat crossbow single hits. Because they're fun.


Prepared too shoot (Ex): At 11th level, you can prepare to shoot for 3 rounds as a standard action. By doing this you can combings two deeds and make them into one. The new deed takes a full-round action. To do this you need to have one grit point. You cant combine two of the same deed in this way. This ability replaces Bleeding Wound.

Do this clarify it?

Is this kind of dmg balanced. I dont rely know what an level 11 archer can do. I know that this class can lock down spell casters pretty good.

And i think Vital Strike is a good feat line for this class. Can you use a Heavy crossbow that's one size larger?

You draw a heavy crossbow back by turning a small winch. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

If i get that correctly you would be able to shoot it with 2 hands with probably -4 and the penalty for large weapons.
I'm not shore on the reloading. I don't think there are any roll that say that the reload time on a crossbow or any other weapon is increased when the size is increase.


Here, I'll disect it a little more:

Prepared to Shoot [ex]: At 11th level [so far so good]

Quote:
you can prepare to shoot for 3 rounds as a standard action

First snag. Do you PREPARE with three rounds of standard actions to fire once? Do you prepare to fire the same combined deed for three rounds with one standard action?

Quote:
By doing this you can combine two deeds and make them into one

fixed the spelling but this leaves us a few questions:

1} can't you ALREADY use multiple deeds so long as you've got the cost covered? I know I can Dead Shot and Bleeding-Wound normally, the limitation is usually the Action Economy.

Which leads us to 2} What are the actual limitations on here? Can you combine and use any two different Full-Round deeds? Or only a Move and a Standard? Two frees? What IS this ability actually giving us?

Crossbows are questionable. You CAN fire one that's the wrong size, at a hefty penalty [one-handed penalty with both hands plus wrong size penalty], but even with vital strike that's pretty shitty damage compared to bows. As in "a small fraction of at best". But it's two-handed to reload. Which is now bigger than what you can hold.


I will re word that ability after the next week for i have a lot in school now.

You can combine 2 deeds that are of any type off action if there not the same deed. so 2 full rounds or 1 standard and 1 move and one. All combinations becomes a full round action and you can add on other deeds to it if there normally fit in a full round action.

Should i make the class more power full so it can do the same dmg as people with bows or should i maybe create some feat, To increase the power level. If you become as powerful as bow wielders with this class with no feats investment, would be to powerful for if you use bows you need lots of feats.

Some archery feats is needed for this class like Precise Shot.


Bow Wielders become powerful regardless of class. Mastering the Bow in pathfinder requires a couple of feats. Same as any melee weapon.

A Gunslinger needs those same feats [plus reloading, minus manyshot they just can't get] but ALSO only matches up in what he can do thanks to picking a specific class whose abilities are designed around letting the trap-option-not-bow catch up to the bow.

A Crossbowman needs even more feats, but despite them still is behind the others.


How good is this class comparing to a normal gunslinger or a bow fighter?


It depends :
Normal gunslinger hit everything...always (touch attack). But they only attack 1 or maybe 2 times per round if using double guns and crazy quickdraw build are just power-gaming phantasm (this is soooo expensive). Vital strike chain is very effective with them (2d12, 3d12,etc.)

Bow can full attack everything from very far. Their damage output is great, but archer need 2 good stats to maximize their damages, when gunslinger only need Dexterity. So, they are usually more glass canon type. Furthermore, bow miss more often.

Crossbow can full-attack with some feat (Crossbow mastery) and with your Deadeye deeds, they hit as often as pure gunslinger at medium/close range. The crossbow damages are equivalent to archer, less many-shot, and with Dexterity to damage...they hit pretty hard. It needs more feat, witch your class starve for, and the sharpshooter deed's don't have great synergy very well with full-attack action.

I don't know what is stronger or weaker. The circumstances can vary. However, a class must stand on is own field of expertise. I think that your sharpshooter make a good sniper and combat initiator, and is viable in the heat of combat.

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