| Post/Author/DateTime | Post |
|---|---|
| #1AedfhandorDec 18, 2014 14:24:48 | Hello everyone,
I am converting my ongoing pathfinder game in Andoran to fifth edition. One of my players is playing a Marksman from Ultimate Psionics by Dreamscarred, and I want him to still play the same type of character. Now, my campaign has a big late-18th century feel to it and forearms are somewhat common. I have looked at just letting hiom play whicever class and giving him a proficiency with firearms, but I felt he lost a lot of the feel his character had. So I ended up cooking this Archetype for Fighters and would like to have your comments and suggestions on it. We haven't tested it yet, the game is in a couple of days.
In short, I wanted to make a Battle Master like archetype, who would have a bit less versatility in exchange for using his maneuvers more often. His character is the type to stay at the back, take his time and fire one lethal shot.
I also welcome any addtion you guys might have to the list of maneuvers.
Gunslinger (Fighter Archetype) The gunslinger is a fighter who has taken using firearms to an art form. Adept at using both pistols and muskets, the marksman is a force to be reckoned with up close, or from afar.
==Maneuvers== and 15th level. Each level you learn a new Maneuver, you can replace one you had previsouly taken. The save DC for your maneuvers is 8 + your proficiency bonus + Dexterity of Intelligence Bonus (your choice). You may only use 1 Maneuver per turn.
==Marksman Dice== four. A marksman die is expended when you use it and can be regained by spending a short or long rest. You gain a new marskamn die upon reaching 7th and 15th level.
==Firearm maintenance==
==Combine Maneuvers==
==Improved Marskmanship==
==List of Maneuvers== Snap Shot Intelligence modifier to damage rolls made with firearms during that turn. This includes any attacks you may make as bonus actions or as part of the Extra Attack ability.
Aimed Shot not move before your next turn, remove a marksman die from your reserve and add it to your attack roll and damage roll. You may aim for any number of consecutive turns, provided you still have marksman dice in your reserve. For each turn spent aiming, reduce the number necessary to score a critical hit on your d20 by 1. For example, if you aim for three turns, you score a crtitical hit on a 17-20.
Trip Shot to knock the target down. If the target is Large or smaller, it must make a Strength saving throw. Add your superiority die to the DC. On a failed save, the creature falls prone.
Disarming Shot to disarm the target forcing it to drop an item of your choice that it is holding. In addition to taking damage, the target must make a Dexterity saving throw. Add your superiority die to the DC. On a failed save, the creature drops the item. it lands at its feet.
Unstoppable Force pierce through the first target and attempt to hit a target standing directly behind it. The second target must be standing within 5 feet of your original target in a straight line from you. If the attack roll used to hit the first target would be high enough to hit the second target, then it takes damage. Roll damage normally, but add your marksman die to the damage as well.
Distracting Shot you are firing at. when you make an attack against a target with a firearm, expnd a marksman die to have the attack deal no damage, but to give Advantage on the next attack made against the creature.
Trick Shot
Make every shot count
EDIT: Forgot to mention, firearms are martial weapons in this campaign. EDIT 2: Changed names of 2 maneuvers. EDIT 3: Modified Aimed Shot |
| #2cowleymenDec 18, 2014 15:39:07 | Not to bad, I have to say though, why not just take battle master and just give them accses to a few of your new manuvers? |
| (Reply to #2)Aedfhandor |
|
| #4cowleymenDec 18, 2014 16:59:08 | No problem, I have to admit that is very true. Let me know how this plays out in your group, if it is to powerful ect. |
| (Reply to #4)Aedfhandor |
|
| #6LupusRegalisDec 18, 2014 22:40:56 | I might suggest a rename of Two maneuvers: *Sniper Shot -> Snap Shot *Aim -> Aimed Shot
Sniper Shot and Aim have very similar expectations as names, and it would be confusing givin the limited Maneuver list to include both, IMO.
Aimed shot would fit the description of Aim very well while also sticking with the naming conventions of the other Maneuvers.
Snap (or Quick) shot would differentiate the two maneuvers, as well as what I believe their uses in game would be. Aimed shot obviously requires more time to get off, and sacrifices movement and defense to do so. Snap shot, going by your description for Sniper Shot, would seem very much suited for being used during combat itself, or just as it begins (Gunfight/Dueling).
Otherwise it seems very well put together, and I'd also like to hear about how it played out for the character in game! |
| #7AedfhandorDec 20, 2014 7:26:54 | Thanks Lupus, I ended up changing the names.
the game is tonight, and they have quite the encounter set up. I'll post a list of how it went tomorrow. |
| #8AedfhandorDec 22, 2014 15:21:55 | So the game went well, they only ran into 1 encounter (4 orcs and an Orc Shaman). I can't say the gunslinger upstaged anyone yet, we'll see next game. |
| #9Macv12Dec 22, 2014 20:09:57 | Just a comment, unless firearms are wildly inaccurate, use expensive ammunition, or have a tendency to explode after every few shots, I can't imagine why Aimed Shot would be worth using in combat. You're trading movement + 2-4 attacks from Extra Attack, for around a +5 bonus to one attack roll. It's a lot more effective to put as many bullets downwind as you can. If it's meant to encourage a "one-shot-one-kill" style, you're spending a valuable resource - especially if you spend multiple dice - to get across only a single attack of damage, so there's no "one-kill" in that equation.
Battlemaster has Precision Attack, which lets you add your superiority die to the attack roll that same turn. That sets a precedent that you don't really need to force the player to not attack to get the same bonus. If you're attached to waiting a turn for style reasons, I'd give something much more substantial, like advantage on the roll and double damage, and a substantial bonus to critical range. If you're spending a die for it, it should be noticeably better than what you could have accomplished without spending that die.
Related, Trick Shot. If there were a maneuver to boost accuracy at will, there would no need for Trick Shot, which just boosts accuracy up to a (low) limit. I'd add an extra effect to make spending a marksman die really worth it, or drop it, and let the player add whatever awesome trick shot flavor text they want to their descriptions of their attacks. |
| (Reply to #9)Aedfhandor |
|
| (Reply to #10)Macv12 |
|