Tuesday 2 April 2013

Firearms Marksmen


My current rules for Gunpowder Firearms disqualify them from the normal means for a fighter to progress damage - subsequent attacks. In lieu of that I propose a feat chain with Gunpowder weapons in mind.

These are designed to be used with the Vital Strike feat chain, adding precision damage and to hit bonuses to make up for the reduced average damage.

Combined with the Vital Strike family this allows a suitable Fighter with all the feats and a +1 Flaming Frost Shocking Burst Arquebus a single attack at AB +24 (before Dex modifier and Weapon Focus) dealing 4d10+4 base damage, +3d6 affix damage and +4d6 precision damage (4d10+7d6+4 total or 50.5). Against AC40 (and reloading every other round instead of using sheenanigans) that translates to a total DPS of 5.05. Against AC20 (again, reloading every other round instead of sheenanigans) that translates to a total DPS of 25.25.

Compare this to the +1 Flaming Frost Shocking Burst Composite Longbow with +3 pull performing iterative attacks that's 4 attacks at +20/+15/+10/+5 each dealing d8+3 base damage and another 3d6 affix damage (d8+3d6+3, 2d8+6d6+6, 3d8+9d6+9, 4d8+12d6+12, or 18/36/54/72 average depending on the target's AC). Against AC40 (full attack every round) that comes to 3.6 DPS. Against AC20 (again, attacking every round) that comes to 45.


From this comparison it's clear that the arquebus, even reloading every other round - which can be avoided by using Quick Draw and a handy haversack full of arquebuses) offers better DPS against bigger enemies and are more likely to penetrate any Damage Reduction but it is not too disproportionate an advantage as the Arquebus build represents a greater Feat investment at these higher levels.

(No longer relevant due to changes to the feats)

From DeviantArt

Feats


Marksman [Combat Feat]
Prerequisites: Base Attack Bonus +1
As a Move Action you may take Aim, granting a +2 Attack Bonus on your next Standard Attack made with a firearm you are proficient with before the end of your turn.

Master Marksman [Combat Feat]
Prerequisites: Marksman
When taking Aim you deal an additional d6 of precision damage. Creatures immune to Sneak Attack (without distinct anatomy) are immune to precision damage. This precision damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and finally 5d6 at 20th.

Crack Shot [Combat Feat]
 Prerequisites: Base Attack Bonus +6, Marksman
 When taking Aim the subsequent attack deals double base damage: roll the base damage twice and add it together before adding bonus damage from weapon properties, spells, precision damage and other damage sources. This feat does not stack with Vital Strike. If you have Base Attack Bonus +11 this feat improves to three times base damage; if you have Base Attack Bonus +16 this feat improves to four times base damage.

Sniper [Combat Feat]
Prerequisites: Base Attack Bonus +6, Marksman
When taking Aim this feat improves the bonus from +2 to +4. In addition taking aim temporarily grants the Keen property to the subsequent attack.

Ranger Combat Style, Firearms

If the Ranger selects the firearms style he can choose from the following list whenever he gains a combat style feat.
Deadly Aim, Precise Shot, Marksman, Master Marksman
  • At 6th level he adds Crack Shot and Improved Precise Shot to the list.
  • At 10th level he adds Pinpoint Targetting and Shot on the Run to the list.
As always, comments and fixes welcome.

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Edit (2nd April 2013 @ 2120 GMT): It's just been pointed out to me that I was unclear that the bow has a +3 pull, not a +3 enhancement bonus. I also realise that I forgot to include the +1 enhancement bonus on either weapon. I don't feel like running the numbers again right now so I'll just leave it. It's also been pointed out my assumptions are Bad and I should feel Bad.

Edit (2nd April 2013 @ 2200 GMT): Changed Sniper to grant a Ranged Touch Attack. Increased the precision damage given by Master Marksman.

Edit (3rd April 2013 @ 0030 GMT): Changed Master Marksman to work from first level. Changed combat style to include vital strike. Changed Sniper back to its original iteration after realising that Pinpoint Targetting overlapped.

Edit (3rd April 2013 @ 2203 GMT): Added the Crack Shot feat as a cheap alternative to Vital Strike.

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