So, I could give them Ranger to auto-threaten the Crit a few times per day, more with a wand, or Fighter to get Improved Crit. I could see the level 6 individuals dealing 45 damage a turn, which is not amazing but not horrible either. 2d8 - that's 5.5 > 9 average damage or +3.5) that coupled with Crossbow Sniper and maybe Ranged Weapon Mastery could already get you damage in the mid-teens for each attack and you'll get Rapid Shot + iterative for 3 per turn. Using Strongarm Bracers to wield a Large one is a nice damage bonus (1d10 vs. Heavy Repeating has some reason for existing so use one of those. Also, if you use the "Fighter Capstone to qualify for BAB+8 feats", straight Fighter to get Ranged Weapon Mastery for the most talented individuals that would be a good call.Īs I stated in the guide, Repeating Crossbows are really somewhat uninspiring as weapons. Since (AFAIK) repeating crossbows were used almost like emplaced LMG's historically, firing from castle walls more as suppresion than as marksman weapons, having some form of ranged bonus damage beyond 30' would be helpful.Crossbow Sniper is a must. Rogue is no good, because attacks there have to be made within 30' to count for SA, but I'd like these guys to be able to use their crossbows at a much greater range than that. So, probably Fighter for most of it, along with a level or two of something that gives them some kind of bonus damage?
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