Showing posts with label Archer. Show all posts
Showing posts with label Archer. Show all posts

Thursday, November 12, 2015

New Feat: Arcing Fire (D&D 5e)

Prerequisite: Intelligence 13 or higher
You know how to use ranged weapons to greater effect by firing at targets indirectly. When making a ranged attack with which you are proficient you may choose to use one of the following benefits:
  • When making attacks against enemies which are prone and more than 5' away from you, their being prone does not impose disadvantage on you.
  • When making attacks against a target benefitting from half cover, the target only gains a +1 bonus to AC.
  • When making attacks against a target benefitting from three-quarters cover, the target only gains a +3 bonus to AC.
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Thursday, October 29, 2015

New Class; Scout (D&D 4e)

“There will be an open way, even if I have to use some arrows to find it...”
Role; Controller. You manage the battlefield, denying enemies access to areas and punishing them for taking specific actions. Your ability to deal damage to enemies accurately and repeatedly allows you to act as a striker as a secondary roll, however you are most effective at dealing with larger numbers of enemies.
Power Source; Martial. Your talents depend on extensive training and constant practice, personal determination, and natural coordination.
Key Abilities; Dexterity, Intelligence, Wisdom
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple ranged, military ranged.
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Perception or Stealth. From the class skills list below, choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Int), Heal (Wis), Insight (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex),
Build Options:
Class Features:

Scouts wander the far byways of the wilds and run the back streets of cities. Their personalities are as varied as the weapons they use, but they know the nooks and crannies wherever they are found, having ferreted out the secret ways and best places with unerring instincts. As water finds the cracks in a cobblestone road, Scouts find what they need to remain prepared.
As a Scout, you will be a guide. Whether you are a nimble pathfinder that leads the way into danger with blade ready or a battle wizened sage providing less physical direction. This attitude extends into the way you view combat- it is a maze through which you can shepherd your allies safely and where your foes can be drawn into blind alleys that promise only death.
With your weapon at the ready you have no fear of the unknown. The next horizon is not a goal to be reached, but a milestone on a journey. Will you come back to show others the way, or is your path ever onward?