Gnomish Bolter
The [Gnomish Bolter ]
Written By: [Kevin Urbanczyk: [email protected]]
Background: original from kensan.1colony.com. This one is a re-work, and made
the PrC tougher and for higher levels, with added abilities and spell like
abilities
Races: Gnome
Gnomish fighters, rangers, and a few gnomish Bards & wizards are fond of
taking this, due to well known ability with crossbows for use underground or in
thick brush or in rocky terrain. Most Gnome Bolters hunt Kobolds or Goblins
much like a ranger would. Sometimes, they travel in groups helping out local
military units or as an adventurer. Thus they are valued for their flexibility.
Since they are constantly moving and wear light armor, they are apt to travel
like rangers in small groups doing „special operations“ for thier clan.
Bolters are mostly Rock Gnomes, although a rare Svirfneblin or Forest Gnome has
also taken up the class. Bolters are frequently friends with Rangers and
Tunnelrats for information about local “infestations”
To become a Bolter, Gnomes must go out alone and kill at least 5 Goblinoids,
Kobolds are preferred, and bring back the heads as proof to the local training
center.
The training for Bolters is intense and rigorous. Due to the incredible
hand-eye coordination of Gnomes, the training goes to great lengths to make
sure strikes are done. The training culminates in the Legendary ability called
„One shot, One kill“, which is usually a called shot thru the eyes of the
hapless victim.
Gnomish Bolters also live with such powerful training, that thier clans require
then to stay and guard Clan lands for 3 months out of the year, and at 10th
level, to teach and train other Bolters.
[D8 for HD ]
Game Rule Information:
Alignment: [LG, LN, NG, N]
Hit Die: [d8]
Requirements:
To qualify to become a Gnomish Bolter the character must meet the following
requirements.
Alignment: [See above for alignment selections]
Base Attack Bonus: +[8]
Skills: [Craft-Crossbows], +[10]
Feats: [Improved Initiative, Point Blank Shot, Weapon Focus-Crossbows, Improved
Critical]
Class: [Fighter, Wizard]
Special: Must have built and own his own Master Work (Light or Hand) Crossbow
Class Skills:
Climb (Str), Craft (Int), Handle Animal (Chr), Hide (Dex), Jump (Str), Move
Silently (Dex), Search (Int), Spot (Wis), Balance (Dex), Tumble (Dex),
Concentration (con), Intuit Direction (Wis), Listen (wis)
Skill Points at 1st Level: [4]+ Int modifier
Class Features:
All of the following are class features of the Gnomish Bolter
Weapon and Armour Proficiency: A Gnomish Bolter is proficient with Light armor,
simple and martial weapons
1) Only the Bolter can use these enchanted bolts, since they are generally
meant to be used by the bolter anyways.
2) Enchanting the bolt takes 1 action in a round, next action is usually
loading the crossbow with the bolt, or putting it away for future use.
3) The Enchantment lasts for an entire 24 hour period just in case the caster
does not need the bolt at that time.
4) Only the caster can use the bolt, and if need be, can terminate the spell
effect put on the bolt.
5) The enchanted bolts can be prepared in advanced. i.e. a battle will take
place in 10 rounds, the Bolter then prepares say 5 true strike bolts ahead of
time for quick use during the battle.
New Abilities:
Gnomes Focus: (Taken at 1st level)
Benefit: Bolters learn to go after vital areas of the body, nerves. arteries,
to cause major damage to the opponent.
Next attack is for maximum damage base damage. Critical damage is still
maximum. If attack misses, then chance is lost. Can be used 1 time per day/3
levels. Does stack with Weapon Focus and Wpn Spec bonuses. The gnome must use a
round of uninterupted concentration before using the ablity.
Split Second Timing: (Taken at 2th level)
Benefit: Hand and Light crossbows count as free actions when reloading the
weapon. This provokes an attack of opprotunity. Heavy crossbows take a partial
action and also provoke an attack of opprotunity. The feat can only be used 1/round.
Good Timing: (Taken at 4th level)
Benefit: You don’t suffer the –4 when opponent is engaged in melee when you are
using a ranged weapon.
Gnomes Coordination: (Taken at 6th level)
Benefit: For each round that you aim waiting to attack, you gain a +1 to attack
up to +5 max. Target must be within Point-Blank range.
You suffer a –4 AC while aiming. After shot, you have only a partial action
till the start of next turn. Ability stacks with Gnomes focus.
Since Coordination deals with DEX, modifiers will stack with the ability. I.e.
A gnome Bolter has a DEX of 20, normally a modifier of 5, therefore, with the
addition of 5 rounds of aiming, the character has a +10.
Gnomes eye: (Taken at 8th Level)
Benefit: The Gnomish Bolter is a deadly expert with thier hand/eye
coordination. Gnomish Bolters get a critical strike with his/any attack (as
long as the threat range was rolled*) due to years of training at targetting
vital areas and where deadly strikes will cause the most damage. By this time,
Bolters are pretty much going for called shots either to cripple, or kill with
as few shots as possible. This ability stacks with Gnomes Focus. Ability can
only be used (1 time per day/ level ), and only on the casters crossbow. I.e.
Caster is an 8th lev Gnome Bolter, so can use the ability 8 times/day.
* note: It´s an automatic 20 in case of any success then the person should
state that it should be declared before the DR. I.e. The threat range for a
light crossbow is 19-20, so that either a 19 or a 20 is an automatic critical.
No need for an additional roll to determine if the critical was made.
„Bolter’s Bonding“: (Taken at 10th level)
Prerequisites: Dex 15+, Craft-Crossbow 15+
Benefits: This bonding process is an intense 2 month process where the Bolter
trains exclusively with his crossbow. At the end of the process, the Bolter
will name the crossbow, and „specialize“ it with extra fine tubing, special
cords, cranks, personalized handle/grip, ect. Whereby the crossbow now has a
permanent +2 attack bonus, and a +1 damage bonus. The Bolter will now ONLY use
masterwork bolts ( +1 attack ) for his crossbow, and will literally refuse to
use any lesser quality bolt. The Bolter now has a –2 to attack with every other
weapon. Bolter Bonding does stack with the other above abilities. The bonuses
being natural do not stack with masterwork, since the new work done on the
crossbow is better quality work that when the crossbow was first crafted.
Spell Abilities:
„Run away!“ Bolt:
At 2th level, the Gnomish Bolter starts to learn how to use his innate magical
abilities to scare his opponent. Before he makes an attack role, he can enchant
a scare bolt. He can enchant this bolt up to half his levels per day. If the
bolt hits, his opponent makes a Will Save (DC 14). A Failed save means the
victim will flee for 1D4 rounds per the cause fear spell. This is a spell like
ability.
Tranquilizer Bolt:
At 4th level, the Gnomish Bolter starts to learn how to use his innate magical
abilities to sleep his foes. Before he makes an attack role, he can enchant a
sleep bolt. He can enchant this bolt up to half his levels per day. If the bolt
hits, his opponent(s) makes a Will Save (DC 16). A Failed save means the
target(s) is asleep for one minute/level, per the sleep spell. This is a spell
like ability.
„Who turned on the heat?“ Bolt:
At 6th level, the Gnomish Bolter starts to learn how to use his innate magical
abilities to burn his foes to crispy peices. Before he makes an attack role, he
can enchant a Burn bolt. He can enchant this bolt up to half his levels per
day. If the bolt hits, his opponent(s) makes a Will Save (DC 18). A Failed save
means the target takes 1D4+1 per level (of the Bolter) fire damage included to
the bolt damage. This is a spell like ability.
“Look at the pretty lights!“ Bolt:
At 8th level, after learning how to befuddle his opponent, The Gnomish Bolter
learns how to make the effect last. Before he makes an attack roll, he can
enchant a color spray bolt. He can enchant this bolt up to half his levels per
day. If the bolt hits, his opponent(s) makes a Will Save (DC 20). A Failed save
means that the target is under the effects of a Color Spray Spell for 2d4
rounds (unconscious) or 1d4 rounds (blind). This is a spell like ability.
“One Shot, One Kill“ Bolt:
At 10th level, the Gnomish Bolter starts to learn how to use his innate magical
abilities to strike his foes. Before he makes an attack role, he can enchant a
true strike bolt. He can enchant this bolt up to his half levels per day. The
bolt is under the effect of a true strike spell and gets the +20 attack roll as
per the spell. This is a spell like ability.
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Table The Gnomish Bolter
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +0 +2 +0 Gnomes Focus, +1 to damage with crossbow
2 +2 +0 +3 +0 Split second timing, ”Run away!“ Bolt
3 +3 +1 +3 +1
4 +4 +1 +4 +1 Good Timing, ”Who turned on the heat?“ Bolt
5 +5 +1 +4 +1 +1 to hit with crossbow
6 +6 +2 +5 +2 Gnome Coordination, Tranquilizer Bolt
7 +7 +2 +5 +2
8 +8 +2 +6 +2 Gnome’s eye, ”Look at the pretty lights!“ Bolt
9 +9 +3 +6 +3
10 +10 +3 +7 +3 Bolter’s Bonding, ”One shot, One Kill“ Bolt, +1 to damage