Marksman
A skillful ranged combatant. A Marksman provides a devastating threat to the battlefield. Able to quickly and accurately fire many skillful shots.
Ability Score Increase:
Level 1: +2 Perception
Level 4: +2 Perception +1 Strength
Level 7: +3 Perception +1 Strength +1 Foresight
Level 10: +6 Perception +3 Strength +1 Endurance
Class Level Abilities
Level 1
Anti-Tank Weaponry: You may take a -10*Lvl. penalty to your shot with a crossbow to add +3*Marksmen Level to ignoring target’s DR on your next attack. Barbaric Barbs: As a minor action you can add the barbed effect to your next ranged piercing attack. If this attack hits, it deals an additional 2 Slashing damage and causes 2 points of bleeding per round until removed. To remove a barbed weapon, someone must make a Biology roll. If the attack was a critical hit, the difficulty is hard. A target that is already barbed takes the addtional slashing damage, but does not take any additonal effects. Rapid Shot: Such skill with a bow allows a Marksman to fire two arrows at once using the penalty as if using two weapons. Additionally, a Marksman takes one category less in actions to reload ranged weapons. Steady Shot: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. To the Limit: Marksmen have become experts with ranged weapons and can use them at ranges most would deem impossible. All ranged weapons have x1.5 the normal range and in addition Marksman half the penalty for long shots.Level 2
Headshot: You may use a minor action to steady your weapon and aim at a specific body part. If you do you gain a +10 to your next attack and you will hit the designated body part. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Stunning Blow: Crushing ranged weapons cause 1 round of stun to the target, they may resist with a Fortitude save equal with the high save bonus equal to WDR + Marksman Level.Level 3
Rapid Shot II: Such skill with a bow allows a Marksman to fire up to three arrows at once using the penalty as if using multiple weapons. Additionally, a Marksman takes two categories less in actions to reload ranged weapons. This abiliy replaces Rapid Shot. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Steady Shot II: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill.Level 4
Improved Barbaric Barbs: As a minor action you can add the barbed effect to your next ranged piercing attack. If this attack hits, it deals an additional 4 Slashing damage and causes 4 points of bleeding per round until removed. To remove a barbed weapon, someone must make a hard Biology roll. If the attack was a critical hit, the difficulty is very hard. A target that is already barbed takes the addtional slashing damage, but does not take any additonal effects. This ability replaces Barbaric Barbs. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 5
Rapid Shot III: Such skill with a bow allows a Marksman to fire up to five arrows at once using the penalty as if using multiple weapons. Additionally, a Marksman takes three categories less in actions to reload ranged weapons. This abiliy replaces Rapid Shot II. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Steady Shot III: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill. Threatening Overwatch: Your dangerous gaze causes creatures to be afraid to step within the range of your terrifying weapons. All movement taken within your overwatch zone costs double (ie. moving 1 meter costs 2 meters of movement) You can also activate your overwatch on creatures that end their turn within your Overwatch zone.Level 6
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 7
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Steady Shot IV: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill. Volley: A Marksman can fire up to his Marksman level in arrows at a time using the penalty as if using multiple weapons. Reduce this penalty equal the Marksman's Perception. Additionally, a Marksman reloads ranged weapons as a free action. This ability replaces Rapid Shot III.Level 8
Deadly Barbaric Barbs: As a minor action you can add the barbed effect to your next ranged piercing attack. If this attack hits, it deals an additional 8 Slashing damage and causes 8 points of bleeding per round until removed. To remove a barbed weapon, someone must make a very hard Biology roll. If the attack was a critical hit, the difficulty is impossible. A target that is already barbed takes the addtional slashing damage, but does not take any additonal effects. This ability replaces Improved Barbaric Barbs. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 9
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Steady Shot V: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill.Level 10
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Marksman Class Overview
Level | Abilities | |
---|---|---|
1 | Anti-Tank Weaponry, Barbaric Barbs, Rapid Shot, Steady Shot, To the Limit | |
2 | Headshot, Stunning Blow | |
3 | Rapid Shot II, Steady Shot II | |
4 | Improved Barbaric Barbs | |
5 | Rapid Shot III, Steady Shot III, Threatening Overwatch | |
6 | ||
7 | Steady Shot IV, Volley | |
8 | Deadly Barbaric Barbs | |
9 | Steady Shot V | |
10 |
Class Currency Modifier: 1.2