Marksman

Trained to be deadly from afar, the Marksman have learned to utilize ranged weapons to their greatest extent as well as maintaining a distance on the battlefield.

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HP / Soak

Marksmen have a Base Hit Points of 6. Marksmen increases their Soak by 1. Marksmen have Fast HP progression, and thus gain 1 HP every level (except 1st).

Skills

Marksmen receive 4 Skill Ranks which can be spent to become Trained in skills.

Attack Progression

Marksmen have an Attack Progression of Fast which means they gain a bonus attack on a full-round attack at 5th, 9th, 13th, and 17th levels.

Class Progression

Level Special Abilities
1st Hunting Focus
2nd Swift
3rd Eagle Eye
4th Terrain Movement
5th Parrying Shot
6th Close Quarters
7th Pierce Through
8th Terrain Movement
9th Jump Back
10th Precise Shot
11th Terrain Stride
12th Terrain Movement
13th Far Shot
14th Pierce Cover
15th Long Distance
16th Terrain Movement
17th Volley Shot
18th Bouncing Shot
19th On the Hunt
20th Supreme Sharpshooter, Terrain Movement

Class Abilities

The following are class abilities of Marksmen.

Weapon and Armor Proficiency

A Marksman is proficient with simple weapons, bows, pistols, rifles, and shotguns, and is proficient with armor.

Hunting Focus

Choose a single creature type from the list to the right, and the Marksman gains a bonus to hit and damage equal to half their Marksman level. When choosing Humanoid, choose a subtype. Example: Humanoid (Human) or Humanoid (Orc). Every four levels beyond first level, an additional Hunting Specialization can be chosen though the bonus is 1 less than the least highest bonus.

Types: Alien, Animal, Construct, Dragon, Extraplanar, Humanoid, Magical Beast, Mystical, Ooze, Plant, Undead, Vermin

Swift

At 2nd level, Marksmen are quick on their feet, and able to get out of the way of danger in order to maintain optimal distance for shooting foes from afar. Marksmen increase their Land Speed by an amount of squares equal to 1/2 their Agility (minimum of 1).

Eagle Eye

At 3rd level as a full-round action the Marksman can make a single attack roll against all targets within a line, this line is equal to 1/3 their weapon's range - for example, on a bow with a 24 sq. range, this would be an 8 square line.

Terrain Movement

At 4th level and every 4 levels thereafter, a Marksman is able to learn how best to navigate through certain environments. Choose one of the terrains listed below, and in this terrain you are able to Climb or Swim (if appropriate) in this terrain at a movement rate equal to half of your Land Speed (before modification from Swift). If you already possess a Climb or Swim speed, you increase it by this amount instead when within that terrain.

Terrain Also Includes
Arctic Tundra, icebergs, snowed-in areas (temporary)
Desert Dunes, badlands, wastelands
Forest Jungles, brushwood, scrublands, thicket
Mountain Hills, cliffs
Plains Fields, steppes, meadows
Sea Rivers, lakes, oceans, underwater
Swamp Bogs, marshes, wetlands
Underground Caves, chasms, tunnels, bunkers
Urban Suburban, rural, onboard vehicles

Parrying Shot

At 5th level the Marksman learns how to parry other ranged attacks by shooting them out of the air using their own. This functions as a parry, but only works if you are using a ranged weapon, and only is capable of parrying other ranged attacks. Ranged attacks from siege weapons are unaffected by these parry attempts.

Close Quarters

At 6th level the Marksman learns to utilize their ranged weapon as an improvised (yet proper) melee weapon when they would be threatened. When used as a melee weapon, one-handed ranged weapons deal 2k1 bludgeoning damage in melee, and two-handed ranged weapons deal 3k2 bludgeoning damage in melee. If a bayonet or similar mounted weapon is attached to this weapon, it uses the new weapon's damage type and uses whichever weapon's damage dice are better, then increases that by +1k1.

Pierce Through

At 7th level the Marksman can choose to make an additional attack against an opponent within 6 squares of their original target. This attack is made at a -2 penalty per 1 square away from the original target the new target is (maximum of -12 if they’re 6 squares away). This can be done a number of times per day equal to the Marksman’s Agility, and this can be used consecutively one after another.

Jump Back

At 9th level the Marksman is capable of jumping back a bit in the event of sudden danger coming their way. When making a successful Dodge attempt, the Marksman can move up to 1/4 their land speed. This can only be triggered once per turn, even if it's possible to Dodge multiple times per turn.

Precise Shot

At 10th level, when rolling damage for ranged weapons and the opponent is within the weapon’s first range increment the Marksman adds Agility to damage as if the weapon were a Finesse melee weapon. If the weapon has Composite, they can choose to use Strength or Agility, whichever is higher, and they receive a +1k0 bonus to damage instead.

Terrain Stride

At 11th level the Marksman chooses a single terrain as listed in the Terrain Movement ability. The Marksman isn’t affected by difficult terrain and environmental hazards from this terrain. Hazards such as the toxic atmospheres and the vacuum of space aren’t affected by Terrain Stride, however terrain effects such as hazardous bogs don’t affect the Marksman.

In addition to being unaffected by these hazards, the Marksman receives a bonus to all Defenses while within the terrain chosen, this bonus is equal to 1/4 level.

Far Shot

At 13th level the Marksman are accurate no matter how far they shoot their ranged weapons. They reduce penalties from shooting outside of their weapon’s range by 2 (the normal penalty for firing outside of your range is -2 for every 2 squares outside of your normal range).

Pierce Cover

At 14th level the Marksman can, a number of times per day equal to Agility, negate any penalties they would incur from firing a ranged weapon at someone with partial cover, cover, improved cover, or concealment. Total cover and total concealment are not negated by this ability.

Long Distance

At 15th level, Marksmen gain a bonus to the range of any ranged weapon they use equal to 1/2 their Marksman level.

Volley Shot

At 17th level the Marksman can double the amount of attacks that can be made per round. However all attacks are rolled at half the amount of dice (but not half the keep dice), for example an attack of 10k5 becomes 5k5 instead.

Bouncing Shot

At 18th level the Marksman can bounce their shots off of walls, ceilings, and other surfaces in order to hit targets they can't quite see - but know they're there. If an opponent would have total cover, this can be used to choose any spot within the weapon's first range increment as the "bounce" location and treating that location as your 'line of effect' to the target even if you don't have line of sight. Doing this against an opponent you don't have line of sight to imposes the penalties of concealment (however usage of Pierce Cover can negate this form of concealment).

On the Hunt

At 19th level the Marksman can make a single attack against an opponent which qualifies for their Hunting Specialization. If the attack hits, it is counted as an automatic critical hit. This can be used a number of times per day equal to the Marksman’s Agility.

Supreme Sharpshooter

At 20th level the Marksman has become hyper aware of their surroundings, as well as being able to overcome challenges that would normally be imposed upon them when firing. Marksmen negate any self-inflicted penalties to their ranged attack rolls (such as from Feats or other such abilities), and halve penalties to their ranged attacks which come from outside sources (such as an opponent's spell, or a condition).


Archetypes

Name Description
Boomerang Bill Masters of the unorthodox weapon, the boomerang.
Bowmaster Those who focus all of their talents on bowmanship.
Hussar Mounted fighters firing their weapons from horseback.
Nature's Protector Those who protect nature like a druid, utilizing their own hunting techniques.
Pistolero Pistol-wielding champions who fire with deadly accuracy.
Scout Urban hunters able to pick off targets quickly.
Sniper Long-range combatants who use distance to keep them safe.
Spirit Ranger Unique specialists who use magical energy with their bows, firing magic arrows.
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