PumpkinEater
2009-08-08, 10:02 PM
The Marksman
Hit Dice: d8
Weapon Proficiencies: Marksmen are proficient with basic weapons and any of the two following weapon groups: Bows, Crossbows, Gunpowder Weapons, and Slings. Marksmen are also proficient with one other weapon group.
Armor Proficiencies: Marksmen are proficient with light armor.
Skill Points: 4 + Intelligence Modifier (x 4 at first level)
Class Skills: Nine + Intelligence modifier + Craft, Hide, and Spot
Table: The Marksman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Mark +1d6, Sniping
2nd|
+2|
+0|
+3|
+0|Called Shot
3rd|
+3|
+1|
+3|
+1|Careful Shot
4th|
+4|
+1|
+4|
+1|Sharpshooting, Mark +2d6
5th|
+5|
+1|
+4|
+1|Improved Sniping
6th|
+6 / +1|
+2|
+5|
+2|
---
7th|
+7 / +2|
+2|
+5|
+2|Mark +3d6
8th|
+8 / +3|
+2|
+6|
+2|Dead Eye
9th|
+9 / +4|
+3|
+6|
+3|Close-Combat Shooting
10th|
+10 / +5|
+3|
+7|
+3|Greater Sharpshooting, Mark +4d6
11th|
+11 / +6 / +1|
+3|
+7|
+3|Rapid Marking
12th|
+12 / +7 / +2|
+4|
+8|
+4|Bull's Eye
13th|
+13 / +8 / +3|
+4|
+8|
+4|Mark +5d6
14th|
+14 / +9 / +4|
+4|
+9|
+4|Precision
15th|
+15 / +10 / +5|
+5|
+9|
+5|Greater Sniping
16th|
+16 / +11 / +6 / +1|
+5|
+10|
+5|Mark +6d6
17th|
+17 / +12 / +7 / +2|
+5|
+10|
+5|Greater Called Shot
18th|
+18 / + 13 / +8 / +3|
+6|
+11|
+6|
---
19th|
+19 / +14 / +9 / +4|
+6|
+11|
+6|Mark +7d6
20th|
+20 / +15 / +10 / +5|
+6|
+12|
+6|
---[/table]
Mark At 1st level, marksmen are able to make shots with deadly precision. By spending a full-round action, a marksman deals an additional 1d6 damage to any living they hit. This ability has no effect on creatures that are immune to either critical hits or sneak attacks, and can only be used with a weapon that has a range increment. This damage improves by 1d6 every 3 levels. This damage is not multiplied in the result of a critical hit.
Sniping Marksmen are able to make shots at amazing distances while still retaining their accuracy. Whenever a marksman uses the Mark ability, the range increment for their weapon is doubled.
Called Shot At 2nd level, marksmen are able to make accurate shots at a target’s vital organs. By taking a penalty on all ranged attack rolls made during one round, marksmen receive an equal bonus on all ranged damage rolls until the start their next turn. Marksmen cannot take a penalty greater than their base attack bonus.
Careful Shot At 3rd level, whenever a marksman uses the Mark ability, the marksman receives a +1 bonus to the attack roll.
Sharpshooting Marksmen are capable of finding that one chink in a villain’s otherwise perfect armor. By spending a round to make a spot check versus a target’s flat-footed AC, they are able to successfully ignore that target’s DR whenever they use the Mark ability on that target for the remainder of combat.
Improved Sniping Whenever a marksman would use their Mark ability, they add half of their wisdom modifier (rounded up) to the damage roll.
Dead Eye A marksman adds half his or her wisdom modifier (rounded up) to all ranged attack rolls.
Close-Combat Shooting Experienced marksmen are capable of firing while in melee range at lesser risk than usual. A marksman receives a +4 dodge bonus to AC against all attack s of opportunity made against the marksman when he or she attacks with a ranged weapon.
Greater Sharpshooting At 10th level, whenever a marksman hits a target with their Mark ability, the target must make a fortitude save (DC 10 + marksman’s wisdom and dexterity modifiers) or take 1 point of strength damage.
Rapid Marking Only experienced marksmen are capable of firing precisely and rapidly at the same time. At level 11, a Marksman can perform the Mark ability as a standard action.
Bull’s Eye Whenever a marksman strikes a target with the Mark ability, the target begins to bleed. Each wound caused in this manner causes the victim to take 1 point of damage per round. The bleeding does not stop until the victim receives the benefit of a DC 15 Heal check, or from some form of magical healing. This ability has no effect on creatures with no constitution score.
Precision A marksman increases the critical multiplier of any ranged weaponry they use by 1.
Greater Sniping Whenever a marksman uses their Mark ability, they add half of his or her wisdom modifier (rounded up) to the attack roll.
Greater Called Shot At 17th level, a marksman can take a -2 penalty on both attack rolls and a -2 penalty on damage rolls with a ranged weapon to increase that weapon's threat range by 1. This effect lasts until the beginning of the marksman's next turn.
Comments? I'm pretty sure this is overpowered. Haha.
Hit Dice: d8
Weapon Proficiencies: Marksmen are proficient with basic weapons and any of the two following weapon groups: Bows, Crossbows, Gunpowder Weapons, and Slings. Marksmen are also proficient with one other weapon group.
Armor Proficiencies: Marksmen are proficient with light armor.
Skill Points: 4 + Intelligence Modifier (x 4 at first level)
Class Skills: Nine + Intelligence modifier + Craft, Hide, and Spot
Table: The Marksman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+2|
+0|Mark +1d6, Sniping
2nd|
+2|
+0|
+3|
+0|Called Shot
3rd|
+3|
+1|
+3|
+1|Careful Shot
4th|
+4|
+1|
+4|
+1|Sharpshooting, Mark +2d6
5th|
+5|
+1|
+4|
+1|Improved Sniping
6th|
+6 / +1|
+2|
+5|
+2|
---
7th|
+7 / +2|
+2|
+5|
+2|Mark +3d6
8th|
+8 / +3|
+2|
+6|
+2|Dead Eye
9th|
+9 / +4|
+3|
+6|
+3|Close-Combat Shooting
10th|
+10 / +5|
+3|
+7|
+3|Greater Sharpshooting, Mark +4d6
11th|
+11 / +6 / +1|
+3|
+7|
+3|Rapid Marking
12th|
+12 / +7 / +2|
+4|
+8|
+4|Bull's Eye
13th|
+13 / +8 / +3|
+4|
+8|
+4|Mark +5d6
14th|
+14 / +9 / +4|
+4|
+9|
+4|Precision
15th|
+15 / +10 / +5|
+5|
+9|
+5|Greater Sniping
16th|
+16 / +11 / +6 / +1|
+5|
+10|
+5|Mark +6d6
17th|
+17 / +12 / +7 / +2|
+5|
+10|
+5|Greater Called Shot
18th|
+18 / + 13 / +8 / +3|
+6|
+11|
+6|
---
19th|
+19 / +14 / +9 / +4|
+6|
+11|
+6|Mark +7d6
20th|
+20 / +15 / +10 / +5|
+6|
+12|
+6|
---[/table]
Mark At 1st level, marksmen are able to make shots with deadly precision. By spending a full-round action, a marksman deals an additional 1d6 damage to any living they hit. This ability has no effect on creatures that are immune to either critical hits or sneak attacks, and can only be used with a weapon that has a range increment. This damage improves by 1d6 every 3 levels. This damage is not multiplied in the result of a critical hit.
Sniping Marksmen are able to make shots at amazing distances while still retaining their accuracy. Whenever a marksman uses the Mark ability, the range increment for their weapon is doubled.
Called Shot At 2nd level, marksmen are able to make accurate shots at a target’s vital organs. By taking a penalty on all ranged attack rolls made during one round, marksmen receive an equal bonus on all ranged damage rolls until the start their next turn. Marksmen cannot take a penalty greater than their base attack bonus.
Careful Shot At 3rd level, whenever a marksman uses the Mark ability, the marksman receives a +1 bonus to the attack roll.
Sharpshooting Marksmen are capable of finding that one chink in a villain’s otherwise perfect armor. By spending a round to make a spot check versus a target’s flat-footed AC, they are able to successfully ignore that target’s DR whenever they use the Mark ability on that target for the remainder of combat.
Improved Sniping Whenever a marksman would use their Mark ability, they add half of their wisdom modifier (rounded up) to the damage roll.
Dead Eye A marksman adds half his or her wisdom modifier (rounded up) to all ranged attack rolls.
Close-Combat Shooting Experienced marksmen are capable of firing while in melee range at lesser risk than usual. A marksman receives a +4 dodge bonus to AC against all attack s of opportunity made against the marksman when he or she attacks with a ranged weapon.
Greater Sharpshooting At 10th level, whenever a marksman hits a target with their Mark ability, the target must make a fortitude save (DC 10 + marksman’s wisdom and dexterity modifiers) or take 1 point of strength damage.
Rapid Marking Only experienced marksmen are capable of firing precisely and rapidly at the same time. At level 11, a Marksman can perform the Mark ability as a standard action.
Bull’s Eye Whenever a marksman strikes a target with the Mark ability, the target begins to bleed. Each wound caused in this manner causes the victim to take 1 point of damage per round. The bleeding does not stop until the victim receives the benefit of a DC 15 Heal check, or from some form of magical healing. This ability has no effect on creatures with no constitution score.
Precision A marksman increases the critical multiplier of any ranged weaponry they use by 1.
Greater Sniping Whenever a marksman uses their Mark ability, they add half of his or her wisdom modifier (rounded up) to the attack roll.
Greater Called Shot At 17th level, a marksman can take a -2 penalty on both attack rolls and a -2 penalty on damage rolls with a ranged weapon to increase that weapon's threat range by 1. This effect lasts until the beginning of the marksman's next turn.
Comments? I'm pretty sure this is overpowered. Haha.