Kayoden Usoden
2010-04-05, 11:34 AM
A work in progress
I spent 4 hours testing this thing and the results... are a little off... to sum up what I got, this thing still needs some work.
Marksman
Hit dice: d8
Skills: (6 +int. mod)
Climb(STR), Craft(INT), Heal(WIS), Hide(DEX), Jump(STR), Listen(WIS), Move Silently(DEX), Spot(WIS), Search(INT),and Survival(WIS).
A Marksman is proficient with all simple and martial weapons, medium and light armor, but not with shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Eagle Eye
2nd|
+1|
+3|
+3|
+0|Deadly Aim +1d6
3rd|
+2|
+3|
+3|
+1|Bonus Ranged Feat
4th|
+3|
+4|
+4|
+1|D.A. +2d6, Augmented Ammo
5th|
+3|
+4|
+4|
+1|Armor Adaptaion
6th|
+4|
+5|
+5|
+2|D.A. +3d6, B.R.F. Improved Deadly Aim
7th|
+5|
+5|
+5|
+2|Trackless Step, Camouflage
8th|
+6/+1|
+6|
+6|
+2|D.A. +4d6, Heavy Impact Ammo
9th|
+6/+1|
+6|
+6|
+3|B.R.F.
10th|
+7/+2|
+7|
+7|
+3|D.A. +5d6
11th|
+8/+3|
+7|
+7|
+3|Hide in Plain Sight
12th|
+9/+4|
+8|
+8|
+4|D.A. +6d6, B.R.F., Fragmentation Ammo
13th|
+9/+4|
+8|
+8|
+4|Improved Armor Adaptation
14th|
+10/+5|
+9|
+9|
+4|D.A. +7d6, Greater Augmentation
15th|
+11/+5/+1|
+9|
+9|
+5|B.R.F.
16th|
+12/+7/+2|
+10|
+10|
+5|D.A. +8d6, Squad Buster Volly
17th|
+12/+7/+2|
+10|
+10|
+5|-
18th|
+13/+8/+3|
+11|
+11|
+6|D.A. +9d6, B.R.F.
19th|
+14/+9/+4|
+11|
+11|
+6|-
20th|
+15/+10/+5|
+12|
+12|
+6|D.A. +10d6[/table]
Eagle Eye: The Marksman receives a +1/per two levels to all ranged attacks, rounded up
Deadly Aim: As a full round standard action, a Marksman may fire a shot that inflects massive damage to a target, this damage is not multiplied on a critical hit. Creatures immune to critical hits are not affected by this damage. This damage stacks with sneak attack, death attack, sudden strike, and the like. The target must be within 30ft. This ability may be considered Sneak Attack for the purposes of qualifying for feats or prestige classes.
Improved Deadly Aim: The range of Deadly Aim increases to 60ft. at level 6, 120ft. at level 12, and at level 18 it is only limited by the weapon used.
Bonus Ranged Feat: [Working on the list...] (the Marksman’s level is equal to that of a fighter for the purpose of fighter-only feats)
Armor Adaptation: The armor check penalty for a Marksman is reduced by 1, to a minimum of 0.
Improved Armor Adaptation: The armor check penalty for a Marksman is now reduced by 2, to a minimum of 0.
Trackless Step: See Druid
Camouflage: a Marksman may use the hide kill in any terrain with no penalty.
Hide in Plain Sight: a Marksman can hide while being observed.
Augmented Ammo: Upon reaching level 4 a Marksman has learned how to modify his weapon’s ammunition. Any projectile that a Marksman makes or uses is now Masterwork.
Heavy Impact Ammo: At level 8 a Marksman has learned how to make hard hitting projectiles. A creature struck this ammo must make a Fortitude save DC: 10 + 1/2 the Marksman’s level or be knocked prone.
Fragmentation Ammo: At level 12 a Marksman has learned how to make projectiles that explode on impact dealing 2d6 bludgeoning damage to the target, anything within 5ft. of the projectile will also be affected unless it makes Reflex save DC: 10 +1/2 the Marksman’s level for half damage.
Greater Augmentation: After reaching level 14, any projectile that a Marksman makes or uses is now Greater Masterwork.
Squad Buster Volley: At level 16, Marksman can now make special cluster like ammo. Once a Squad Buster Volley is fired it will separate into multiple projectiles covering a 10ft. area. The damage dealt to anything in the area is one damage die lower than that of the weapon that fired it. Anything in the area must make a Reflex save DC: Dex mod + the bonus from Eagle Eye, or be stuck by a number of projectiles equal to the weapons base damage. Due the size and wieght of the projectile, the weapon' range when using Squad buster Volly is redused by 50%.
I spent 4 hours testing this thing and the results... are a little off... to sum up what I got, this thing still needs some work.
Marksman
Hit dice: d8
Skills: (6 +int. mod)
Climb(STR), Craft(INT), Heal(WIS), Hide(DEX), Jump(STR), Listen(WIS), Move Silently(DEX), Spot(WIS), Search(INT),and Survival(WIS).
A Marksman is proficient with all simple and martial weapons, medium and light armor, but not with shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+2|
+2|
+0|Eagle Eye
2nd|
+1|
+3|
+3|
+0|Deadly Aim +1d6
3rd|
+2|
+3|
+3|
+1|Bonus Ranged Feat
4th|
+3|
+4|
+4|
+1|D.A. +2d6, Augmented Ammo
5th|
+3|
+4|
+4|
+1|Armor Adaptaion
6th|
+4|
+5|
+5|
+2|D.A. +3d6, B.R.F. Improved Deadly Aim
7th|
+5|
+5|
+5|
+2|Trackless Step, Camouflage
8th|
+6/+1|
+6|
+6|
+2|D.A. +4d6, Heavy Impact Ammo
9th|
+6/+1|
+6|
+6|
+3|B.R.F.
10th|
+7/+2|
+7|
+7|
+3|D.A. +5d6
11th|
+8/+3|
+7|
+7|
+3|Hide in Plain Sight
12th|
+9/+4|
+8|
+8|
+4|D.A. +6d6, B.R.F., Fragmentation Ammo
13th|
+9/+4|
+8|
+8|
+4|Improved Armor Adaptation
14th|
+10/+5|
+9|
+9|
+4|D.A. +7d6, Greater Augmentation
15th|
+11/+5/+1|
+9|
+9|
+5|B.R.F.
16th|
+12/+7/+2|
+10|
+10|
+5|D.A. +8d6, Squad Buster Volly
17th|
+12/+7/+2|
+10|
+10|
+5|-
18th|
+13/+8/+3|
+11|
+11|
+6|D.A. +9d6, B.R.F.
19th|
+14/+9/+4|
+11|
+11|
+6|-
20th|
+15/+10/+5|
+12|
+12|
+6|D.A. +10d6[/table]
Eagle Eye: The Marksman receives a +1/per two levels to all ranged attacks, rounded up
Deadly Aim: As a full round standard action, a Marksman may fire a shot that inflects massive damage to a target, this damage is not multiplied on a critical hit. Creatures immune to critical hits are not affected by this damage. This damage stacks with sneak attack, death attack, sudden strike, and the like. The target must be within 30ft. This ability may be considered Sneak Attack for the purposes of qualifying for feats or prestige classes.
Improved Deadly Aim: The range of Deadly Aim increases to 60ft. at level 6, 120ft. at level 12, and at level 18 it is only limited by the weapon used.
Bonus Ranged Feat: [Working on the list...] (the Marksman’s level is equal to that of a fighter for the purpose of fighter-only feats)
Armor Adaptation: The armor check penalty for a Marksman is reduced by 1, to a minimum of 0.
Improved Armor Adaptation: The armor check penalty for a Marksman is now reduced by 2, to a minimum of 0.
Trackless Step: See Druid
Camouflage: a Marksman may use the hide kill in any terrain with no penalty.
Hide in Plain Sight: a Marksman can hide while being observed.
Augmented Ammo: Upon reaching level 4 a Marksman has learned how to modify his weapon’s ammunition. Any projectile that a Marksman makes or uses is now Masterwork.
Heavy Impact Ammo: At level 8 a Marksman has learned how to make hard hitting projectiles. A creature struck this ammo must make a Fortitude save DC: 10 + 1/2 the Marksman’s level or be knocked prone.
Fragmentation Ammo: At level 12 a Marksman has learned how to make projectiles that explode on impact dealing 2d6 bludgeoning damage to the target, anything within 5ft. of the projectile will also be affected unless it makes Reflex save DC: 10 +1/2 the Marksman’s level for half damage.
Greater Augmentation: After reaching level 14, any projectile that a Marksman makes or uses is now Greater Masterwork.
Squad Buster Volley: At level 16, Marksman can now make special cluster like ammo. Once a Squad Buster Volley is fired it will separate into multiple projectiles covering a 10ft. area. The damage dealt to anything in the area is one damage die lower than that of the weapon that fired it. Anything in the area must make a Reflex save DC: Dex mod + the bonus from Eagle Eye, or be stuck by a number of projectiles equal to the weapons base damage. Due the size and wieght of the projectile, the weapon' range when using Squad buster Volly is redused by 50%.