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Anbu002
2014-07-21, 08:57 AM

The Marksmen

http://www.wizards.com/dnd/images/dmg2_gallery/90082.jpg















Marksmen
Any force on the move, whether it’s an army or an adventuring group, needs someone who can attack from a distance and can maintain foes entertained. Enter the Marksmen, Marksmen specialize in picking out foes and dealing massive damage from a distance.

Adventures: Marksmen adventure for numerous reasons. Many have a role in a military organization. Whether serving as outriders for a large army or as foresters for a small border fort, these Marksmen venture into the wilderness under orders. Although more common than other Marksmen, those attached to the military are unlikely to have the time or permission necessary to undertake regular adventures. Instead, adventuring Marksmen come from rural villages, having honed their skills over a lifetime of wandering the woods or being trained as hunters.
Others have left their military service behind and find themselves attracted to the
adventuring lifestyle. Many adventuring Marksmen begin their careers as guards hired to lead other adventurers through the wilderness or guarding a caravan. Those who find the excitement and challenge of adventuring to their taste then seek out a group of their own.

Characteristics: A Marksmen has some training in simple weapons and a unique combat style that favors ranged and devastating attacks. He excels in performing during running battles, which allow him to maximize his special fighting techniques and high movement rate. Although a Marksmen can hold his own in a fight, he’s at his best before combat begins, when he can use his powers of stealth and observation to find an enemy and give her companions accurate information about what they face. The Marksmen is a ranged expert, exceeding even the Ranger’ or Scout’s ability to attack and deal damage out of harms way. The Marksmen also excels in a dungeon environment. As a Marksmen advances in level, his senses become amazingly acute, and he can eventually exploit weaknesses on most enemies.

Alignment: Marksmen can be of any alignment, and a Marksmen’s alignment is often shaped more by her personal background than from any training. The notable exceptions to this are the many Marksmen who receive their training in a military organization—such Marksmen are carefully and rigorously taught, and are almost always lawful in alignment. Outside of military organizations, more Marksmen are neutral than any other alignment, but every alignment and philosophy is represented within the class.

Religion: Marksmen have varied and individual takes on religion, and no single religion stands out as typical of the class. Marksmen occasionally pay homage to deities of Nature or discipline, but these devotions are more a personal choice
on the part of an individual than any outgrowth of their training. Most Marksmen however are not religious preferring to devote themselves to perfecting their art.

Background: Although most wont admit it, a vast majority of bowmen are failed fighters who for some reason or another failed at becoming proficient in melee combat. Many Marksmen receive military training and serve for a time like scouts as outriders for an army. They perfect their techniques while trying to spot and hide from large groups of foes. The crucible of military service turns out tough, independent Marksmen accustomed to working on their own or in small groups. Such steady individuals make great additions to adventuring parties, and their expertise is often sought by members of other classes. Other Marksmen come from a wide variety of backgrounds. Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk of the countryside, spending month after month exploring the wild in their leisure time. Marksmen from such diverse backgrounds often take up adventuring to leave their home communities behind. Having exhausted the potential for exploration in their home region, they seek a wider variety of experience and wish to see a broader portion of the world.

Races: Humans make excellent bowmen. Their adaptable nature allows them to perfect a wider variety of skills than most other races, and they make good use of the Marksmen’s many abilities. Elves and halflings are the most naturally gifted bowmen; both races have produced nimble Marksmen with amazing abilities of stealth and observation. While halflings have more innate talent for sneaking
than elves do, the greater speed of elf Marksmen gives them advantages of their own. Dwarves and gnomes make respectable underground bowmen, Combined with the dwarf’s knack for operating in areas of earth and stone, Marksmen training can turn dwarves into impressive underground explorers—although most dwarves prefer a more straightforward approach to combat and dislike the ranged fighting style of the Marksmen.

Other Classes: Marksmen work well with members of almost any other class. Skilled and adaptable, they thrive when they can complement a slower and louder group of adventurers or soldiers. Marksmen move ahead of such a group for brief periods, stealthily checking the next room or forest clearing for foes, and then circling back again to ensure that enemies are not sneaking up on the group from behind. When combat is joined, however, the group remains as a stable base to which a bowmen can fall back when pressed. Clerics, wizards, and others willing to cast spells that enhance a Marksmen’s mobility or stealth make her job easier, and are welcome companions in combat as well. Conversely, a Marksmen also welcomes a group made up entirely of stealthy characters such as rogues, rangers, ninjas, and fellow scouts or Marksmen. This group moves much more quietly than a normal adventuring party, and it is seldom surprised.

Role: A Marksmen plays several roles in most adventuring groups. First and foremost, a Marksmen excels at detecting an enemy or creature before being detected himself. Whether moving well ahead of the group or guarding the rear, a Marksmen is the character most likely to discover a potential threat and be ready to act in combat. Serving as a ranged expert in battle, he provides support for the more straightforward fighters in the group and confuses and distracts the enemy. A Marksmen’s stealth ability make him the natural choice for picking and decimating high value targets.







Game Statistics

Marksmen have the following game statistics.
Abilities: Strength is especially important for Marksmen because it
improves their ranged attack and damage rolls on bows. Constitution is
important for giving Marksmen lots of hit points, which they need in
their many battles. Dexterity is important for Marksmen who want
to be good archers or who want access to certain Dexterity oriented
Feats.

Alignment: Any.
Hit Die: d10.
Class Skills
The Bowmen’s class skills (and
the key ability for each skill)
Balance (Dex), Climb (Str),
Hide (Dex), Jump (Str),
Listen (Wis),Move Silently (Dex),
Ride(Dex), Search (Int), Speak Language
(n/a), Spot (Wis),Survival (Wis), Swim
(Str), Tumble (Dex)Use Rope (Dex),
Craft (Int),Handle Animal (Cha),
Intimidate (Cha), and Swim (Str). See
Chapter 4 PHB: Skills for skill
descriptions.
Skill Points at 1st Level: (3 + Int
modifier) × 4.
Skill Points at Each Additional
Level: 3 + Int modifier.
Class Features
All of the following are class features of the Bowmen .
Weapon and Armor Proficiency:
A Marksmen is proficient with all simple weapons and all form of bows and crossbows but not exotic ones as well as the quarterstaff and long staff. Marksmen are proficient in light and medium armor but not heavy armor or any kind of shields.
Specialized training: Marksmen are trained to be extremely proficient with ranged weapons gaining the Weapon focus and Point blank shot feats as a result.
Marksmen are also trained to only wear Light to medium armor as any heavier armor interferes with there abilities. Because of this training Marksmen incur 1½ times the Dexterity penalties for wearing heavy armor or using any shield on top of any proficiency related penalties. Marksmen have little to no aptitude for melee combat as such they take 1½ time the proficiency penalties for melee weapons(except as noted above in proficiencies)
Bonus Feats: At 1st level, a Marksmen gets a bonus ranged combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat
granted to a human character. The Marksmen gains an additional ranged combat bonus feat at 2nd level and every two more levels thereafter excluding (4th, 8th, 12th and 14th )at which point he gains Weapon Specialization(bow or crossbow)at 4th, Greater Weapon Focus(bow or crossbow) at 8th
Greater Weapon Specialization (bow or crossbow)at 12th and extended precision or crossbow sniper at 14th.The bonus feats at ( 6th,10th,16th,18th, and 20th ). must be drawn from the fighter bonus feats on Table 5–1: Feats (page 90 in the PHB). A bowmen must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.)
These bonus feats are in addition to the feat that a character of any
class gets from advancing levels (see Table 3–2: Experience and
Level-Dependent Benefits, page 22 in the PHB). A Marksmen is not limited to the
list of fighter bonus feats when choosing these feats.
Steady aim(Ex): Starting at 3rd level the bowmen can add +1 to damage or +1 to the attack roll to the bolt or arrow he fires as a standard action. This bonus increases every two levels by 1.
Ranged Precision (Ex): Starting at 6th level as a standard action, a Marksmen may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, a Marksmen must be within 30 feet of his target. An Marksmen’s ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage. Unlike with a rogue’s sneak attack, the Marksmen’s target does not have to be fl at-footed or denied its Dexterity bonus, but if it is, the initiate’s extra precision damage stacks with sneak attack damage. Treat the Marksmen’s ranged precision attack as a sneak attack in all other ways. The Marksmen’s bonus to damage on ranged precision attacks increases by +1d8 every two levels. An Marksmen can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.
Close Combat Shot (Ex): At 7th level, a Marksmen can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Greater Weapon Focus (Ex): At 8th level, a Marksmen gains the Greater Weapon Focus feat with a single ranged weapon for which he has taken the Weapon Focus feat even if he has not attained 8th level as a fighter.
Sharp-shooting: At 11th level, an Marksmen gains the Sharp-Shooting feat (see Chapter 3 of Complete warrior) even if he does not meet the prerequisites or
Extended Precision (Su): At 14th level the Marksmen senses and feel for “the shot” become so attuned that he may make ranged precision attacks (sneak attacks and or skirmish if he has the ability) at a range of up to 60 feet. This acts like the crossbow sniper feat but on bows. If he focused on crossbows he gains the before-mentioned crossbow sniper feat.





The Marksmen
Level Base
Attack bonus Fort save Ref save Will save Special
1st +1 +2 +2 +0 Weapon focus, point blank shot, Bonus Feat
2nd +2 +3 +3 +0 Bonus Feat
3rd +3 +3 +3 +1 +1dmg/+1atk
4th +4 +4 +4 +1 Weapon specialization
5th +5 +4 +4 +1 +2dmg/+2atk
6th +6/+1 +5 +5 +2 Ranged precision +1d8
Bonus Feat
7thh +7/+2 +5 +5 +2 close combat shot +3dmg/+3atk
8th +8/+3 +6 +6 +2 Greater Weapon focus
Ranged precision +2d8
9th +9/+4 +6 +6 +3 +4dmg/+4atk
10th +10/+5 +7 +7 +3 Ranged precision +3d8
Bonus Feat
11th +11/+6/+1 +7 +7 +3 Sharp shooting +5dmg/+5atk
12th +12/+7/+2 +8 +8 +4 Greater weapon specialization
Ranged precision +4d8
13th +13/+8/+3 +8 +8 +4 +6dmg/+6atk
14th +14/+9/+4 +9 +9 +4 Extended precision or Crossbow sniper Ranged precision +5d8
15th +15/+10/+5 +9 +9 +5 +7dmg/+7atk
16th +16/+11/+6/+1 +10 +10 +5 Bonus Feat Ranged precision +6d8
17th +17/+12/+7/+2 +10 +10 +5 +8dmg/+8atk
18th +18/+13/+8/+3 +11 +11 +6 Bonus Feat Ranged precision +7d8
19th +19/+14/+9/+4 +11 +11 +6 +9dmg/+9atk
20th +20/+15/+10/+5 +12 +12 +6 Bonus Feat
Ranged precision +8d8






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Carl
2014-07-21, 06:56 PM
Okay i will attempt to go through this for you later, currently re-writing something of my own in response to feedback, however I've re-formatted the entire post for you so it's in proper table code. Simply select the quote post function and then copy paste what comes up.


Marksmen

Any force on the move, whether it’s an army or an adventuring group, needs someone who can attack from a distance and can maintain foes entertained. Enter the Marksmen, Marksmen specialize in picking out foes and dealing massive damage from a distance.

Adventures: Marksmen adventure for numerous reasons. Many have a role in a military organization. Whether serving as outriders for a large army or as foresters for a small border fort, these Marksmen venture into the wilderness under orders. Although more common than other Marksmen, those attached to the military are unlikely to have the time or permission necessary to undertake regular adventures. Instead, adventuring Marksmen come from rural villages, having honed their skills over a lifetime of wandering the woods or being trained as hunters.
Others have left their military service behind and find themselves attracted to the
adventuring lifestyle. Many adventuring Marksmen begin their careers as guards hired to lead other adventurers through the wilderness or guarding a caravan. Those who find the excitement and challenge of adventuring to their taste then seek out a group of their own.

Characteristics: A Marksmen has some training in simple weapons and a unique combat style that favors ranged and devastating attacks. He excels in performing during running battles, which allow him to maximize his special fighting techniques and high movement rate. Although a Marksmen can hold his own in a fight, he’s at his best before combat begins, when he can use his powers of stealth and observation to find an enemy and give her companions accurate information about what they face. The Marksmen is a ranged expert, exceeding even the Ranger’ or Scout’s ability to attack and deal damage out of harms way. The Marksmen also excels in a dungeon environment. As a Marksmen advances in level, his senses become amazingly acute, and he can eventually exploit weaknesses on most enemies.

Alignment: Marksmen can be of any alignment, and a Marksmen’s alignment is often shaped more by her personal background than from any training. The notable exceptions to this are the many Marksmen who receive their training in a military organization—such Marksmen are carefully and rigorously taught, and are almost always lawful in alignment. Outside of military organizations, more Marksmen are neutral than any other alignment, but every alignment and philosophy is represented within the class.

Religion: Marksmen have varied and individual takes on religion, and no single religion stands out as typical of the class. Marksmen occasionally pay homage to deities of Nature or discipline, but these devotions are more a personal choice
on the part of an individual than any outgrowth of their training. Most Marksmen however are not religious preferring to devote themselves to perfecting their art.

Background: Although most wont admit it, a vast majority of bowmen are failed fighters who for some reason or another failed at becoming proficient in melee combat. Many Marksmen receive military training and serve for a time like scouts as outriders for an army. They perfect their techniques while trying to spot and hide from large groups of foes. The crucible of military service turns out tough, independent Marksmen accustomed to working on their own or in small groups. Such steady individuals make great additions to adventuring parties, and their expertise is often sought by members of other classes. Other Marksmen come from a wide variety of backgrounds. Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk of the countryside, spending month after month exploring the wild in their leisure time. Marksmen from such diverse backgrounds often take up adventuring to leave their home communities behind. Having exhausted the potential for exploration in their home region, they seek a wider variety of experience and wish to see a broader portion of the world.

Races: Humans make excellent bowmen. Their adaptable nature allows them to perfect a wider variety of skills than most other races, and they make good use of the Marksmen’s many abilities. Elves and halflings are the most naturally gifted bowmen; both races have produced nimble Marksmen with amazing abilities of stealth and observation. While halflings have more innate talent for sneaking
than elves do, the greater speed of elf Marksmen gives them advantages of their own. Dwarves and gnomes make respectable underground bowmen, Combined with the dwarf’s knack for operating in areas of earth and stone, Marksmen training can turn dwarves into impressive underground explorers—although most dwarves prefer a more straightforward approach to combat and dislike the ranged fighting style of the Marksmen.

Other Classes: Marksmen work well with members of almost any other class. Skilled and adaptable, they thrive when they can complement a slower and louder group of adventurers or soldiers. Marksmen move ahead of such a group for brief periods, stealthily checking the next room or forest clearing for foes, and then circling back again to ensure that enemies are not sneaking up on the group from behind. When combat is joined, however, the group remains as a stable base to which a bowmen can fall back when pressed. Clerics, wizards, and others willing to cast spells that enhance a Marksmen’s mobility or stealth make her job easier, and are welcome companions in combat as well. Conversely, a Marksmen also welcomes a group made up entirely of stealthy characters such as rogues, rangers, ninjas, and fellow scouts or Marksmen. This group moves much more quietly than a normal adventuring party, and it is seldom surprised.

Role: A Marksmen plays several roles in most adventuring groups. First and foremost, a Marksmen excels at detecting an enemy or creature before being detected himself. Whether moving well ahead of the group or guarding the rear, a Marksmen is the character most likely to discover a potential threat and be ready to act in combat. Serving as a ranged expert in battle, he provides support for the more straightforward fighters in the group and confuses and distracts the enemy. A Marksmen’s stealth ability make him the natural choice for picking and decimating high value targets.

GAME RULE INFORMATION
Marksmen 's have the following game statistics.
Alignment: Any
Hit Die: d10

Class Skills
The Marksmen 's class skills (and the key ability for each skill) are:

Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride(Dex), Search (Int), Speak Language, Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Craft (Int), Handle Animal (Cha), Intimidate (Cha), and Swim (Str)

Skill Points at First Level: (3 + Int modifier) x 4
Skill Points at Each Additional Level: 3 + Int modifier

Marksmen


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+2

+2

+0
Weapon Focus, Point Blank Shot, Bonus Feat


2nd

+2

+3

+3

+0
Bonus Feat


3rd

+3

+3

+3

+1
+1dmg/+1atk


4th

+4

+4

+4

+1
Weapon Specialization


5th

+5

+4

+4

+1
+2dmg/+2atk


6th

+6/+1

+5

+5

+2
Ranged Precision +1d8, Bonus Feat


7th

+7/+2

+5

+5

+2
Close CombatShot +3dmg/+3atk


8th

+8/+3

+6

+6

+2
Greater Weapon Focus, Ranged Precision +2d8


9th

+9/+4

+6

+6

+3
+4dmg/+4atk


10th

+10/+5

+7

+7

+3
Ranged Pecision +3d8, Bonus Feat


11th

+11/+6/+1

+7

+7

+3
Sharp Shooting +5dmg/+5atk


12th

+12/+7/+2

+8

+8

+4
Greater Weapon Specialization, Ranged Precision +4d8


13th

+13/+8/+3

+8

+8

+4
+6dmg/+6atk


14th

+14/+9/+4

+9

+9

+4
Extended Precision, (or Crossbow Sniper), Ranged Precision +5d8


15th

+15/+10/+5

+9

+9

+5
+7dmg/+7atk


16th

+16/+11/+6/+1

+10

+10

+5
Bonus Feat Ranged Precision +6d8


17th

+17/+12/+7/+2

+10

+10

+5
+8dmg/+8atk


18th

+18/+13/+8/+3

+11

+11

+6
Bonus Feat Ranged Precision +7d8


19th

+19/+14/+9/+4

+11

+11

+6
+9dmg/+9atk


20th

+20/+15/+10/+5

+12

+12

+6
Bonus Feat, Ranged Precision +8d8



Class Features
All of the following are class features of the Marksmen.

Weapon and Armor Proficiencies: A Marksmen is proficient with all simple weapons and all form of bows and crossbows but not exotic ones as well as the quarterstaff and long staff. Marksmen are proficient in light and medium armor but not heavy armor or any kind of shields.

Specialized Training (Ex): Marksmen are trained to be extremely proficient with ranged weapons gaining the Weapon focus and Point blank shot feats as a result.
Marksmen are also trained to only wear Light to medium armor as any heavier armor interferes with there abilities. Because of this training Marksmen incur 1½ times the Dexterity penalties for wearing heavy armor or using any shield on top of any proficiency related penalties. Marksmen have little to no aptitude for melee combat as such they take 1½ time the proficiency penalties for melee weapons(except as noted above in proficiencies)

Bonus Feats (Ex): At 1st level, a Marksmen gets a bonus ranged combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Marksmen gains an additional ranged combat bonus feat at 2nd level and every two more levels thereafter excluding (4th, 8th, 12th and 14th )at which point he gains Weapon Specialization(bow or crossbow)at 4th, Greater Weapon Focus(bow or crossbow) at 8th Greater Weapon Specialization (bow or crossbow)at 12th and extended precision or crossbow sniper at 14th. The bonus feats at ( 6th,10th,16th,18th, and 20th ). must be drawn from the fighter bonus feats on Table 5–1: Feats (page 90 in the PHB). A bowmen must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. (See Chapter 5: Feats for descriptions of feats and their prerequisites.) These bonus feats are in addition to the feat that a character of any class gets from advancing levels (see Table 3–2: Experience and Level-Dependent Benefits, page 22 in the PHB). A Marksmen is not limited to the list of fighter bonus feats when choosing these feats.

Steady aim (Ex): Starting at 3rd level the bowmen can add +1 to damage or +1 to the attack roll to the bolt or arrow he fires as a standard action. This bonus increases every two levels by 1.

Ranged Precision (Ex): Starting at 6th level as a standard action, a Marksmen may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, a Marksmen must be within 30 feet of his target. An Marksmen’s ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage. Unlike with a rogue’s sneak attack, the Marksmen’s target does not have to be fl at-footed or denied its Dexterity bonus, but if it is, the initiate’s extra precision damage stacks with sneak attack damage. Treat the Marksmen’s ranged precision attack as a sneak attack in all other ways. The Marksmen’s bonus to damage on ranged precision attacks increases by +1d8 every two levels. An Marksmen can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.

Close Combat Shot (Ex): At 7th level, a Marksmen can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Greater Weapon Focus (Ex): At 8th level, a Marksmen gains the Greater Weapon Focus feat with a single ranged weapon for which he has taken the Weapon Focus feat even if he has not attained 8th level as a fighter.

Sharp-shooting: At 11th level, an Marksmen gains the Sharp-Shooting feat (see Chapter 3 of Complete warrior) even if he does not meet the prerequisites or

Extended Precision (Su): At 14th level the Marksmen senses and feel for “the shot” become so attuned that he may make ranged precision attacks (sneak attacks and or skirmish if he has the ability) at a range of up to 60 feet. This acts like the crossbow sniper feat but on bows. If he focused on crossbows he gains the before-mentioned crossbow sniper feat.