Callix
2007-06-07, 04:21 AM
This is my first attempt at a homebrew, an attempt to make a non-sucky, non-supernatural archer prestige class.
Marksman
Skilled at striking targets well before they can do anything in response, the marksman relies heavily on his bow. Fighters have the easiest time qualifying for this class, and it frees them from the limitations of some ranged feats. Rangers and rogues require more effort, but gain freedom to use potent class features at long range.
Prerequisites:
BAB: +6
Feats: Point Blank Shot, Precise Shot, Far Shot, Weapon Focus (Any bow, not crossbows)
HD: d8
Class Skills: Climb, Craft, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Swim, Use Rope.
Skills: 4 + Int Modifier
Marksman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Deadly Range (40ft)
2nd|
+2|
+3|
+3|
+0|Improved Increment (10ft), Ranged Pin
3rd|
+3|
+3|
+3|
+1|Deadly Range (50ft)
4th|
+4|
+4|
+4|
+1|Improved Increment (20ft), Each Way Bet
5th|
+5|
+4|
+4|
+1|Deadly Range (60ft)
6th|
+6|
+5|
+5|
+2|Improved Increment (30ft), Concussive Volley
7th|
+7|
+5|
+5|
+2|Deadly Range (70ft)
8th|
+8|
+6|
+6|
+2|Improved Increment (40ft), Lynch-Pin
9th|
+9|
+6|
+6|
+3|Deadly Range (80ft)
10th|
+10|
+7|
+7|
+3|Improved Increment (50ft), Deadly Precision[/table]
Deadly Range: Feats, such as Manyshot, and class abilities, such as sneak attacks, that require you to be within 30ft when using a ranged weapon may now be used within the listed range when wielding a projectile weapon with which you have taken Weapon Focus.
Improved Increment: Whenever this ability is gained, the Marksman adds 10ft to the range increment of any missile weapon with which he has Weapon Focus.
Ranged Pin: Gain Ranged Pin as a bonus feat (Complete Warrior). Deadly Range applies to this feat.
Each Way Bet: This allows a marksman to improve his chances of landing a hit at the cost of landing multiple ones. Using this ability uses two consecutive attacks within an iterative sequence. Both attacks must be aimed at the same target. Neither can benefit from precision-based damage. The first attack takes a -1 penalty to hit. If it hits, the second takes a -6 to hit. If the first attack misses, the second gains a +4 to hit and the target cannot apply his Dex modifier to his AC.
Concussive Volley: A creature struck by 3 or more arrows from a marksman in one round must make a Fortitude save (DC = 5 + highest damage dealt this round) or be staggered for one round, and be only able to take partial actions.
Lynch-Pin: This ability has two forms: Disable Machine and Weaken Armor.
*Disable Machine: By hitting a crucial component in a macine or device (strap, bolt, rope etc), you can disable the machine. It takes 1d4+1 rounds to repair to a serviceable condition. You must hit a Tiny object target, with a +2 AC if the target is moving, and any bonuses that apply to the wielder's touch AC if worn or held.
*Weaken Armor: By hitting a crucial link or strap in Medium or heavier armor or barding, you can make it clunky and ineffectual. Add any bonuses that apply to the wearer's touch AC to the AC of a Tiny object. On a hit, the AC bonus, maximum Dex bonus, and Armor Check penalty all take -2. This takes 1 full round to repair. Repairing draws attacks of opportunity.
Deadly Precision: The Marksman can hit his target in vital areas for extra damage. He adds 1d6 sneak attack damage as the rogue ability. He also gaind Deadly Range to the limit of his first range increment (including Improved Increment).
Marksman
Skilled at striking targets well before they can do anything in response, the marksman relies heavily on his bow. Fighters have the easiest time qualifying for this class, and it frees them from the limitations of some ranged feats. Rangers and rogues require more effort, but gain freedom to use potent class features at long range.
Prerequisites:
BAB: +6
Feats: Point Blank Shot, Precise Shot, Far Shot, Weapon Focus (Any bow, not crossbows)
HD: d8
Class Skills: Climb, Craft, Hide, Intimidate, Jump, Listen, Move Silently, Spot, Swim, Use Rope.
Skills: 4 + Int Modifier
Marksman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+2|
+0|Deadly Range (40ft)
2nd|
+2|
+3|
+3|
+0|Improved Increment (10ft), Ranged Pin
3rd|
+3|
+3|
+3|
+1|Deadly Range (50ft)
4th|
+4|
+4|
+4|
+1|Improved Increment (20ft), Each Way Bet
5th|
+5|
+4|
+4|
+1|Deadly Range (60ft)
6th|
+6|
+5|
+5|
+2|Improved Increment (30ft), Concussive Volley
7th|
+7|
+5|
+5|
+2|Deadly Range (70ft)
8th|
+8|
+6|
+6|
+2|Improved Increment (40ft), Lynch-Pin
9th|
+9|
+6|
+6|
+3|Deadly Range (80ft)
10th|
+10|
+7|
+7|
+3|Improved Increment (50ft), Deadly Precision[/table]
Deadly Range: Feats, such as Manyshot, and class abilities, such as sneak attacks, that require you to be within 30ft when using a ranged weapon may now be used within the listed range when wielding a projectile weapon with which you have taken Weapon Focus.
Improved Increment: Whenever this ability is gained, the Marksman adds 10ft to the range increment of any missile weapon with which he has Weapon Focus.
Ranged Pin: Gain Ranged Pin as a bonus feat (Complete Warrior). Deadly Range applies to this feat.
Each Way Bet: This allows a marksman to improve his chances of landing a hit at the cost of landing multiple ones. Using this ability uses two consecutive attacks within an iterative sequence. Both attacks must be aimed at the same target. Neither can benefit from precision-based damage. The first attack takes a -1 penalty to hit. If it hits, the second takes a -6 to hit. If the first attack misses, the second gains a +4 to hit and the target cannot apply his Dex modifier to his AC.
Concussive Volley: A creature struck by 3 or more arrows from a marksman in one round must make a Fortitude save (DC = 5 + highest damage dealt this round) or be staggered for one round, and be only able to take partial actions.
Lynch-Pin: This ability has two forms: Disable Machine and Weaken Armor.
*Disable Machine: By hitting a crucial component in a macine or device (strap, bolt, rope etc), you can disable the machine. It takes 1d4+1 rounds to repair to a serviceable condition. You must hit a Tiny object target, with a +2 AC if the target is moving, and any bonuses that apply to the wielder's touch AC if worn or held.
*Weaken Armor: By hitting a crucial link or strap in Medium or heavier armor or barding, you can make it clunky and ineffectual. Add any bonuses that apply to the wearer's touch AC to the AC of a Tiny object. On a hit, the AC bonus, maximum Dex bonus, and Armor Check penalty all take -2. This takes 1 full round to repair. Repairing draws attacks of opportunity.
Deadly Precision: The Marksman can hit his target in vital areas for extra damage. He adds 1d6 sneak attack damage as the rogue ability. He also gaind Deadly Range to the limit of his first range increment (including Improved Increment).