artimus261
2017-05-04, 10:31 AM
Marksman
https://s-media-cache-ak0.pinimg.com/564x/71/42/ba/7142ba08adafbfa94da623e4a4f651f0.jpg
"That was a fine contest! Next, do you see that fruit hanging from the tree on the hill? No? I guess this is my victory," the confident jest of Corfeld of Ellysir
The marksman is a talented combatant, focusing on his deadly aim and unerring ability to find his target’s vulnerable areas. He has learned to pace himself and place his shots exactly where he wants them, allowing him to deal vicious wounds from afar. While they lack the outdoor skills of a ranger of the combat training of a fighter they are superior to them both in their ability to remain hidden and deliver powerful shots. They may require protection or distraction in combat to safely ply their trade but their shots do more than a ranger's could ever hope to. They also gain the ability to nimbly dodge similar attacks, seeing an arrow come as if in slow motion.
Role: The marksman is a profoundly adept ranged combatant. They are unable to wade into combat the way a ranger might but if given the space are powerful support archers for the party, able to take the long view of a fight and fire upon their targets with ease.
Alignment: Any. A marksman's trade has no bearing on his mentality or morality. That said a marksman tends to follow very specific rules for his trade, ensuring his survival by those rules. Thusly they tend towards Law over Chaos.
Hit Die: d6
Starting Gold: As ranger
Class Skills
The marksman's class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Knowledge[architecture and engineering](Int), Knowledge[geography](Int), Move Silently(Dex), Search(Int), Spot(Wis), Survival(Wis), Tumble(Dex), Use Rope(Dex)
Skill Ranks at 1st Level: 4 x (6 + Int modifier)
Skill Ranks per Level: (6 + Int modifier)
MARKSMAN
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+0
Far Shot, Ranged Weapon Handling
2nd
+2
+0
+3
+0
Take Aim
3rd
+3
+1
+3
+1
Ranged Precision +2d12
4th
+4
+1
+4
+1
Precise Shot
5th
+5
+1
+4
+1
Ranged Precision +3d12, Capable Sniper
6th
+6/+1
+2
+5
+2
Insightful Aim
7th
+7/+2
+2
+5
+2
Ranged Evasion, Ranged Precision +4d12
8th
+8/+3
+2
+6
+2
Eye of the Marksman, Ranged Precision(2 increments, move action)
9th
+9/+4
+3
+6
+3
Critical Precision, Swift Stalking, Ranged Precision +5d12
10th
+10/+5
+3
+7
+3
Run, Severe Wounds +1
11th
+11/+6/+1
+3
+7
+3
Improved Precise Shot, Ranged Precision +6d12
12th
+12/+7/+2
+4
+8
+4
Rapid Acquisition
13th
+13/+8/+3
+4
+8
+4
Ranged Precision +7d12, Ranged Trick Shot
14th
+14/+9/+4
+4
+9
+4
Ranged Precision(move action)
15th
+15/+10/+5
+5
+9
+5
Penetrating Shot, Ranged Precision +8d12, Ranged Precision(3rd increment, +2d12 gain)
16th
+16/+11/+6/+1
+5
+10
+5
Ranged Trick Shot
17th
+17/+12/+7/+2
+5
+10
+5
Ranged Precision +9d12
18th
+18/+13/+8/+3
+6
+11
+6
19th
+19/+14/+9/+4
+6
+11
+6
Ranged Precision +10d12, Ranged Trick Shot
20th
+20/+15/+10/+5
+6
+12
+6
Puncturing Shot, Severe Wounds +2
Class Features
All of the following are class features of the Marksman.
Weapon and Armor Proficiencies: The marksman is proficient with all simple weapons and the shortbow, composite shortbow, longbow, composite longbow, hand crossbow, light repeating crossbow, heavy repeating crossbow. The marksman is proficient with light armor but no shields.
Exotic Proficiency: A marksman can select different weapons to be proficient with at 1st level. A marksman that wishes to be proficient with the Greatbow and Composite Greatbow must lose his proficiency with the Light Repeating Crossbow and Heavy Repeating Crossbow. A marksman that wishes to be proficient with the Great Crossbow must lose his proficiency with the Hand Crossbow, Light Repeating Crossbow, and Heavy Repeating Crossbow.
Far Shot: The marksman gains Far Shot as a bonus feat at 1st level even if he does not meet the prerequisites.
Ranged Weapon Handling(Ex): Beginning at 1st level the marksman is able to keep his weapon safe in the heat of battle. The marksman gains his Wisdom modifier as a bonus against any sunder attempts made against his ranged weapon.
Take Aim(Ex): Beginning at 2nd level the marksman is able to steady his hand to properly acquire his target. By spending a move action to hold his target in his sight he gains his Wisdom modifier as a bonus on his attack roll made with a ranged weapon against the target in addition to his Dexterity modifier. If his target gains any cover or concealment at any point during it’s round the marksman loses his bonus against him. If the marksman receives damage the marksman must succeed on a Concentration check with a DC equal to 10 + the damage dealt or lose his aim. Additionally any distracting sounds or flashes of light require a DC 15 Concentration check from him or otherwise lose his aim. Beginning at 11th level as long as the marksman’s target he has chosen for his aim does not end his round with cover or concealment that marksman does not lose his aim. A marksman using Rapid Shot or Many Shot loses the benefit of his aim unless all attacks are aimed at the target he has chosen to aim at.
Ranged Precision(Ex): Beginning at 3rd level the marksman is able to deal more damage. To begin the marksman must first take aim at his target. For every full-round he spends aiming at his target he gains a +1d12 bonus on the damage roll for the attack. If the marksman loses the bonus from take aim at any point he loses his ranged precision. This additional damage can be applied out to the first full range increment of the weapon. The marksman can only gain up to +2d12 at 3rd level but gains an additional +1d12 at every other level above 3rd (+3d12 at 5th, +4d12 at 7th, +2d10 at 9th, etc.).
At 8th level he can apply this damage out to the first 2 range increments of his weapon and can now spend only a move action gaining +1d12 precision damage, allowing him to gain up to +2d12 in a single round. At 15th level he can deal this damage out to the first 3 range increments of his weapon and every move action he spends gaining precision damage grants him +2d12 instead of +1d12 allowing him to gain +4d12 in a single round.
The marksman cannot gain the benefits of feats that would allow him additional shots such as Manyshot while applying this bonus damage. Creatures immune to critical hits are immune to this damage.
A target that possesses the Deflect Arrows feat must succeed on a Reflex save with a DC equal to 10 + 1/2 the marksman's class level + his Wisdom modifier + the number of bonus damage die from Ranged Precision to successfully deflect a shot that has gained any Ranged Precision. A character that possesses the Snatch Arrows feat gains a +2 bonus on this saving throw.
Precise Shot: The marksman gains Precise Shot as a bonus feat at 4th level even if he does not meet the prerequisites. This allows the marksman to keep his aim against targets in combat.
Capable Sniper(Ex): Beginning at 5th level the marksman is able to more successfully mask his location after making a ranged attack. The marksman gains a bonus equal to his class level when making a Hide check for sniping (which is made at a -20 penalty).
Insightful Aim(Ex): Beginning at 6th level the marksman becomes able to deal additional damage with his keen intuition. The marksman now gains a bonus on his ranged damage roll equal to his Wisdom modifier after gaining a ranged precision damage bonus.
Ranged Evasion(Ex): Beginning at 7th level the marksman has developed the uncanny knack of dodging arrows and similar attacks within moments of being struck. Whenever the marksman is made the target of a ranged attack he can attempt a Reflex saving throw opposed by the attack roll. On a successful save he dodges the attack roll entirely. This ability applies to all ranged attacks that target specific spots on the marksman’s body such as an arrow, bolt, or ray attack; but not attacks that cover an area like the volley from a catapult or a rock thrown by a giant. The marksman may use this while taking aim or aiming for ranged precision but loses his focus unless the attack he is evading originates from the target he is aiming at.
Eye of the Marksman(Ex): Beginning at 8th level the marksman’s eyesight has been honed to a keen edge. The marksman gains Skill Focus(spot) as a bonus feat and now only takes a -1 penalty to his Spot checks for every 30ft of distance (instead of the normal -1 for every 10ft of distance).
Swift Stalking(Ex): Starting at 9th level, a marksman can move stealthily even at a quick pace. He no longer takes a –5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a –10 penalty (instead of a –20 penalty) on Hide and Move Silently checks when running. (He takes the normal –20 penalty when attacking or charging.)
Critical Precision(Ex): At 9th level the marksman has developed the ability to deliver devastating attacks against his selected target. The marksman’s ranged attack against the target he has selected for Take Aim gains a bonus to their threat range equal to the number of Ranged Precision damage die he gains on the attack. For instance a marksman using a bow who has gained a +4d12 bonus on his next attack against his target has a threat range of 16-20. This bonus stacks with the effects of the keen enchantment or the Improved Critical feat though the effects of these benefits apply to the original threat range of the weapon and then gains the benefits of Critical Precision.
Run: At 10th level the marksman has learned how to capably retreat with speed. He gains Run as a bonus feat.
Severe Wounds(Ex): At 10th level the marksman is now able to inflict even more damage with his ranged weapons against his target. Whenever the marksman has gained at least +5d12 precision damage against his target the critical multiplier of the weapon increases by 1 multiple. At 20th level whenever the marksman gains +10d12 precision damage against his target the critical multiplier of the weapon increases by 2 multiples.
Improved Precise Shot: The marksman gains Improved Precise Shot as a bonus feat at 11th level even if he does not meet the prerequisites. This allows the marksman to keep his aim unless the target gains total cover or total concealment at any point. The target must now end their round with total cover or concealment for the marksman to lose his aim.
Rapid Acquisition(Ex): At 12th level the marksman has learned to hasten his ability to steady his aim. The marksman can now take aim as a swift action, allowing him to spend the same round to begin ranged precision.
Ranged Trick Shot: At 13th level the marksman gains the ability to make a special form of attack. The marksman gains one of the following feats as a bonus feat even if he does not meet the prerequisites: Ranged Disarm, Ranged Pin, Ranged Sunder. Despite the restrictions within the feats the marksman may perform the special attack they gained out to the full range of one range increment. The marksman selects one of these feats again at 16th level and again at 19th level. He cannot select the same feat multiple times.
Penetrating Shot: At 15th level the marksman gains Penetrating Shot as a bonus feat even if he does not meet the prerequisites. Additionally the marksman may choose to perform this feat as a full-round action to increase the length of the line effect to 120ft instead of 60ft.
Puncturing Shot(Ex): At 20th level the marksman has learned how to harness the full power of his shots and puncture the defenses of his targets. The marksman’s ranged attacks now ignore 3 points of Damage Reduction and 1 point of Natural Armor for every die of ranged precision the attack gains. For instance a marksman that has taken aim on his target and gained a +6d12 bonus to damage, ignores 6 points of his target’s Natural Armor and 18 points of any Damage Reduction he may have. This ability cannot ignore Damage Reduction or Natural Armor that has been bestowed by a spell, spell-like ability, or supernatural effect.
https://s-media-cache-ak0.pinimg.com/564x/71/42/ba/7142ba08adafbfa94da623e4a4f651f0.jpg
"That was a fine contest! Next, do you see that fruit hanging from the tree on the hill? No? I guess this is my victory," the confident jest of Corfeld of Ellysir
The marksman is a talented combatant, focusing on his deadly aim and unerring ability to find his target’s vulnerable areas. He has learned to pace himself and place his shots exactly where he wants them, allowing him to deal vicious wounds from afar. While they lack the outdoor skills of a ranger of the combat training of a fighter they are superior to them both in their ability to remain hidden and deliver powerful shots. They may require protection or distraction in combat to safely ply their trade but their shots do more than a ranger's could ever hope to. They also gain the ability to nimbly dodge similar attacks, seeing an arrow come as if in slow motion.
Role: The marksman is a profoundly adept ranged combatant. They are unable to wade into combat the way a ranger might but if given the space are powerful support archers for the party, able to take the long view of a fight and fire upon their targets with ease.
Alignment: Any. A marksman's trade has no bearing on his mentality or morality. That said a marksman tends to follow very specific rules for his trade, ensuring his survival by those rules. Thusly they tend towards Law over Chaos.
Hit Die: d6
Starting Gold: As ranger
Class Skills
The marksman's class skills (and the key ability for each skill) are Balance(Dex), Climb(Str), Concentration(Con), Craft(Int), Escape Artist(Dex), Hide(Dex), Jump(Str), Knowledge[architecture and engineering](Int), Knowledge[geography](Int), Move Silently(Dex), Search(Int), Spot(Wis), Survival(Wis), Tumble(Dex), Use Rope(Dex)
Skill Ranks at 1st Level: 4 x (6 + Int modifier)
Skill Ranks per Level: (6 + Int modifier)
MARKSMAN
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+1
+0
+2
+0
Far Shot, Ranged Weapon Handling
2nd
+2
+0
+3
+0
Take Aim
3rd
+3
+1
+3
+1
Ranged Precision +2d12
4th
+4
+1
+4
+1
Precise Shot
5th
+5
+1
+4
+1
Ranged Precision +3d12, Capable Sniper
6th
+6/+1
+2
+5
+2
Insightful Aim
7th
+7/+2
+2
+5
+2
Ranged Evasion, Ranged Precision +4d12
8th
+8/+3
+2
+6
+2
Eye of the Marksman, Ranged Precision(2 increments, move action)
9th
+9/+4
+3
+6
+3
Critical Precision, Swift Stalking, Ranged Precision +5d12
10th
+10/+5
+3
+7
+3
Run, Severe Wounds +1
11th
+11/+6/+1
+3
+7
+3
Improved Precise Shot, Ranged Precision +6d12
12th
+12/+7/+2
+4
+8
+4
Rapid Acquisition
13th
+13/+8/+3
+4
+8
+4
Ranged Precision +7d12, Ranged Trick Shot
14th
+14/+9/+4
+4
+9
+4
Ranged Precision(move action)
15th
+15/+10/+5
+5
+9
+5
Penetrating Shot, Ranged Precision +8d12, Ranged Precision(3rd increment, +2d12 gain)
16th
+16/+11/+6/+1
+5
+10
+5
Ranged Trick Shot
17th
+17/+12/+7/+2
+5
+10
+5
Ranged Precision +9d12
18th
+18/+13/+8/+3
+6
+11
+6
19th
+19/+14/+9/+4
+6
+11
+6
Ranged Precision +10d12, Ranged Trick Shot
20th
+20/+15/+10/+5
+6
+12
+6
Puncturing Shot, Severe Wounds +2
Class Features
All of the following are class features of the Marksman.
Weapon and Armor Proficiencies: The marksman is proficient with all simple weapons and the shortbow, composite shortbow, longbow, composite longbow, hand crossbow, light repeating crossbow, heavy repeating crossbow. The marksman is proficient with light armor but no shields.
Exotic Proficiency: A marksman can select different weapons to be proficient with at 1st level. A marksman that wishes to be proficient with the Greatbow and Composite Greatbow must lose his proficiency with the Light Repeating Crossbow and Heavy Repeating Crossbow. A marksman that wishes to be proficient with the Great Crossbow must lose his proficiency with the Hand Crossbow, Light Repeating Crossbow, and Heavy Repeating Crossbow.
Far Shot: The marksman gains Far Shot as a bonus feat at 1st level even if he does not meet the prerequisites.
Ranged Weapon Handling(Ex): Beginning at 1st level the marksman is able to keep his weapon safe in the heat of battle. The marksman gains his Wisdom modifier as a bonus against any sunder attempts made against his ranged weapon.
Take Aim(Ex): Beginning at 2nd level the marksman is able to steady his hand to properly acquire his target. By spending a move action to hold his target in his sight he gains his Wisdom modifier as a bonus on his attack roll made with a ranged weapon against the target in addition to his Dexterity modifier. If his target gains any cover or concealment at any point during it’s round the marksman loses his bonus against him. If the marksman receives damage the marksman must succeed on a Concentration check with a DC equal to 10 + the damage dealt or lose his aim. Additionally any distracting sounds or flashes of light require a DC 15 Concentration check from him or otherwise lose his aim. Beginning at 11th level as long as the marksman’s target he has chosen for his aim does not end his round with cover or concealment that marksman does not lose his aim. A marksman using Rapid Shot or Many Shot loses the benefit of his aim unless all attacks are aimed at the target he has chosen to aim at.
Ranged Precision(Ex): Beginning at 3rd level the marksman is able to deal more damage. To begin the marksman must first take aim at his target. For every full-round he spends aiming at his target he gains a +1d12 bonus on the damage roll for the attack. If the marksman loses the bonus from take aim at any point he loses his ranged precision. This additional damage can be applied out to the first full range increment of the weapon. The marksman can only gain up to +2d12 at 3rd level but gains an additional +1d12 at every other level above 3rd (+3d12 at 5th, +4d12 at 7th, +2d10 at 9th, etc.).
At 8th level he can apply this damage out to the first 2 range increments of his weapon and can now spend only a move action gaining +1d12 precision damage, allowing him to gain up to +2d12 in a single round. At 15th level he can deal this damage out to the first 3 range increments of his weapon and every move action he spends gaining precision damage grants him +2d12 instead of +1d12 allowing him to gain +4d12 in a single round.
The marksman cannot gain the benefits of feats that would allow him additional shots such as Manyshot while applying this bonus damage. Creatures immune to critical hits are immune to this damage.
A target that possesses the Deflect Arrows feat must succeed on a Reflex save with a DC equal to 10 + 1/2 the marksman's class level + his Wisdom modifier + the number of bonus damage die from Ranged Precision to successfully deflect a shot that has gained any Ranged Precision. A character that possesses the Snatch Arrows feat gains a +2 bonus on this saving throw.
Precise Shot: The marksman gains Precise Shot as a bonus feat at 4th level even if he does not meet the prerequisites. This allows the marksman to keep his aim against targets in combat.
Capable Sniper(Ex): Beginning at 5th level the marksman is able to more successfully mask his location after making a ranged attack. The marksman gains a bonus equal to his class level when making a Hide check for sniping (which is made at a -20 penalty).
Insightful Aim(Ex): Beginning at 6th level the marksman becomes able to deal additional damage with his keen intuition. The marksman now gains a bonus on his ranged damage roll equal to his Wisdom modifier after gaining a ranged precision damage bonus.
Ranged Evasion(Ex): Beginning at 7th level the marksman has developed the uncanny knack of dodging arrows and similar attacks within moments of being struck. Whenever the marksman is made the target of a ranged attack he can attempt a Reflex saving throw opposed by the attack roll. On a successful save he dodges the attack roll entirely. This ability applies to all ranged attacks that target specific spots on the marksman’s body such as an arrow, bolt, or ray attack; but not attacks that cover an area like the volley from a catapult or a rock thrown by a giant. The marksman may use this while taking aim or aiming for ranged precision but loses his focus unless the attack he is evading originates from the target he is aiming at.
Eye of the Marksman(Ex): Beginning at 8th level the marksman’s eyesight has been honed to a keen edge. The marksman gains Skill Focus(spot) as a bonus feat and now only takes a -1 penalty to his Spot checks for every 30ft of distance (instead of the normal -1 for every 10ft of distance).
Swift Stalking(Ex): Starting at 9th level, a marksman can move stealthily even at a quick pace. He no longer takes a –5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a –10 penalty (instead of a –20 penalty) on Hide and Move Silently checks when running. (He takes the normal –20 penalty when attacking or charging.)
Critical Precision(Ex): At 9th level the marksman has developed the ability to deliver devastating attacks against his selected target. The marksman’s ranged attack against the target he has selected for Take Aim gains a bonus to their threat range equal to the number of Ranged Precision damage die he gains on the attack. For instance a marksman using a bow who has gained a +4d12 bonus on his next attack against his target has a threat range of 16-20. This bonus stacks with the effects of the keen enchantment or the Improved Critical feat though the effects of these benefits apply to the original threat range of the weapon and then gains the benefits of Critical Precision.
Run: At 10th level the marksman has learned how to capably retreat with speed. He gains Run as a bonus feat.
Severe Wounds(Ex): At 10th level the marksman is now able to inflict even more damage with his ranged weapons against his target. Whenever the marksman has gained at least +5d12 precision damage against his target the critical multiplier of the weapon increases by 1 multiple. At 20th level whenever the marksman gains +10d12 precision damage against his target the critical multiplier of the weapon increases by 2 multiples.
Improved Precise Shot: The marksman gains Improved Precise Shot as a bonus feat at 11th level even if he does not meet the prerequisites. This allows the marksman to keep his aim unless the target gains total cover or total concealment at any point. The target must now end their round with total cover or concealment for the marksman to lose his aim.
Rapid Acquisition(Ex): At 12th level the marksman has learned to hasten his ability to steady his aim. The marksman can now take aim as a swift action, allowing him to spend the same round to begin ranged precision.
Ranged Trick Shot: At 13th level the marksman gains the ability to make a special form of attack. The marksman gains one of the following feats as a bonus feat even if he does not meet the prerequisites: Ranged Disarm, Ranged Pin, Ranged Sunder. Despite the restrictions within the feats the marksman may perform the special attack they gained out to the full range of one range increment. The marksman selects one of these feats again at 16th level and again at 19th level. He cannot select the same feat multiple times.
Penetrating Shot: At 15th level the marksman gains Penetrating Shot as a bonus feat even if he does not meet the prerequisites. Additionally the marksman may choose to perform this feat as a full-round action to increase the length of the line effect to 120ft instead of 60ft.
Puncturing Shot(Ex): At 20th level the marksman has learned how to harness the full power of his shots and puncture the defenses of his targets. The marksman’s ranged attacks now ignore 3 points of Damage Reduction and 1 point of Natural Armor for every die of ranged precision the attack gains. For instance a marksman that has taken aim on his target and gained a +6d12 bonus to damage, ignores 6 points of his target’s Natural Armor and 18 points of any Damage Reduction he may have. This ability cannot ignore Damage Reduction or Natural Armor that has been bestowed by a spell, spell-like ability, or supernatural effect.