Reach Out and Touch SomebodyFor all the mystic fury that mages of the myriad worlds can call down upon their foes, few can claim to match the raw efficiency that a hail of arrows, bolts, and bullets bring to a fraught situation. Mastery of ranged weapons is rightfully hailed as an art in many places, and Marksman have devoted significant time and practice to attaining their skill. Whether this was the result of professional tutelage, years of practical experience, or a talent forged in the fraught fires of combat necessity, depends entirely on the individual.
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Arch-mage? Yeah, he had some nasty tricks. Flicked his wrist and shredded a whole block of cavalry charging at him. Had some weird doodad that kept the battlemages from lighting him up, too. Didn't do squat to stop a lead ball from caving his head in from a hundred yards out, though. |
At level 1, gain the following features:
Marksman Training. Gain one Ranged Weapon Training perk of your choice.
Marksmanship. Choose one:
Marksman Training. Gain one Ranged Weapon Training perk of your choice.
Marksmanship. Choose one:
- Sharpshooter. When you make a Longshot with a Ranged Weapon, you reduce the attack die by one size instead of two (1d12>1d10>1d8>1d6>1d4>1d2>1).
- Calculated Shooter. For you, the base Range of all Ranged and Thrown weapons is increased by +30ft.
- Quickdraw. During the first Round of initiative, you may use your Reaction to make a single Ranged Weapon Attack or Ranged Spell Attack at any time, including the start of initiative.
- Close Quarters. All Ranged Weapons are considered to have the Point-Blank property while you use them (they suffer no penalty against targets within 5ft.)
- Critical Effect: Pin Down. When you score a Critical Hit with a Ranged Weapon Attack or Ranged Spell Attack, the target's Speed is reduced by -10ft until the start of your next turn.
- Critical Effect: Bullseye. When you score a Critical Hit with a Ranged Weapon Attack or Ranged Spell Attack, you may add your Character Level to the damage dealt.
- Critical Effect: Deadshot. When you score a Critical Hit with a Ranged Weapon Attack or Ranged Spell Attack, your Critical Range for subsequent Ranged Weapon/Spell Attacks increases by 1 for 1 Round. This effect can stack multiple times (increasing the Crit Range and adding +1 Round each time it triggers). This ability cannot be used outside of initiative.
Class Skills
Precision Shot (0)
Range: Self Use: Two Actions Activation Cost: 0 Tags: Attack, Ranged This ability requires two consecutive Actions to use, but they may be split up across multiple Turns/Rounds. Make a Ranged Weapon Attack. Add your Precision bonus twice.
Double Tap (3) Range: Self Use: Action Activation Cost: 3 Stamina Tags: Attack, Ranged As part of this Action, make two Ranged Weapon Attacks against the same target. Each Attack has a -3 penalty to hit. This ability does not override the Reload property, but you may switch weapons between the attacks if needed. Run & Gun (4) Range: Self Use: Action Activation Cost: 4 Stamina Tags: Movement, Attack, Ranged Move up to half your Speed (rounded down). Then, make a Ranged Weapon Attack as part of the same Action. |
Suppressive Fire (2)
Range: Self Use: Action Activation Cost: 2 Stamina Tags: Attack Buff, Attack Debuff As part of this Action, make an Attack with a Ranged Weapon. Your Attack Roll suffers from a -4 penalty to hit for this Attack. If this attack deals damage to the target, it suffers a -4 penalty to its next Attack roll, and must make a Fortitude Check against a target of 5+your CL. If it fails, its Speed is halved until the end of its next turn. Rapid Reload (3/2) Range: Self Use: Action Activation Cost: 3 Stamina Sustaining Cost: 2 Stamina Tags: Reload, Volley, Self Debuff You focus on increasing the volume of fire you're able to produce, at the cost of some of your attention. While Sustaining this ability:
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Called Shot (5+)
Range: Self
Use: Action
Activation Cost: 5+ Stamina
Tags: Attack, Ranged, Debuff
As part of this Action, make an Ranged Weapon Attack with a single weapon. Your Attack Roll suffers from a -10 penalty to hit.
Choose one:
Upcast: For each additional 2 Stamina spent to activate this ability, reduce your penalty to hit by 2.
Range: Self
Use: Action
Activation Cost: 5+ Stamina
Tags: Attack, Ranged, Debuff
As part of this Action, make an Ranged Weapon Attack with a single weapon. Your Attack Roll suffers from a -10 penalty to hit.
Choose one:
- Disarming Shot. If your Attack deals damage, the next Attack Roll the target makes is halved. This effect can stack, halving the roll again each time.
- Staggering Shot. The target must make a Fortitude Check against your CL + half the amount of damage your attack dealt. On a failure, it is Dazed until the start of your next Turn.
- Vital Shot. Add half or your CL to the damage dealt.
Upcast: For each additional 2 Stamina spent to activate this ability, reduce your penalty to hit by 2.
Starting Equipment
If Warrior is your Major Class, you get the following equipment at level 1.
Armor & Clothing:
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Adventuring Gear & Currency:
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Specializations
If Marksman is your Major Class, gain the benefits below as you reach the indicated levels.
Level 1 Range Qualified. Gain one additional Ranged Weapon Training Perk of your choice. Weapon Maintenance. You may use this feature during a Rest and still gain the benefits of resting. So long as you have access to tools and raw materials (including your Weapon Maintenance Kit), choose one of the following:
Choose one:
Choose One: Bow Specialist. You add +2 to Damage Rolls with bows. Crossbow Specialist. You add +1 to Damage Rolls with crossbows. Firearm Specialist. You add +1 to Damage Rolls with firearms. Miscellaneous Weapon Specialist. You add +1d4 to Attack and Damage Rolls with Miscellaneous Ranged Weapons. Deadeye. Your Critical Range with Ranged Weapons expands by 1. Level 4 Choose one:
Choose one:
Expert Marksman. Choose an additional option for your Marksmanship feature. Crack Shot. Once per Encounter, when you would miss with a Ranged Weapon or Spell Attack roll, you can instead choose to hit. Level 7 Choose one:
Choose one:
Choose one:
Choose one:
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Level 12
Choose one:
Level 13 Choose one:
Choose one:
Legendary Marksman. Choose an additional option for your Marksmanship feature. Surgical Precision. Your Critical Range for all Ranged Weapon Attacks expands by 1. This can stack with other effects such as Deadeye. Level 16 Choose one:
Choose one:
Choose one:
Level 19 Choose two:
Choose two. You may select the same option twice:
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