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rules:homebrew:d_d3.5:marksman

Marksman

Alignment: Any
Hit die: d6

Weapon and Armor Proficiency:
Marksmen are proficient with all simple weapons and all martial ranged weapons.
Marksmen are proficient with light armor, but not with shields.

Skills

Skill points: (4 + int modifier) (X4 at first level)

AbilityClass skills
STR Climb, Jump
DEX Balance, Hide, Move silently, Ride, Use rope
CON Concentration
INT Craft, Knowledge (Nature), Knowledge (Architecture & Engineering)
WIS Listen, Profession, Spot, Survival
CHA Disguise, Gather information

Progression

Level BAB Fort Ref Will Class features Shots Aim
1st +0 +2 +2 +0 Steady shot Take Aim +1
2nd +1 +3 +3 +0 One eye open, Ranged precision(Precise shot)
3rd +2 +3 +3 +1 Distracting shot Aim Range 5'
4th +3 +4 +4 +1 Improved shots +2, Hunter's step(Woodland stride)
5th +3 +4 +4 +1 Combat awareness(Quick Draw) Take Aim +2
6th +4 +5 +5 +2 Ranged precision(INT to damage) Knockdown shot
7th +5 +5 +5 +2 Combat awareness(INT to Init), Hunter's step(Trackless step)
8th +6/+1 +6 +6 +2 Disabling arrows(Double damage to objects) Aim Range 10'
9th +6/+1 +6 +6 +3 Improved shots +4 Alchemical shot
10th +7/+2 +7 +7 +3 Forceful arrows(Shots) Take Aim +3
11th +8/+3 +7 +7 +3 Entrench, Favoured shot
12th +9/+4 +8 +8 +4 One eye open(5' Tremorsense) Disarming shot
13th +9/+4 +8 +8 +4 Camouflage Aim Range 15'
14th +10/+5 +9 +9 +4 Improved shots +6, Favoured shot
15th +11/+6/+1 +9 +9 +5 Forceful arrows(All projectiles) Ambush shot Take Aim +4
16th +12/+7/+2 +10 +10 +5 Ranged precision(Less incement penalty), Piercing gaze
17th +12/+7/+2 +10 +10 +5 Perfect aim, Favoured shot
18th +13/+8/+3 +11 +11 +6 Spellfire shot Aim Range 20'
19th +14/+9/+4 +11 +11 +6 Improved shots +8, Piercing gaze(Continuously)
20th +15/+10/+5 +12 +12 +6 Favoured shot Take Aim +5

Class features

Take Aim (EX): (1st)
At first level the marksman learns to spend a full round aiming at a target. For every full round spent aiming at the target, the marksman gains a +1 cumulative bonus to damage on his or her next ranged attack.
This bonus stops accruing after 5 rounds of aiming, but they can keep aiming to delay the attack.
At 3rd level and every five levels thereafter, the range of the marksman's first range increment, and the range the marksman can deal precision based damage increases by 5 feet for each round spent aiming.
This bonus also stops accruing after 5 rounds of aiming.
At 5th level and every five levels thereafter, the damage bonus increases by one.

Steady shot (EX): (1st)
At first level the marksman gains the Steady Shot as listed under shots.

One eye open (EX): (2nd)(12th)
At 2nd level the marksman gains the ability get the benefit of 8 hours of rest in only 4 hours.
Additionally, they do not recieve any penalty to listen checks from being asleep.
At 12th level the marksman's awareness increases to heighten their senses of their surroundings, this gives them 5' of tremorsense.

Ranged precision (EX): (2nd)(6th)(16th)
At 2th level the marksman receives Precise shot as a bonus feat, even if he does not have the normal prerequisites for the feat.
At 6th level the marksman receives a bonus to damage with ranged weapons equals to their INT modifier.
At 16th level the marksman takes only a -1 penalty for each range increment beyond the first.

Distracting shot (EX): (3rd)
At 3rd level the marksman gains the Distracting Shot as listed under shots.

Improved shots (EX): (4th)(9th)(14t)(19th)
Beginning from the 4th level the marksman gains a +2 bonus to hit with all “shots”.
At 9th level this bonus increases to +4.
At 14th level this bonus increases to +6.
At 19th level this bonus increases to +8.

Hunter's step (EX): (4th)(7th)
Beginning at 4th level, a marksman may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
This ability is the otherwise the same as the “Woodlands stride” ability gained by the druid at 2nd level.
Beginning at 7rd level, a marksman leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
This ability is the otherwise the same as the “Trackless step” ability gained by the druid at 3nd level.

Combat awareness (EX): (5th)(7th)
At 5rd level the marksman receives Quick draw as a bonus feat, even if they does not have the normal prerequisites for that feat.
At 7th level the marksman gains a bonus to initiative equal to their INT modifier.

Knockdown Shot (EX): (6th)
At 6th level the marksman gains the Knockdown Shot as listed under shots.

Disabling arrows (EX): (8th)
Beginning at 8th level, a marksman can deal double damage against inanimate objects with a ranged weapon.

Alchemical Shot (EX): (9th)
At 9th level the marksman gains the Alchemical Shot as listed under shots.
Furthermore the marksman gains the ability to apply poisons without a chance to poison himself.

Forceful shots (SU): (10th)(15th)
Beginning at 10th level a marksmans shots counts as as if fired from siege weaponry. This includes calculation for strong winds and for feats affected by the type and size of a projectile (Like Deflect arrows and Snatch Arrows.)
At 15th level this bonus increase to all projectiles a marksman fires.

Entrench (EX): (11th)
Beginning 11th level the marksman gets a +4 cover bonus to AC and a +4 circumstance bonus to hide checks until the start of their next turn, on a turn they do not move. This bonus increases to +6 while in cover but does not stack with the cover bonus to AC and reflex, and does not enable the marksman to hide as if they had cover.

Favoured shot (EX): (11th)(14th)(17th)(20th)
At 11th level and every three levels thereafter the marksman learns to improve one shot already known to them. They get to choose one of their already known shots that they have not already improved with this ability. This shot will henceforth provide an additional effect when they hit depending on one of the following choices.
Frightful shot: The shot will also make the target Shaken for one round.
Flare shot: The shot will also make the target Blinded for one round.
Thunder shot: The shot will also make the target Deafened for one round.
Silencing shot: The shot will also make the target Silenced for one round.
Tiresome shot: The shot will also make the target Fatigued for one round.
Crippling shot: The shot will also make the target Entangled for one round.
Cruel shot: The shot will also make the target Staggered for one round.
Weakening shot: The shot will also Decrease the Strength of the target by 4 for one round.
Cumbersome shot: The shot will also Decrease the Dexterity of the target by 4 for one round.
Transplanar shot: The shot will ignore any miss chance granted by incorporeability.

Disarming Shot (EX): (12th)
At 12th level the marksman gains the Disarming Shot as listed under shots.

Camouflage (EX): (13th)
A Marksman of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Ambush Shot (EX): (15th)
At 15th level the marksman gains the Ambush Shot as listed under shots.

Piercing gaze (SL): (16th)(19th)
At 16th level the marksman can spend a free action to gain the effect of the See invisible Spell for a number of rounds equal to your INT modifier once per day.
At 19th level level this effect lasts for 24 hours.

Perfect Aim (EX): (17th)
At 17th level the marksman gains the ability to use his aims twice as fast. This means that for every round spent aiming the marksman would gain the same bonus as if he had just spent two rounds aiming. (This means the maximum amount of rounds a marksman can meaningfully aim is 3.)

Spellfire Shot (SU): (18th)
At 18th level the marksman gains the Spellfire Shot as listed under shots.

Shots

Steady shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
This attack deals additional damage equals to twice your Marksman class level.
This damage is not multiplied by neither critical hits or other abilities that multiply the damage of attacks or abilities.

Distracting shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
If you hit with this attack you deal damage as normal and the target incurs a -2 penalty to attack rolls, and a -5 any skill check for 1 round.

Knockdown shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
If you hit with this attack you deal damage as normal and can immidiatly make a trip attempt against the opponent with a bonus to the strength check equals to your intelligence modifier and which has already succeeded with the touch attack.
If you miss, the opponent do not gain the opportunity to trip you back.

Alchemical shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus and expend a vial of poison, an alchemical compound or a potion.
If you hit with this attack you deal damage as normal and add the effects of the poison, compound, or potion to the target afterwards, treating any attack rolls as if they hit the target.
If you miss the poison, compound, or potion is wasted.

Disarming shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
If you hit with this attack you deal damage as normal and can immidiatly make a disarm attempt against the opponent with a bonus to the strength check equals to your intelligence modifier and which has already succeeded with the touch attack.
If you miss, the opponent do not gain the opportunity to disarm you back.

Ambush shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus, should this attack hit treat this as a threatening hit (Roll to confirm critical).

Spellfire shot (SU):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
If you hit with this attack you deal damage as normal and can dispel effects as if the target were struck by a greater dispel magic.
Your caster level for this check equals your Marksman class level.
Furthermore; for each effect dispelled the target takes 4d6 fire damage.

Revisal

Halve the imp shot. benefit Not really happy with nonsteady shots. Reduce Aim maxbonus to 3 rounds Use INT for more, perhaps replace imp. shot with INT to atk. Bonus damage from INT isn't important. Disabling = Ignore hardness instead of double damage Entrench at lower levels, Forceful shots at lower levels. Perhaps Aim as move action, beware entrench

rules/homebrew/d_d3.5/marksman.txt · Last modified: 2019/05/14 17:48 (external edit)