User Tools

Site Tools


rules:homebrew:d_d3.5:marksman2

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 Stance
1st +0 +2 +2 +0 Ranged precision(Precise shot) Lesser shot
2nd +1 +3 +3 +0 One eye open Stance
3rd +2 +3 +3 +1 Hunter's step(Woodland stride) Lesser shot
4th +3 +4 +4 +1 Improved shots +1, Improved Stance
5th +3 +4 +4 +1 Forceful arrows(Shots counts as siege weapons) Favoured shot
6th +4 +5 +5 +2 Ranged precision(Flank bonus against flanked targets) Lesser shot
7th +5 +5 +5 +2 - Stance
8th +6/+1 +6 +6 +2 Hunter's step(Trackless step) Favoured shot
9th +6/+1 +6 +6 +3 Improved shots +2 Greater shot
10th +7/+2 +7 +7 +3 Stance Mastery(Share stance) Improved Stance
11th +8/+3 +7 +7 +3 Ranged precision(Ranged power attack) Favoured shot
12th +9/+4 +8 +8 +4 - Greater shot Stance
13th +9/+4 +8 +8 +4 Hunter's step(Camouflage) Disabling arrows(Ignore hardness)
14th +10/+5 +9 +9 +4 Improved shots +3 Favoured shot
15th +11/+6/+1 +9 +9 +5 +1 Greater shot
16th +12/+7/+2 +10 +10 +5 Ranged precision(+INT to confirm threat) Improved Stance
17th +12/+7/+2 +10 +10 +5 - Favoured shot Stance
18th +13/+8/+3 +11 +11 +6 Hunter's step(Hide in plain sight) Greater shot
19th +14/+9/+4 +11 +11 +6 Improved shots +4 Improved Stance
20th +15/+10/+5 +12 +12 +6 Stance mastery(Second stance) Favoured shot

Class features (Incomplete)

Lesser shot (EX): (1st)(3rd)(6th)
You gain the knowledge and use of a single lesser shot listed under the “shot & stances category.”

Ranged precision (EX): (1nd)(6th)(11th)(16th)
At 1st 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 gains the benefit of flanking any opponent flanked by his allies within 30'.
At 11th level the marksman gains the ability to subtract an amount from their attack of their choosing and add it to damage. They cannot subtract more than their Base attack bonus.
At 16th level the marksman adds his intelligence modifier on attack rolls to confirm critical hits.

Stance (EX): (2nd)(7th)(12th)(17th)
At 2nd level and every fifth level thereafter, the marksman gains the use of one stance selected from the list of available stances. A stance takes a move action to activate and lasts one round.

One eye open (EX): (2nd)
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.

Hunter's step (EX): (3rd)(8th)(13th)(18th)
Beginning at 3rd 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 8th 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.
At 13th level the marksman can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. At 18th level the marksman can use the Hide skill in any sort of natural terrain, even while observed.

Improved Stance (EX): (errh….???)
At strange levels and every strange level thereafter the marksman may improve one of the stances he knows and can use. The marksman cannot improve a stance he has already improved, but are otherwise able to select a stance with which he gains an additional benefit of his/her choosing.

Improved shots (EX): (4th)(9th)(14t)(19th)
Beginning from the 4th level the marksman gains a +1 bonus to hit with all “shots”.
At 9th level this bonus increases to +2.
At 14th level this bonus increases to +3.
At 19th level this bonus increases to +4.

Favoured shot (EX): (5th)(8th)(11th)(14th)(17th)(20th)
At 5th 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 his/her choice of improvement.

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.

Greater shot (EX): (9th)(12th)(15th)(18th)
You gain the knowledge and use of a single lesser or greater shot listed under the “shot & stances category.”

Stance Mastery (EX): (10th)(20th)

Disabling arrows (EX): (13th)
Beginning at 13th level, a marksman ignores the hardness of objects.

Shots & Stances

All shots takes a standard action to perform, and requires the marksman to have a ranged weapon.
All shots adds the marksman's class level to damage, if they hit.

Lesser 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 your Marksman class level.

Ricochet shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
If this attack hits the target you may make an attack against a second (different) opponent that you can see.
All cover is calculated from the primary target towards the secondary target; concealment is still calculated from you.
The secondary target does not receive additional damage from this attack being part of a shot.

Mobile shot (EX):
As a standard action you can move up to five feet per three class levels you have, (Maximum up to your movement speed), and make a single attack against an opponent at your highest attack bonus.
The movement granted by his ability can be taken either before or after the attack, but cannot be divided up and taken both before and after the attack.

Exploding 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 ability you chose any corner of the target's space and place a 5' radius burst of fire damage.
The fire damage dealt by this ability is 1d6 + 1d6 for every five class levels the marksman possesses.
1d6 at 1st-4th level.
2d6 at 5st-9th level.
3d6 at 10st-14th level.
4d6 at 15st-19th level.

Freezing 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 ability you additionally deal 1d6 cold damage for every three class levels you possess.
1d6 at 1st-3rd level.
2d6 at 4th-6th level.
3d6 at 7th-9th level.
4d6 at 10th-12th level.
5d6 at 13th-15th level.
6d6 at 16th-18th level.
7d6 at 19th-20th level.

Spellsink shot (SU):
As a standard action you can make a single attack against an opponent at your highest attack bonus.
A target hit with this attack that attempts to cast a spell requiring a somatic component has to overcome a concentration check with a difficulty class equal to your marksman level + your INT modifier or lose the spell.
The target of this ability is aware of this restriction.

Knockdown shot (EX):
When you select this enhancement to one of your shots, you can trip target you hit with the enhanced shot.
When you hit with the enhanced shot the defender makes a strength check opposed by your intelligence check.
You each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.
If you win the target is tripped as normal for a trip attack, but if the target wins it does not gain the opportunity to trip you back. \\

Greater shots

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).

Crippling shot (EX):
As a standard action you can make a single attack against an opponent at your highest attack bonus, should this attack hit the target of the shot is staggered for 1 round.

Wraith shot (EX):
As a standard action you can make a single attack against an opponent's touch AC at your highest attack bonus.

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.

Favoured shot enhancements

Wall shot (EX):
When you select this enhancement to one of your shots, you can bounce your attack off a single wall and trace cover from a nearby hard surface.

Alchemical shot (EX):
When you select this enhancement to one of your shots, you can add an alchemical item weighing no more than two pounds and fire it along with a shot.
If it is a grenade-like weapon, or a substance or item that can affect a creature, it affects the first creature hit by this shot. Otherwise it affects the area wherever the arrow or bolt lands.

Hurricane shot (EX):
When you select this enhancement to one of your shots, you can push back creatures hit with the shot.
When you hit with the enhanced shot the defender makes a strength check opposed by your intelligence check.
You each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.
If you win you push back the defender 5 feet. And an additional five feet for every five by which your check exceeds his.

Pinning shot (EX):
When you select this enhancement to one of your shots, your shot can reduce the movement speed of the target.
Any target of the enhanced shot has its movement speed reduced by 5' for every four class levels of marksman you possess.
This effect lasts a single round.

Frightening shot (EX):
When you select this enhancement to one of your shots, you can frighten any target of your shot.
Any target of the enhanced shot is shaken for a single round. (http://www.d20srd.org/srd/conditionSummary.htm#shaken)

Knockout shot (EX):
When you select this enhancement to one of your shots, you can chose to convert all physical damage the shot deals into nonlethal damage without incurring any penalty to your attack.

Thunder shot (EX):
When you select this enhancement to one of your shots, your shot creates a large crashing sound on impact.
Any target of the enhanced shot is Deafened for a single round. (http://www.d20srd.org/srd/conditionSummary.htm#Deafened)

Weakening shot (EX):
When you select this enhancement to one of your shots, your shot debilitates the target and reduces its strength.
Any target of the enhanced shot receives a penalty to strength equal to your intelligence modifier for a single round.
This ability does not stack with other penalties to strength, but it does stack with ability damage and ability drain.

Cumbersome shot (EX):
When you select this enhancement to one of your shots, your shot debilitates the target and reduces its dexterity.
Any target of the enhanced shot receives a penalty to dexterity equal to your intelligence modifier for a single round.
This ability does not stack with other penalties to dexterity, but it does stack with ability damage and ability drain.

Leading shot (EX):
When you select this enhancement to one of your shots, the enhanced shot clearly shows everyone else where to hit the creature you hit with this shot.
Other creatures receives an insight bonus to attacks against the creature that was the target of this shot for one round.
This bonus is equal to one third your class level rounded down.

Stances

Aiming stance (EX):
While this stance is active you receive a +1 insight bonus to attack rolls for every three class levels you possess (minimum 1).
If you also have the Stance Mastery class feature, allies adjacent to you gains a +1 insight bonus to attack rolls for every six class levels you possess (minimum 1).

Entrenching stance (EX):
While this stance is active you gain a dodge bonus to AC equal to one fourth your class level.
If you also have the Stance Mastery class feature, allies adjacent to you gains a dodge bonus to AC equal to one eight your class level (minimum 1).

Wraithsight stance (EX):
While this stance is active you gain a tremor sense extending 10' per four class levels you possess.
If you also have the Stance Mastery class feature, allies adjacent to you gain a bonus to spot and listen checks to discern the whereabouts of invisible creatures equal to one half your class level.

Hateful stance (EX):
While this stance is active you receive a +1 insight bonus to damage for every three levels you possess. (Minimum 1).
If you also have the Stance Mastery class feature, allies adjacent to you gains a +1 insight bonus to damage rolls for every six class levels you possess.

Longshot stance (EX):
While this stance is active you add 5' to the range increment of any ranged weapon you use for every five class levels you possess.
If you also have the Stance Mastery class feature, allies adjacent to you gain one quarter of your class level to the range increments of any ranged weapons they use.

Concealing stance (EX):
While this stance is active you gain a competence bonus to Hide, Move silent checks equal to one for every three class levels you possess (minimum 1). If you also have the Stance Mastery class feature, allies adjacent to you gain a competence bonus to hide and move silent equals to one for every six class levels you possess.

Spellshield stance (EX):
While this stance is active you gain half your class level as fire, frost, acid, electricity resistance. This ability does not stack with any other ability that grants you resistance to an energy type. The highest energy resistance is used instead.
If you also have the Stance Mastery class feature, allies adjacent to you gains fire, frost, acid, electricity resistance equal to one fourth your class level (minimum 1).

Vengeful stance (EX):
While this stance is active you can attack an opponent who damages you as an immediate action.
If you also have the Stance Mastery class feature, allies adjacent to you who are damaged by an attack can shift as an immediate action.

Improved Stance enhancements

Sensing stance (EX):
When you select this enhancement to a stance you possess, the stance additionally grants Darkvision up to 30'.

Grounding stance (EX):
When you select this enhancement to a stance you possess, the stance grants resistance to acid, cold, fire, and electricity in addition to its normal effects.
The amount it grants is equal to one fourth of your class level.
This effect stacks with that of the Spellshield stance, but no other similar effects, nor does it benefit adjacent allies even if you possess the Stance Mastery class feature.

Defensive stance (EX):
When you select this enhancement to a stance you possess, the enhanced stance prevents you from provoking opportunity attacks from firing a ranged weapon while being threatened in melee.

Recognizance stance (EX):
When you select this enhancement to a stance you possess, the stance grants a +1 competence bonus to spot, listen and initiative for every five class levels you possess.

Wraithstrike stance (EX):
When you select this enhancement to a stance you possess, while the enhanced stance is active you do not suffer the normal miss chance from attacking incorporeal creatures. Even non-magical weapons and ammunition can strike such creatures without suffering any miss chance.

Stable stance (EX):
When you select this enhancement to a stance you possess, the stance additionally grants a +1 bonus against being bull rushed, overrun, tripped or disarmed for every five class levels you possess.

In progress

greater blinding shot (with save?)
Silencing shot
Poison shot
Concentrating stance
Greater lightning shot (Attacks additonal targets)
rules/homebrew/d_d3.5/marksman2.txt · Last modified: 2019/05/14 17:48 (external edit)