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rules:homebrew:d_d3.5:marksman3

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 Stances
1st +0 +2 +2 +0 Ranged Precision(Precise Shot) Trick shot
2nd +1 +3 +3 +0 New stance, Stance power I
3rd +2 +3 +3 +1 Improved shots +1 Trick shot
4th +3 +4 +4 +1 Hunter's step(Woodland Stride), One Eye open(Quickrest)
5th +3 +4 +4 +1 Forceful projectiles(Siege) Augment Shot
6th +4 +5 +5 +2 Trick shot Stance power II
7th +5 +5 +5 +2 Improved shots +2 New stance
8th +6/+1 +6 +6 +2 Hunter's step(Trackless step) Augment shot
9th +6/+1 +6 +6 +3 One Eye open(+INT to Init) Trick shot
10th +7/+2 +7 +7 +3 Stance mastery(Shared Stance) Stance power III
11th +8/+3 +7 +7 +3 Improved shots +3 Augment shot
12th +9/+4 +8 +8 +4 Trick shot New stance
13th +9/+4 +8 +8 +4 Hunter's step(Camouflage), Ranged precision(+INT to damage)
14th +10/+5 +9 +9 +4 Augment shot Stance power IV
15th +11/+6/+1 +9 +9 +5 Improved shots +4 Trick shot
16th +12/+7/+2 +10 +10 +5 Disabling projectiles(Ignore hardness), Ranged precision(+INT to confirm threat)
17th +12/+7/+2 +10 +10 +5 Augment shot New stance
18th +13/+8/+3 +11 +11 +6 Trick shot Stance power V
19th +14/+9/+4 +11 +11 +6 Improved shots +5, Hunter's step(Hide in plain sight)
20th +15/+10/+5 +12 +12 +6 Stance mastery(Second stance) Trick shot

Class features

Trick Shot (EX): (1st)(3rd)(6th)(9th)(12th)(15th)(18th)
At first level, third level and every three levels thereafter the marksman gain the knowledge and use of any single trick shot listed under the “Trick Shots category”
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, this damage and any additional damage Trick Shots may add is not multiplied by critical hits.

Ranged precision (EX): (1st)(13th)(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 13th level the marksman gains the ability to add their Intelligence modifier to the damage of their attacks with ranged weapons.
At 16th level the marksman adds his intelligence modifier on attack rolls to confirm critical hits.

New 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 in the “Stances Category”.
A stance takes a move action to activate and lasts one round. Only one stance can be in effect at a time.

One eye open (EX): (4th)(9th)
At 4th 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 9th level the marksman may adds his Intelligence modifier to his initiative roll in addition to his dexterity modifier.

Hunter's step (EX): (4th)(8th)(13th)(19th)
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 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 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 shots (EX): (3rd)(7th)(11th)(15th)(19th)
Beginning from the 3rd level the marksman gains a +1 bonus to hit with all “Trick shots”.
At 7th level this bonus increases to +2.
At 11th level this bonus increases to +3.
At 15th level this bonus increases to +4.
At 19th level this bonus increases to +5.

Augment Shot (EX): (5th)(8th)(11th)(14th)(17th)(20th)
At 5th level and every three levels thereafter the marksman learns to improve her shots with additional effects. They select one augment from the list of available augments listed in the “Augments Category” and can apply any single augment to her shots henceforth.
Choice of augment must be made before making the attack roll and if the attack does not hit the augment has no effect.

Forceful shots (SU): (5th)
Beginning at 5th 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.)

Stance Mastery (EX): (10th)(20th)
At 10th level the marksman learns to share the effects of stances with her allies. The effect of the shared stances applies to allies directly adjacent to the marksman and is listed on each stance.
At 20th level the marksman gains the ability to adopt two stances at the same time. Both stances will be chosen and activated with one move action.

Disabling arrows (EX): (13th)
Beginning at 16th level, a marksman ignores the hardness of objects.

Trick 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 a ranged attack against a second (different) opponent that you can see, using the same weapon as you used for this attack.
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 trick 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.
Until the start of your next round, any 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 10 + your marksman level + your INT modifier or lose the spell.
The target of this ability is aware of this restriction.

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 2d6 electricity damage.

Augments

Wall shot (EX):
This augment allows the marksman to bounce their trick shot off a single wall and trace cover from a nearby hard surface.

Hurricane shot (EX):
This augment allows the marksman to 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.
This otherwise follows the rules for a bull rush attempt.

Pinning shot (EX):
This augment enhances your trick shots to 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):
Any target struck by a trick shot enhanced with this augment becomes stricken with fear.
Any target of the enhanced shot is shaken for a single round. (http://www.d20srd.org/srd/conditionSummary.htm#shaken)

Knockout shot (EX):
Trick shots enhanced with this augment can deal either lethal or nonlethal damage as chosen by the marksman without incurring the normal penalty for dealing nonlethal damage.

Thunder shot (EX):
This augment enhances trick shots so that when they strike something they create a loud crashing sound.
Any target of the enhanced shot is Deafened for a single round. (http://www.d20srd.org/srd/conditionSummary.htm#Deafened)

Weakening shot (EX):
When the marksman hit a target with a trick shot enhanced with this augment the shot debilitates the target and reduces their strength.
Any target of the enhanced shot receives a penalty to strength equals to one for every four class levels you possess 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 the marksman hit a target with a trick shot enhanced with this augment the shot debilitates the target and reduces their dexterity.
Any target of the enhanced shot receives a penalty to dexterity equals to one for every four class levels you possess 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 a marksman strikes a creature with a trick shot enhanced with this augment other creatures receives an insight bonus to attacks against the target of the 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 eighth 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 four 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 take a 5' step as an immediate action.

In progress

Storm shot		Chain lightning shot, 1 electricity skade for hver tredje marksman level til tre additional targets

Blinding shot		Affects targets with less than 5 HP per Marksman level
Silencing shot		-||-
Spellsink shot		Needs rewording

Leading shot		1+1 4/lv

Stances reworked to have levels:
Aiming stance		1+1 per level
Entrenching stance	0+1 per level
Wraithsight stance	0+1 per level
Hateful stance		1+1 per level
Longshot stance		0'+5' per level
Concealing stance	1+1 per level
Spellshield stance	0+4 per level
Vengeful stance		Swift or immediate action to fire a regular attack at full bab.
rules/homebrew/d_d3.5/marksman3.txt · Last modified: 2019/05/14 17:48 (external edit)