Marksman
A skillful ranged combatant. A Marksman provides a devastating threat to the battlefield. Able to quickly and accurately fire many skillful shots.
Ability Score Increase:
Level 1: +2 Perception Level 4: +2 Perception +1 Strength Level 7: +3 Perception +1 Strength +1 Foresight Level 10: +6 Perception +3 Strength +1 EnduranceClass Level Abilities
Level 1
Active Abilities
Anti-Tank Weaponry: You may take a –10 penalty per Marksman level to your next crossbow attack roll in order to add Pierce to the attack equal to +3 per Marksman level. Barbaric Barbs: As a minor action, you can apply the barbed effect to your next ranged piercing attack. If the attack hits, it deals an additional 2 slashing damage and causes the target to bleed for 2 damage per round until the barb is removed. Removing a barbed projectile requires a successful Biology check; if the attack was a critical hit, the difficulty is increased to Hard. A target already affected by a barb still takes the bonus slashing damage, but gains no additional bleeding or removal effects.Conditional Abilities
Passive Abilities
Rapid Shot: Such skill with a bow allows a Marksman to fire two arrows at once using the penalty as if using two weapons. Additionally, a Marksman takes one category less in actions to reload ranged weapons. Steady Shot: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. To the Limit: Marksmen have become experts with ranged weapons and can use them at ranges most would deem impossible. All ranged weapons have x1.5 the normal range and in addition Marksman half the penalty for long shots.Level 2
Active Abilities
Headshot: You may use a minor action to steady your weapon and aim at a specific body part. If you do you gain a +10 to your next attack and you will hit the designated body part.Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Stunning Blow: Crushing ranged weapons cause the target to be stunned for 1 round on a hit, unless they succeed on a Hard Endurance saving throw.Level 3
Active Abilities
Conditional Abilities
Passive Abilities
Rapid Shot II: Such skill with a bow allows a Marksman to fire up to three arrows at once using the penalty as if using multiple weapons. Additionally, a Marksman takes two categories less in actions to reload ranged weapons. This abiliy replaces Rapid Shot. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Steady Shot II: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill.Level 4
Active Abilities
Conditional Abilities
Passive Abilities
Improved Barbaric Barbs: As a minor action, you can apply the barbed effect to your next ranged piercing attack. If the attack hits, it deals an additional 4 slashing damage and causes the target to bleed for 4 damage per round until the barb is removed. Removing a barbed projectile requires a successful Hard Biology check, or Very Hard if the attack was a critical hit. A target already affected by a barb still takes the bonus slashing damage, but does not suffer additional bleeding or removal effects. This ability replaces Barbaric Barbs. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 5
Active Abilities
Conditional Abilities
Passive Abilities
Rapid Shot III: Such skill with a bow allows a Marksman to fire up to five arrows at once using the penalty as if using multiple weapons. Additionally, a Marksman takes three categories less in actions to reload ranged weapons. This abiliy replaces Rapid Shot II. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Steady Shot III: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill. Threatening Overwatch: A Marksman menacing presence makes foes hesitate to enter the reach of your terrifying weapons. While within your Overwatch zone, all hostile movement costs double (e.g., moving 1 meter requires 2 meters of movement). Additionally, you may trigger your Overwatch against any creature that ends its turn within your Overwatch zone.Level 6
Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 7
Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Steady Shot IV: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill. Volley: A Marksman can fire a number of arrows equal to their Marksman level in a single attack, applying penalties as if wielding multiple weapons. This penalty is reduced by an amount equal to the Marksman's Perception modifier. Additionally, the Marksman reloads ranged weapons as a free action.. This ability replaces Rapid Shot III.Level 8
Active Abilities
Conditional Abilities
Passive Abilities
Deadly Barbaric Barbs: As a minor action, you can apply the barbed effect to your next ranged piercing attack. If it hits, the attack deals an additional 8 slashing damage and causes the target to bleed for 8 damage per round until the barb is removed. Removing a barbed projectile requires a successful Very Hard Biology check, or an Impossible check if the attack was a critical hit. A target already affected by a barb still takes the bonus slashing damage but does not suffer additional bleeding or removal effects. This ability replaces Improved Barbaric Barbs. Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.Level 9
Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged. Steady Shot V: Marksmen get +12 to Ranged and an additional +8 in a specific ranged weapon skill.Level 10
Active Abilities
Conditional Abilities
Passive Abilities
Ranged Training: When this ability is gained, for each instance of Ranged Training you already have, gain an additional +10 Ranged.
Class Currency Modifier: 1.2