Marksmen use ranged weapons with incredible accuracy, slaying enemies before they’re even able to see the attack coming.
6 Hit Points | 4 Skill Ranks | 1 Soak
Class Abilities
Weapon and Armor Proficiency
Marksmen gain proficiency with simple weapons, and two of the following: bows, pistols, rifles, or shotguns. They’re proficient with armor.
Hunting Specialization
Choose a single creature type from the list to the right. Gain a bonus to hit and damage equal to ½ the Marksmen’s level. When choosing Humanoid, choose a subtype. Example: Humanoid (Human) or Humanoid (Orc). Every four levels beyond first level, an additional Hunting Specialization can be chosen though the bonus is 1 less than the least highest bonus.
Types: Alien, Animal, Construct, Dragon, Extraplanar, Humanoid, Magical Beast, Mystical, Ooze, Plant, Undead, Vermin
Land Speed
Marksmen gain a bonus to their land speed depending on their level. This bonus starts at +1 squares at 2nd level and increases by 1 at every other even level.
Eagle Eye
As a full-round action make a single attack with the ranged weapon wielded by the Marksman. This is made as a 2 sq. line, and increases by 2 every 3rd level.
Tree Speed
Marksmen can climb up trees effortlessly, and gain a “climb” speed that specifically applies to them. This starts at 2 squares at 4th level and increases by 2 every 4 levels thereafter.
Pierce Through
At 7th level the Marksman can choose to make a second attack against an opponent within 6 squares of the original target. This attack is made at a -2 penalty per 1 square away from the original target the new target is (maximum of -12 if they’re 6 squares away). This can be done a number of times per day equal to the Marksman’s Agility, and this can be used consecutively one after another.
Terrain Stride
At 11th level the Marksman chooses a single terrain type. The Marksman isn’t affected by difficult terrain and environmental hazards from this terrain. More bizarre and exotic terrains can be chosen at the GM’s discretion. Hazards such as the toxic atmospheres and the vacuum of space aren’t affected by Terrain Stride, however terrain effects such as hazardous bogs don’t affect the Marksman.
In addition to being unaffected by these hazards, the Marksman receives a bonus to all Defenses while within the terrain chosen, this bonus is equal to 1/4 level.
Terrains: Arctic, Desert, Forest, Mountain, Plains, Sea, Space, Swamp, Underground, Urban, Vehicle
Far Shot
At 13th level the Marksman are accurate no matter how far they shoot their ranged weapons. They halve penalties from shooting outside of their weapon’s range, and when combined with other effects which halve ranged penalties, the penalties are completely negated.
Volley Shot
At 17th level the Marksman can double the amount of attacks that can be made per round. However all attacks are rolled at half the amount of dice (but not half the keep dice), for example an attack of 10k5 becomes 5k5 instead.
On the Hunt
At 19th level the Marksman can make a single attack against an opponent which qualifies for their Hunting Specialization. If the attack hits, it is counted as an automatic critical hit. This can be used a number of times per day equal to the Marksman’s Agility.
First Awakening
The Marksman gains the ability to Parry ranged attacks with their own ranged weapon. In addition to this, they can make melee attacks using their ranged weapon at no penalty. (One-handed weapons are 2k1, two-handed weapons are 3k2) and are bludgeoning attacks.
Heroic Awakening
When rolling damage for ranged weapons and the opponent is within the weapon’s first range increment add Agility as a bonus to damage.
Unchained Awakening
Marksmen gain a bonus to the range of their ranged weapons equal to double Agility number of squares. (Example, a 4 Agility adds +8 squares to the weapon’s range.)
True Awakening
The Marksman can, once per day, ignore all penalties imposed upon any rolls they make. In addition to this, the Marksman can block a ranged attack they are aware of a number of times per day equal to Agility.