The Marksman Path allows the character to increase their ranged damage. Therefore characters must have the associated ranged weapon skill to receive the bonus. This bonus is an additional +1 to damage calls at each purchase; the Marksman Path may be purchased multiple times. With the exception of Blowguns, all Ranged weapons apply bonuses from the Strength stat. For every purchase of this skill, the player may select a Feat from the following list. Marksman feats with a target of ‘Other’ must be delivered using a Ranged weapon. If you are using packets instead of darts, you must delay 1 second between each thrown packet.
Lethal Shot
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to instantly kill a single target.
Signature Call: Lethal Shot
Deep Wound
Type: Physical
Target: Self, Other
Duration: 10 minutes
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to inflict an aggravated wound on their target. This prevents the victim from being able to move at a pace faster than a walk. Neither are they able to receive any forms of magical healing. A 60 count using the medic skill will end the duration of this feat.
Signature Call: Deep Wound
Empowered Feat
Type: Physical
Target: Self
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to imbue their next normal damage call related to this Path Skill with greater power. The character multiplies their basic damage call by ten.
Signature Call: Empowered
Power Boost
Type: Physical
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Feat allows the character to increase their basic damage call related to this Path by 5 points for ½ hour. The character may choose to use Power Boost separately or may stack multiple uses to provide a larger bonus.
No more than three Power Boosts can affect a single Path simultaneously.
Signature Call: Power Boost (Marksman)
Shatter Shot
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to break any weapons, armor, or items. When calling a Shatter Shot you may name the item that you are intending to shatter, this item must be visible to the player using Shatter Shot. If the shot lands on the person or target it is shattered, but if it is blocked then it will not have an effect. If a item is not named then whatever is struck becomes the target and is shattered.
Shatter Shot only targets items, thus will not effect claws.
Signature Call: Shatter Shot
Subdual Shot
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character force a single target into a state of normal unconsciousness.
Signature Call: Subdual Shot
True-Shot
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to make a single attack that deals True damage, which ignores any armor score the target has. The damage is equal to the character’s base unmodified damage call for the weapon being used (ignoring damage modifiers from other sources such as Magic Channeling or Keen). Additionally, this attack bypasses (cannot be resisted, mitigated, or avoided by) all standard defensive feats from the Armor and Quickness Paths, except for Hold the Line. The projectile will also pass through Personal Wards of the Protection path.
Signature Call: True-Shot
Binding Shot
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to magically bind a single target for 10 minutes. The target cannot move their arms or legs; therefore the target is unable to cast any magic, dodge, or use weapons and cannot use Feats.
Signature Call: Binding-Shot
Poison Shot
Type: Physical
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to poison a target for 10 minutes. while poisoned the victim is disoriented and sick for one minute before dying. Poison continues to be in effect after death, and must be purged before normal healing will restore them to life. This feat may use either a standard poison, or a stat poison.
Signature Call: Poison-Shot
Sunder Shot
Type: Exceptional
Target: Self, Other
Duration: Instant
Delivery: Nerf, Packet, Thrown Boffer
This Feat allows the character to instantly kill a single target and causes the target to immediately pop to spirit.
Signature Call: Sunder Shot
Unstoppable
Type: Exceptional
Target: Self Only
Duration: 30 Minutes
Delivery: Touch
This Epic Feat grants the character the ability to ignore armor and quickness with basic ranged attacks; for the next half hour, the character has unlimited uses of the Marksman “True-Shot” feat.
Signature Call: Unstoppable