Marksman (3.5e Prestige Class)

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Marksman[edit]

You may be able to escape me, but my bolt always finds his mark.
—Arlin, Human Marksman

Becoming a Marksman[edit]

This prestige class focuses on the sniper and his traits. Hide, Move Silently, and Spot are your top 3 skills.

Entry Requirements
Alignment: Any Non-Good.
Base Attack Bonus: 5.
Skills: Hide 4, Move Silenty 4, Spot 4.
Feats: Point Blank Shot, Far Shot, Crossbow Sniper(PHII).

Table: The Marksman

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +1 +0 1d6 Ranged Sneak Attack
2nd +2 +0 +2 +0 Improved Critical, Range +10, Camouflage
3rd +3 +1 +2 +1 2d6 Ranged Sneak Attack, Extraordinary Aim +20
4th +4 +1 +3 +1 Greater Critical +1, Range +20, Precision +1
5th +5 +1 +4 +1 3d6 Ranged Sneak Attack, Prone Shot, Concealment Reduction 10%
6th +6 +1 +4 +1 Range +30, Improved Critical +1
7th +7 +2 +4 +2 4d6 Ranged Sneak Attack, Extraordinary aim +40
8th +8 +2 +5 +2 Range +40, Prone Shot +4, Concealment Reduction 20%
9th +9 +2 +6 +2 5d6 Ranged Sneak Attack, Precision +2
10th +10 +3 +6 +3 Deadly Snipping, Range +50

Class Skills (6 + Int modifier per level)
Climb, Concentration, Craft, Handle Animal, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope.

Class Features[edit]

Range: increases the range increment of any crossbow you have the weapon focus feat for by 10, and an additional 10 every two levels.

Ranged Sneak Attack: Works just like he Sneak attack ability but only with ranged attacks

Camouflage: A marksman can use the Hide skill in any sort of natural terrain, even if the terrain doesn't grant cover or concealment or while being observed.

Improved Critical: A Marksman gains the Improved Critical feat. This feat must be applied to the crossbow for which she has taken the Weapon Focus Feat, and at level 6 the critical threat range is increased by one so a crossbows threat range will be 15-20.

Extraordinary Aim: The Range at which the Marksman can use range limited ability's increases by 20 and by 20 more at level 7. For example with the crossbow sniper feat you can sneak attack a target up to 60 feet away at level 3 a Marksman can sneak attack a target up to 80 feet away.

Greater Critical: Increases the critical multiplier of any crossbow that the Marksman has the weapon focus feat for by 1.

Precision: Increases Your attack and damage by one for Crossbows you have the Weapon Focus feat for.

Prone Shot: While a Marksman is prone he gains a +2 to his attack +2 to his hide skill, and an additional +4 after trying to hide after a shot. but can only make one attack per round. This increases to a +4 to attack and +4 to hide and an additional +6 after trying to hide after making a shot at level 8.

Concealment Reduction: A Marksman attacking a target under concealment has the concealment miss chance reduced by 10% and an addition 10% at level 8.

Deadly Sniping: - In order to use this ability the marksman must be hidden from his target and must be within sneak attack range. If an Marksman studies his victim for 3 rounds and then makes a sneak attack with a ranged weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (marksman’s choice). While studying the victim, the marksman can undertake other actions so long as his attention stays focused on the target and the target does not detect the marksman or recognize the marksman as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the marksman’s class level + the marksman’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the marksman. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the marksman has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.

If a death attack is attempted and fails (the victim makes her save) or if the marksman does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.

Ex-Marksman[edit]

Campaign Information[edit]

Playing a Marksman[edit]

Combat:

Advancement:

Resources:

Marksmen in the World[edit]


NPC Reactions:

Marksman Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
11 .
16 .
21 .
26 .

Marksmen in the Game[edit]

Adaptation:

Sample Encounter:

EL whatever:


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