Master Marksman

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Base Classes | Prestige Classes


The life of an adventurer is often frought with peril and those that travel the wide world have often picked up some skill with ranged weapons in order be prepared for what they might face. There are a select few that dedicate themselves solely to the art of the bow and being able to fire arrows precisely and rapidly.

Those few that find the path of the Master Marksmen are able to fire arrows with legendary precision, striking their foes with debilitating effects. A Master Marksmen is able to achieve a deep calm that allows them to all but ignore the world around them as they reign death upon their foes.

Many archers prefer to fire and move before their enemies can close the distance, a Master Marksmen prefers to pin their enemies to the ground before finishing them off. At their pinnacle Master Marksmen are capable of single handedly creating an arrow storm to devaste their foes.

The path of the Master Marksmen is known to all races though those naturally inclined towards attacking from a far tend to pursue the path more frequently than those races known for their melee abilities.

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Requirements

Base Attack Bonus: +7
Feats: Improved Rapid Shot.
Skills: Perception (6 ranks).

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Hit Dice: d8.
Base Attack Bonus: High
Saving Throws: Fortitude, Reflex
Skill Points: 4 + INT modifier
Class Skills: Acrobatics (DEX), Perception (WIS), Stealth (DEX)
Proficiencies: Master marksmen do not gain any proficiencies.

1st Level: In the Zone
2nd Level: Ranged Knockdown
3rd Level: Called Shot
4th Level: Greater Rapid Shot
5th Level: Ricochet

In the Zone (Ex): By remaining absolutely still and tuning out his surroundings, the master marksman focuses on his shots and inflicts increasingly lethal hits on his targets. If the marksman succeeds on a DC 15 Concentration check, he gains a +1 to attack and damage rolls with his currently equipped ranged weapon. On subsequent rounds, he must make a Concentration check with a cumulative +2 increase to the DC, but also gaining an additional +1 to his attack and damage rolls (up to a maximum equal to his Master Marksman level). If the master marksman is attacked while In the Zone, he must make a Concentration check with a DC equal to 10 plus the damage dealt or lose all of the benefits of this ability and be dazed for one round. This ability lasts until the master marksman fails his roundly Concentration check, moves any distance, or disengages.

Ranged Knockdown (Ex): At 2nd level, as a standard action, the master marksman can fire a shot to knock his target over. This is a ranged touch attack made with a -4 penalty. If the attack succeeds, the target must succeed at an opposed Dexterity check or be knocked prone for one round. This ability has a cooldown of two rounds.

Called Shot (Ex): At 3rd level, as a standard action, the master marksman can fire a shot at a particular part of his target's anatomy. The effects depend on the target location and have a Fortitude saving throw equal to 10 + 1/2 the marksman's Hit Dice + the marksman's Dexterity modifier:

Head: (Success) Dazed for one round, (Failure) Stunned for one round. This selection has a -8 penalty to the attack roll.
Arms: (Success) -2 to attack rolls for three rounds, (Failure) -4 to attack rolls for five rounds.
Legs: (Success) -50% to movement speed for one round, (Failure) Immobilized for one round.

This ability has a cooldown of two rounds.

Greater Rapid Shot (Ex): When using the Rapid Shot combat mode, the master marksman gains a second additional attack with his ranged weapon.

Ricochet (Ex): Each successful hit a master marksman makes with a ranged weapon has a 20% chance to ricochet and hit another enemy within 30 feet for the same damage dealt to the initial target.