Anbu002
2014-07-22, 01:56 AM

The Marksman
http://www.wizards.com/dnd/images/dmg2_gallery/90082.jpg
The Marksmen
Level
Base attack bonus
Fort Save
Ref save
Will save
Special
1st
+1
+0
+2
+0
Point blank shot, Precise shot,
Ranged precision +1d8 Range 30ft
2nd
+2
+0
+3
+0
Close combat shot, Uncanny dodge
3rd
+3
+1
+3
+1
Steady Aim +1atk
Ranged precision +1d8 Range 40ft
4th
+4
+1
+4
+1
Shot on the Run
5th
+5
+1
+4
+1
Evasion
Ranged precision +2d8 Range 40ft
6th
+6/+1
+2
+5
+2
Steady Aim +2atk and +1dmg
7th
+7/+2
+2
+5
+2
Greater close combat shot(ranged AoO 5ft)
Ranged precision +2d8 Range 50ft
8th
+8/+3
+2
+6
+2
Steady Aim +3atk and +1dmg
9th
+9/+4
+3
+6
+3
Greater Shot on the run
Ranged precision +3d8 Range 50ft
10th
+10/+5
+3
+7
+3
Steady Aim +4atk and +2dmg
11th
+11/+6/+1
+3
+7
+3
Ranged precision +3d8 Range 60ft
12th
+12/+7/+2
+4
+8
+4
Improved evasion
Steady Aim+5atk and +2dmg
13th
+13/+8/+3
+4
+8
+4
Ranged precision +4d8 Range 60ft
14th
+14/+9/+4
+4
+9
+4
Steady Aim +6atk and +3dmg
15th
+15/+10/+5
+5
+9
+5
Ranged precision +4d8 Range 70ft
16th
+16/+11/+6/+1
+5
+10
+5
Hail of arrows(once per encounter)
Steady Aim +7atk and +3dmg
17th
+17/+12/+7/+2
+5
+10
+5
Ranged precision +5d8 Range 70ft
18th
+18/+13/+8/+3
+6
+11
+6
Master Marksman
Steady Aim +8atk and +4dmg
19th
+19/+14/+9/+4
+6
+11
+6
Ranged precision +5d8 Range 80ft
20th
+20/+15/+10/+5
+6
+12
+6
Steady Aim +9atk and +4dmg
Marksmen
Any force on the move, whether it’s an army or an adventuring group, needs someone who can attack from a distance and can maintain foes entertained. Enter the Marksmen, Marksmen specialize in picking out foes and dealing massive damage from a distance.
Adventures: Marksmen adventure for numerous reasons. Many have a role in a military organization. Whether serving as outriders for a large army or as foresters for a small border fort, these Marksmen venture into the wilderness under orders. Although more common than other Marksmen, those attached to the military are unlikely to have the time or permission necessary to undertake regular adventures. Instead, adventuring Marksmen come from rural villages, having honed their skills over a lifetime of wandering the woods or being trained as hunters.
Others have left their military service behind and find themselves attracted to the
adventuring lifestyle. Many adventuring Marksmen begin their careers as guards hired to lead other adventurers through the wilderness or guarding a caravan. Those who find the excitement and challenge of adventuring to their taste then seek out a group of their own.
Characteristics: A Marksman has some training in simple weapons and a unique combat style that favors ranged and devastating attacks. He excels in performing during running battles, which allow him to maximize his special fighting techniques and high movement rate. Although a Marksmen can hold his own in a fight, he’s at his best before combat begins, when he can use his powers of stealth and observation to find an enemy and give her companions accurate information about what they face. The Marksman is a ranged expert, exceeding even the Ranger’ or Scout’s ability to attack and deal damage out of harms way. The Marksman also excels in a dungeon environment. As a Marksmen advances in level, his senses become amazingly acute, and he can eventually exploit weaknesses on most enemies.
Alignment: Marksmen can be of any alignment, and a Marksman’s alignment is often shaped more by his personal background than from any training. The notable exceptions to this are the many Marksmen who receive their training in a military organization—such Marksmen are carefully and rigorously taught, and are almost always lawful in alignment. Outside of military organizations, more Marksmen are neutral than any other alignment, but every alignment and philosophy is represented within the class.
Religion: Marksmen have varied and individual takes on religion, and no single religion stands out as typical of the class. Marksmen occasionally pay homage to deities of Nature or discipline, but these devotions are more a personal choice
on the part of an individual than any outgrowth of their training. Most Marksmen however are not religious preferring to devote themselves to perfecting their art.
Background: Although most wont admit it, a vast majority of Marksmen are failed fighters who for some reason or another failed at becoming proficient in melee combat. Many Marksmen receive military training and serve for a time like scouts as outriders for an army. They perfect their techniques while trying to spot and hide from large groups of foes. The crucible of military service turns out tough, independent Marksmen accustomed to working on their own or in small groups. Such steady individuals make great additions to adventuring parties, and their expertise is often sought by members of other classes. Other Marksmen come from a wide variety of backgrounds. Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk of the countryside, spending month after month exploring the wild in their leisure time. Marksmen from such diverse backgrounds often take up adventuring to leave their home communities behind. Having exhausted the potential for exploration in their home region, they seek a wider variety of experience and wish to see a broader portion of the world.
Races: Humans make excellent Marksmen. Their adaptable nature allows them to perfect a wider variety of skills than most other races, and they make good use of the Marksmen’s many abilities. Elves and halflings are the most naturally gifted Marksmen; both races have produced nimble Marksmen with amazing abilities of stealth and observation. While halflings have more innate talent for sneaking
than elves do, the greater speed of elf Marksmen gives them advantages of their own. Dwarves and gnomes make respectable underground bowmen, Combined with the dwarf’s knack for operating in areas of earth and stone, Marksmen training can turn dwarves into impressive underground explorers—although most dwarves prefer a more straightforward approach to combat and dislike the ranged fighting style of the Marksmen.
Other Classes: Marksmen work well with members of almost any other class. Skilled and adaptable, they thrive when they can complement a slower and louder group of adventurers or soldiers. Marksmen move ahead of such a group for brief periods, stealthily checking the next room or forest clearing for foes, and then circling back again to ensure that enemies are not sneaking up on the group from behind. When combat is joined, however, the group remains as a stable base to which a bowmen can fall back when pressed. Clerics, wizards, and others willing to cast spells that enhance a Marksmen’s mobility or stealth make her job easier, and are welcome companions in combat as well. Conversely, a Marksmen also welcomes a group made up entirely of stealthy characters such as rogues, rangers, ninjas, and fellow scouts or Marksmen. This group moves much more quietly than a normal adventuring party, and it is seldom surprised.
Role: A Marksman plays several roles in most adventuring groups. First and foremost, a Marksman excels at detecting an enemy or creature before being detected himself. Whether moving well ahead of the group or guarding the rear, a Marksmen is the character most likely to discover a potential threat and be ready to act in combat. Serving as a ranged expert in battle, he provides support for the more straightforward fighters in the group and confuses and distracts the enemy. A Marksman’s stealth ability make him the natural choice for picking and decimating high value targets.
Game Statistics
Marksmen have the following game statistics.
Abilities: Dexterity is the most important for Marksmen who want
to be good archers or who want access to certain Dexterity oriented
Feats. Strength can be important for Marksmen who favor composite bows.
Constitution is important for giving Marksmen lots of hit points, which they need in
their many battles.
Alignment: Any.
Hit Die: d8.
Class Skills
The Bowmen’s class skills (and
the key ability for each skill)
Balance (Dex), Craft (Int),Climb (Str),
Bluff.(cha),Handle Animal (Cha),
Hide (Dex), Intimidate (Cha),Jump (Str),
Knowledge nature (Int),
Knowledge local(Int),
Knowledge geography(Int)
Listen (Wis),Move Silently (Dex),
Ride(Dex), Spot (Wis),Survival (Wis),Swim (Str),
Tumble (Dex)and Use Rope (Dex).
Chapter 4 PHB: Skills for skill
descriptions.
Skill Points at 1st Level: (6+ Int
modifier) × 4.
Skill Points at Each Additional
Level: 6+ Int modifier.
Class Features
All of the following are class features of the Marksmen .
Weapon and Armor Proficiency:
A Marksmen is proficient with all simple weapons and all form of bows and crossbows but not exotic ones as well as the quarterstaff,long staff and short sword. Marksmen are proficient in light and medium armor.(if your campaign has advanced weapons a marksman gains proficiency with any type of pistol or rifle equivalent)
Specialized training: Marksmen are trained to be extremely proficient with ranged weapons gaining the Precise shot and Point blank shot feats as a result. Marksmen are also trained to only wear Light to medium armor as any heavier armor interferes with there abilities.
Background(Ex) During character creation a marksman must choose one of two backgrounds gaining the benefits from it.
Military officer:The marksman gains the ability to mark his target to allies with his ranged attack. The marksman's allies gain a +2 circumstantial bonus to hit a target that the marksman has hit in the last two rounds.(allies must be within 30 feat of the enemy for this bonus to apply)
Wildernesses hunter: The marksman gains the Deadeye (http://dndtools.eu/feats/dragon-compendium--109/dead-eye--3345/) feat (ignore all feat requirements, 17 dex must still be met though)
You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus (http://dndtools.eu/feats/players-handbook-v35--6/weapon-focus--3105/) feat, so long as the target is within 30 feet or Ranged Precision range.
Steady aim(Ex): Starting at 3rd level the marksman can add +1 to the attack roll to the bolt or arrow he fires. This bonus increases every two levels by 1 after 6th level. Starting at 6th level the marksman also gains the ability to add +1 dmg to his shot, this bonus increases by 1 every 2 levels.
Ranged Precision (Ex): Starting at 1st level as a standard action, a Marksmen may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, a Marksmen must be within 30 feet of his target. An Marksmen’s ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage. Unlike with a rogue’s sneak attack, the Marksmen’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the Marksmen’s extra precision damage stacks with sneak attack damage. Treat the Marksmen’s ranged precision attack as a sneak attack in all other ways. The Marksmen’s bonus to damage on ranged precision attacks increases by +1d8 at 5,9,13,17. He also gains increased range at levels 3,7,11,15,19.This ability cannot be used in conjunction with the Manyshot feat.
Close Combat Shot (Ex): At 2nd level, a Marksmen can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Greater Close Combat Shot(Ex) At 6th level the marksman becomes so used to his weapon of choice that he can make a ranged attack of opportunity within 5ft.
Uncanny Dodge (Ex): Starting at 4th level, a marksman can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to
AC if immobilized.
Shot on the Run(Ex):You are highly trained in skirmish ranged weapon tactics.When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. A marksman gains this feat whether he meets the prerequisites or not.
Greater Shot on the run(ex) : As a full round action with a ranged weapon, you can move before,after, and in between your attacks, provided that the total distance moved is not greater than your half your speed round down.
Evasion (Ex): At 5th level and higher, a Marksman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Marksman is wearing light armor or no armor. A helpless Marksman (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Improved Evasion (Ex): This ability works like evasion, except that while the Marksmen still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth he henceforth takes only half damage on a failed save.
A helpless Marksman (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Hail of Arrows(Ex): As a full round action, once per encounter a marksman of 14th level or higher can fire an arrow at each and every target with ranged precision range, to a maximum of one target per half of marksman levels he has earned. Each attack uses the marksman primary attack bonus, and each enemy may only be targeted by a single arrow.
Master Marksman(ex):Your devotion has paid off, you can now once per encounter double the number of attacks you make in a full round action.
The Marksman
http://www.wizards.com/dnd/images/dmg2_gallery/90082.jpg
The Marksmen
Level
Base attack bonus
Fort Save
Ref save
Will save
Special
1st
+1
+0
+2
+0
Point blank shot, Precise shot,
Ranged precision +1d8 Range 30ft
2nd
+2
+0
+3
+0
Close combat shot, Uncanny dodge
3rd
+3
+1
+3
+1
Steady Aim +1atk
Ranged precision +1d8 Range 40ft
4th
+4
+1
+4
+1
Shot on the Run
5th
+5
+1
+4
+1
Evasion
Ranged precision +2d8 Range 40ft
6th
+6/+1
+2
+5
+2
Steady Aim +2atk and +1dmg
7th
+7/+2
+2
+5
+2
Greater close combat shot(ranged AoO 5ft)
Ranged precision +2d8 Range 50ft
8th
+8/+3
+2
+6
+2
Steady Aim +3atk and +1dmg
9th
+9/+4
+3
+6
+3
Greater Shot on the run
Ranged precision +3d8 Range 50ft
10th
+10/+5
+3
+7
+3
Steady Aim +4atk and +2dmg
11th
+11/+6/+1
+3
+7
+3
Ranged precision +3d8 Range 60ft
12th
+12/+7/+2
+4
+8
+4
Improved evasion
Steady Aim+5atk and +2dmg
13th
+13/+8/+3
+4
+8
+4
Ranged precision +4d8 Range 60ft
14th
+14/+9/+4
+4
+9
+4
Steady Aim +6atk and +3dmg
15th
+15/+10/+5
+5
+9
+5
Ranged precision +4d8 Range 70ft
16th
+16/+11/+6/+1
+5
+10
+5
Hail of arrows(once per encounter)
Steady Aim +7atk and +3dmg
17th
+17/+12/+7/+2
+5
+10
+5
Ranged precision +5d8 Range 70ft
18th
+18/+13/+8/+3
+6
+11
+6
Master Marksman
Steady Aim +8atk and +4dmg
19th
+19/+14/+9/+4
+6
+11
+6
Ranged precision +5d8 Range 80ft
20th
+20/+15/+10/+5
+6
+12
+6
Steady Aim +9atk and +4dmg
Marksmen
Any force on the move, whether it’s an army or an adventuring group, needs someone who can attack from a distance and can maintain foes entertained. Enter the Marksmen, Marksmen specialize in picking out foes and dealing massive damage from a distance.
Adventures: Marksmen adventure for numerous reasons. Many have a role in a military organization. Whether serving as outriders for a large army or as foresters for a small border fort, these Marksmen venture into the wilderness under orders. Although more common than other Marksmen, those attached to the military are unlikely to have the time or permission necessary to undertake regular adventures. Instead, adventuring Marksmen come from rural villages, having honed their skills over a lifetime of wandering the woods or being trained as hunters.
Others have left their military service behind and find themselves attracted to the
adventuring lifestyle. Many adventuring Marksmen begin their careers as guards hired to lead other adventurers through the wilderness or guarding a caravan. Those who find the excitement and challenge of adventuring to their taste then seek out a group of their own.
Characteristics: A Marksman has some training in simple weapons and a unique combat style that favors ranged and devastating attacks. He excels in performing during running battles, which allow him to maximize his special fighting techniques and high movement rate. Although a Marksmen can hold his own in a fight, he’s at his best before combat begins, when he can use his powers of stealth and observation to find an enemy and give her companions accurate information about what they face. The Marksman is a ranged expert, exceeding even the Ranger’ or Scout’s ability to attack and deal damage out of harms way. The Marksman also excels in a dungeon environment. As a Marksmen advances in level, his senses become amazingly acute, and he can eventually exploit weaknesses on most enemies.
Alignment: Marksmen can be of any alignment, and a Marksman’s alignment is often shaped more by his personal background than from any training. The notable exceptions to this are the many Marksmen who receive their training in a military organization—such Marksmen are carefully and rigorously taught, and are almost always lawful in alignment. Outside of military organizations, more Marksmen are neutral than any other alignment, but every alignment and philosophy is represented within the class.
Religion: Marksmen have varied and individual takes on religion, and no single religion stands out as typical of the class. Marksmen occasionally pay homage to deities of Nature or discipline, but these devotions are more a personal choice
on the part of an individual than any outgrowth of their training. Most Marksmen however are not religious preferring to devote themselves to perfecting their art.
Background: Although most wont admit it, a vast majority of Marksmen are failed fighters who for some reason or another failed at becoming proficient in melee combat. Many Marksmen receive military training and serve for a time like scouts as outriders for an army. They perfect their techniques while trying to spot and hide from large groups of foes. The crucible of military service turns out tough, independent Marksmen accustomed to working on their own or in small groups. Such steady individuals make great additions to adventuring parties, and their expertise is often sought by members of other classes. Other Marksmen come from a wide variety of backgrounds. Some train with foresters and rangers serving a rural lord, and others simply grow up among the common folk of the countryside, spending month after month exploring the wild in their leisure time. Marksmen from such diverse backgrounds often take up adventuring to leave their home communities behind. Having exhausted the potential for exploration in their home region, they seek a wider variety of experience and wish to see a broader portion of the world.
Races: Humans make excellent Marksmen. Their adaptable nature allows them to perfect a wider variety of skills than most other races, and they make good use of the Marksmen’s many abilities. Elves and halflings are the most naturally gifted Marksmen; both races have produced nimble Marksmen with amazing abilities of stealth and observation. While halflings have more innate talent for sneaking
than elves do, the greater speed of elf Marksmen gives them advantages of their own. Dwarves and gnomes make respectable underground bowmen, Combined with the dwarf’s knack for operating in areas of earth and stone, Marksmen training can turn dwarves into impressive underground explorers—although most dwarves prefer a more straightforward approach to combat and dislike the ranged fighting style of the Marksmen.
Other Classes: Marksmen work well with members of almost any other class. Skilled and adaptable, they thrive when they can complement a slower and louder group of adventurers or soldiers. Marksmen move ahead of such a group for brief periods, stealthily checking the next room or forest clearing for foes, and then circling back again to ensure that enemies are not sneaking up on the group from behind. When combat is joined, however, the group remains as a stable base to which a bowmen can fall back when pressed. Clerics, wizards, and others willing to cast spells that enhance a Marksmen’s mobility or stealth make her job easier, and are welcome companions in combat as well. Conversely, a Marksmen also welcomes a group made up entirely of stealthy characters such as rogues, rangers, ninjas, and fellow scouts or Marksmen. This group moves much more quietly than a normal adventuring party, and it is seldom surprised.
Role: A Marksman plays several roles in most adventuring groups. First and foremost, a Marksman excels at detecting an enemy or creature before being detected himself. Whether moving well ahead of the group or guarding the rear, a Marksmen is the character most likely to discover a potential threat and be ready to act in combat. Serving as a ranged expert in battle, he provides support for the more straightforward fighters in the group and confuses and distracts the enemy. A Marksman’s stealth ability make him the natural choice for picking and decimating high value targets.
Game Statistics
Marksmen have the following game statistics.
Abilities: Dexterity is the most important for Marksmen who want
to be good archers or who want access to certain Dexterity oriented
Feats. Strength can be important for Marksmen who favor composite bows.
Constitution is important for giving Marksmen lots of hit points, which they need in
their many battles.
Alignment: Any.
Hit Die: d8.
Class Skills
The Bowmen’s class skills (and
the key ability for each skill)
Balance (Dex), Craft (Int),Climb (Str),
Bluff.(cha),Handle Animal (Cha),
Hide (Dex), Intimidate (Cha),Jump (Str),
Knowledge nature (Int),
Knowledge local(Int),
Knowledge geography(Int)
Listen (Wis),Move Silently (Dex),
Ride(Dex), Spot (Wis),Survival (Wis),Swim (Str),
Tumble (Dex)and Use Rope (Dex).
Chapter 4 PHB: Skills for skill
descriptions.
Skill Points at 1st Level: (6+ Int
modifier) × 4.
Skill Points at Each Additional
Level: 6+ Int modifier.
Class Features
All of the following are class features of the Marksmen .
Weapon and Armor Proficiency:
A Marksmen is proficient with all simple weapons and all form of bows and crossbows but not exotic ones as well as the quarterstaff,long staff and short sword. Marksmen are proficient in light and medium armor.(if your campaign has advanced weapons a marksman gains proficiency with any type of pistol or rifle equivalent)
Specialized training: Marksmen are trained to be extremely proficient with ranged weapons gaining the Precise shot and Point blank shot feats as a result. Marksmen are also trained to only wear Light to medium armor as any heavier armor interferes with there abilities.
Background(Ex) During character creation a marksman must choose one of two backgrounds gaining the benefits from it.
Military officer:The marksman gains the ability to mark his target to allies with his ranged attack. The marksman's allies gain a +2 circumstantial bonus to hit a target that the marksman has hit in the last two rounds.(allies must be within 30 feat of the enemy for this bonus to apply)
Wildernesses hunter: The marksman gains the Deadeye (http://dndtools.eu/feats/dragon-compendium--109/dead-eye--3345/) feat (ignore all feat requirements, 17 dex must still be met though)
You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus (http://dndtools.eu/feats/players-handbook-v35--6/weapon-focus--3105/) feat, so long as the target is within 30 feet or Ranged Precision range.
Steady aim(Ex): Starting at 3rd level the marksman can add +1 to the attack roll to the bolt or arrow he fires. This bonus increases every two levels by 1 after 6th level. Starting at 6th level the marksman also gains the ability to add +1 dmg to his shot, this bonus increases by 1 every 2 levels.
Ranged Precision (Ex): Starting at 1st level as a standard action, a Marksmen may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, a Marksmen must be within 30 feet of his target. An Marksmen’s ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage. Unlike with a rogue’s sneak attack, the Marksmen’s target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the Marksmen’s extra precision damage stacks with sneak attack damage. Treat the Marksmen’s ranged precision attack as a sneak attack in all other ways. The Marksmen’s bonus to damage on ranged precision attacks increases by +1d8 at 5,9,13,17. He also gains increased range at levels 3,7,11,15,19.This ability cannot be used in conjunction with the Manyshot feat.
Close Combat Shot (Ex): At 2nd level, a Marksmen can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.
Greater Close Combat Shot(Ex) At 6th level the marksman becomes so used to his weapon of choice that he can make a ranged attack of opportunity within 5ft.
Uncanny Dodge (Ex): Starting at 4th level, a marksman can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to
AC if immobilized.
Shot on the Run(Ex):You are highly trained in skirmish ranged weapon tactics.When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. A marksman gains this feat whether he meets the prerequisites or not.
Greater Shot on the run(ex) : As a full round action with a ranged weapon, you can move before,after, and in between your attacks, provided that the total distance moved is not greater than your half your speed round down.
Evasion (Ex): At 5th level and higher, a Marksman can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Marksman is wearing light armor or no armor. A helpless Marksman (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Improved Evasion (Ex): This ability works like evasion, except that while the Marksmen still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth he henceforth takes only half damage on a failed save.
A helpless Marksman (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.
Hail of Arrows(Ex): As a full round action, once per encounter a marksman of 14th level or higher can fire an arrow at each and every target with ranged precision range, to a maximum of one target per half of marksman levels he has earned. Each attack uses the marksman primary attack bonus, and each enemy may only be targeted by a single arrow.
Master Marksman(ex):Your devotion has paid off, you can now once per encounter double the number of attacks you make in a full round action.