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2010-04-05, 11:34 AM (ISO 8601)
- Join Date
- Oct 2007
3.5 DnD class Marksman (version 7)
A work in progress
I spent 4 hours testing this thing and the results... are a little off... to sum up what I got, this thing still needs some work.
Marksman
Hit dice: d8
Skills: (6 +int. mod)
Climb(STR), Craft(INT), Heal(WIS), Hide(DEX), Jump(STR), Listen(WIS), Move Silently(DEX), Spot(WIS), Search(INT),and Survival(WIS).
A Marksman is proficient with all simple and martial weapons, medium and light armor, but not with shields.
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+0|Eagle Eye
2nd|+1|+3|+3|+0|Deadly Aim +1d6
3rd|+2|+3|+3|+1|Bonus Ranged Feat
4th|+3|+4|+4|+1|D.A. +2d6, Augmented Ammo
5th|+3|+4|+4|+1|Armor Adaptaion
6th|+4|+5|+5|+2|D.A. +3d6, B.R.F. Improved Deadly Aim
7th|+5|+5|+5|+2|Trackless Step, Camouflage
8th|+6/+1|+6|+6|+2|D.A. +4d6, Heavy Impact Ammo
9th|+6/+1|+6|+6|+3|B.R.F.
10th|+7/+2|+7|+7|+3|D.A. +5d6
11th|+8/+3|+7|+7|+3|Hide in Plain Sight
12th|+9/+4|+8|+8|+4|D.A. +6d6, B.R.F., Fragmentation Ammo
13th|+9/+4|+8|+8|+4|Improved Armor Adaptation
14th|+10/+5|+9|+9|+4|D.A. +7d6, Greater Augmentation
15th|+11/+5/+1|+9|+9|+5|B.R.F.
16th|+12/+7/+2|+10|+10|+5|D.A. +8d6, Squad Buster Volly
17th|+12/+7/+2|+10|+10|+5|-
18th|+13/+8/+3|+11|+11|+6|D.A. +9d6, B.R.F.
19th|+14/+9/+4|+11|+11|+6|-
20th|+15/+10/+5|+12|+12|+6|D.A. +10d6[/table]
Eagle Eye: The Marksman receives a +1/per two levels to all ranged attacks, rounded up
Deadly Aim: As afull roundstandard action, a Marksman may fire a shot that inflects massive damage to a target, this damage is not multiplied on a critical hit. Creatures immune to critical hits are not affected by this damage. This damage stacks with sneak attack, death attack, sudden strike, and the like. The target must be within 30ft. This ability may be considered Sneak Attack for the purposes of qualifying for feats or prestige classes.
Improved Deadly Aim: The range of Deadly Aim increases to 60ft. at level 6, 120ft. at level 12, and at level 18 it is only limited by the weapon used.
Bonus Ranged Feat: [Working on the list...] (the Marksman’s level is equal to that of a fighter for the purpose of fighter-only feats)
Armor Adaptation: The armor check penalty for a Marksman is reduced by 1, to a minimum of 0.
Improved Armor Adaptation: The armor check penalty for a Marksman is now reduced by 2, to a minimum of 0.
Trackless Step: See Druid
Camouflage: a Marksman may use the hide kill in any terrain with no penalty.
Hide in Plain Sight: a Marksman can hide while being observed.
Augmented Ammo: Upon reaching level 4 a Marksman has learned how to modify his weapon’s ammunition. Any projectile that a Marksman makes or uses is now Masterwork.
Heavy Impact Ammo: At level 8 a Marksman has learned how to make hard hitting projectiles. A creature struck this ammo must make a Fortitude save DC: 10 + 1/2 the Marksman’s level or be knocked prone.
Fragmentation Ammo: At level 12 a Marksman has learned how to make projectiles that explode on impact dealing 2d6 bludgeoning damage to the target, anything within 5ft. of the projectile will also be affected unless it makes Reflex save DC: 10 +1/2 the Marksman’s level for half damage.
Greater Augmentation: After reaching level 14, any projectile that a Marksman makes or uses is now Greater Masterwork.
Squad Buster Volley: At level 16, Marksman can now make special cluster like ammo. Once a Squad Buster Volley is fired it will separate into multiple projectiles covering a 10ft. area. The damage dealt to anything in the area is one damage die lower than that of the weapon that fired it. Anything in the area must make a Reflex save DC: Dex mod + the bonus from Eagle Eye, or be stuck by a number of projectiles equal to the weapons base damage. Due the size and wieght of the projectile, the weapon' range when using Squad buster Volly is redused by 50%.Last edited by Kayoden Usoden; 2010-04-07 at 09:44 AM. Reason: Improvement
He who fights and runs away, has time to get a bigger gun. - ThunderBolt Stormaires
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2010-04-05, 11:50 AM (ISO 8601)
- Join Date
- Oct 2009
Re: 3.5 DnD class Marksman (version 7)
This class is a huge trap. 3/4 BaB and deadly aim is only on a full-round action action? Seems like a warlock but worse to me. Not even any of the cool flavorful abilities of the warlock, just static bonuses and camouflage and HiPS gained way too late. What tier are you aiming for here? I also assume this is supposed to be a ranged sniper?
Last edited by Tinydwarfman; 2010-04-05 at 11:51 AM.
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2010-04-05, 01:01 PM (ISO 8601)
- Join Date
- Jun 2009
Re: 3.5 DnD class Marksman (version 7)
How about making the first attack of a round the deadly aim attack?
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2010-04-05, 02:19 PM (ISO 8601)
- Join Date
- Nov 2008
- Location
- Minnesota
- Gender
Re: 3.5 DnD class Marksman (version 7)
Fine.
Skills: (6 +int. mod)
Climb, craft, heal, hide, jump, knowledge dungeoneering, knowledge nature, knowledge geography, listen, move silently, spot, search, survival.
Originally Posted by SRDWeapon and armor proficiencies: all light, simple, and martial weapons, light and medium armors, not with shields.
Originally Posted by SRDEagle Eye: The Marksman receives a +1/per two levels to all ranged attacks, rounded up
Deadly Aim: As a full round action, a Marksman may fire a shot that inflects massive damage to a target, this damage is not multiplied on a critical hit. Creatures immune to critical hits are not affected by this damage. This damage stacks with sneak attack, death attack, sudden strike, and the like. The target must be within 30ft. This ability may be considered to be Sneak Attack for the purposes of qualifying for feats or prestige classes.
Improved Deadly Aim: The range of Deadly Aim increases to 60ft.
Greater Deadly Aim: The range of Deadly Aim increases again to 120ft.
Supreme Deadly Aim: The range Deadly Aim is now only limited by the weapon used.
Bonus Ranged Feat: [Working on the list...] (the Marksman’s level is equal to that of a fighter for the purpose of fighter only feats)
Armor Adaptation: The armor check penalty for a Marksman is reduced by 1, to a minimum of 0.
Improved Armor Adaptation: The armor check penalty for a Marksman is now reduced by 2, to a minimum of 0.
Trackless Step: See Druid
Camouflage: a Marksman may use the hide kill in any terrain with no penalty.
Hide in Plain Sight: a Marksman can hide while being observed.
Overall, I'm thinking you'll need some more unique abilities. Right now, it just seems like a ranger/rogue combination with a better range on sneak attacks and random armor adaptation.Homebrew
Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).
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2010-04-06, 11:42 AM (ISO 8601)
- Join Date
- Oct 2007
Re: 3.5 DnD class Marksman (version 7)
Overall, I'm thinking you'll need some more unique abilities. Right now, it just seems like a ranger/rogue combination with a better range on sneak attacks and random armor adaptation.
as for all of your nit-picky quotes... >_> happy now?He who fights and runs away, has time to get a bigger gun. - ThunderBolt Stormaires
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2010-04-06, 12:00 PM (ISO 8601)
- Join Date
- Oct 2007
Re: 3.5 DnD class Marksman (version 7)
He who fights and runs away, has time to get a bigger gun. - ThunderBolt Stormaires
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2010-04-06, 12:07 PM (ISO 8601)
- Join Date
- Nov 2006
- Location
- Stuck in a bottle.
- Gender
Re: 3.5 DnD class Marksman (version 7)
You may not be overpowering it, but as it stands this class gives nothing of value. I MIGHT be persuaded to take it if it's abilities were compressed into a three level Prestige Class, but at the moment you give 9 abilities over 20 levels, two of which serve only to advance existing class features. Four of those abilities add flavor but little mechanical benefit, two are subjectively useful for a hidden sniper, one requires a full round action for a single, sub-par attack, and one gives you some bonus feats...which are so-so at best.
I'd be interested to see your original class, actually, as well as a write up of what you hope to accomplish with the Marksman. I feel you may have made a few wrong steps in the design process, and seeing your original and your intent will help me better analyze where the class went wrong.
Ingredients
2oz Djinn
5oz Water
1 Lime Wedge
Instructions
Pour Djinn and tonic water into a glass filled with ice cubes. Stir well. Garnish with lime wedge. Serve.
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2010-04-06, 12:31 PM (ISO 8601)
- Join Date
- Oct 2009
Re: 3.5 DnD class Marksman (version 7)
RIght now it resembles Order of the Bow Initiate, which gives d8s of bonus damage and still sucks.