ELITE MARKSMAN "Once the arrows fly, the fight's already over."-Sirio, Elite Marksman, Protector of The Egg
It's about quality, not quantity. This Archer-esque Prestige Class is focused on fewer attacks with more of a punch.
BECOMING AN ELITE MARKSMAN Many wall-top archers defending fortifications become Elite Marksman. Also, archers tasked to guard important people or objects
usually find themselves among the ranks of the Elite Marksmen. Dexterity and Intelligence or Wisdom are important for Elite Marksman.
ENTRY REQUIREMENTSBase Attack Bonus: +7
Skills: Listen 5 ranks, Spot 5 ranks
Feats: Point Blank Shot, Precise Shot, Weapon Focus (Any Bow or Crossbow except Hand Crossbow)
Base Save Bonus: N/A
Special: N/A
Class SkillsAppraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Knowledge (Architecture and Engineering, Geography, History, Local, Nobility and Royalty) (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each Level 8 + int
Hit Dice: d6
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +1 | +2 | +2 | +0 | Marksman Shot 1d8 |
2nd | +2 | +3 | +3 | +0 | Practiced Aim |
3rd | +3 | +4 | +4 | +1 | Marksman Shot 2d8 |
4th | +4 | +4 | +4 | +1 | Trick Shot |
5th | +5 | +4 | +4 | +1 | Improved Marksman Shot, Marksman Shot 3d8 |
6th | +6 | +5 | +5 | +2 | Trick Shot |
7th | +7 | +5 | +5 | +2 | Perfected Aim, Marksman Shot 4d8 |
8th | +8 | +6 | +6 | +2 | Keen Perception |
9th | +9 | +6 | +6 | +3 | Marksman Shot 5d8 |
10th | +10 | +7 | +7 | +3 | Perfected Marksman Shot, Trick Shot |
Weapon and Armor Proficiencies: An Elite Marksman gains no proficiencies.
Marksman Shot (Ex): At 1st level, as a standard action, an Elite Marksman 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 Marksman Shot, an Elite Marksman must be within 30 feet of his target. An Elite Marksman’s Marksman Shot 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 Marksman shot, 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 Elite Marksman’s target does not have to be fat-footed or denied its Dexterity bonus, but if it is, the Elite Marksman’s extra Marksman Shot damage stacks with sneak attack damage. Treat the Elite Marksman’s Marksman Shot as a sneak attack in all other ways. The Elite Marksman’s bonus to damage on Marksman Shot increases every two levels.
Practiced Aim (Ex): At 2nd level, when an Elite Marksman uses a standard action to attack or ready an attack with any ranged weapon (including thrown weapons), he adds his Intelligence Modifier or Wisdom Modifier (Whichever is higher) as a bonus to his attack rolls (on top of his Dexterity Modifier).
Trick Shot (Ex): Beginning at 4th level, an Elite Marksman may make a number of Trick Shots per day equal to 1+ his Intelligence Modifier or Wisdom Modifier (Whichever is higher). An Elite Marksman learns 1 Trick Shot at 4th level, 1 Trick Shot at 6th level, and 1 Trick Shot at 10th level. A use of a Trick Shot must be declared before the attack roll is made, and the use is expended regardless of the result.
Improved Marksman Shot (Ex): A 5th-level Elite Marksman's reflexes and habits with their preferred weapon become second nature to them. He may make Marksman Shots (and sneak attacks, if he has the ability) at a range of up to 90 feet. In addition, this also increases the range on Point Blank Shot to 60 feet.
Perfected Aim (Su): At 7th-level, an Elite Marksman adds 1.5x his Intelligence Modifier or Wisdom Modifier (Whichever is higher) to all damage rolls on attacks made as a standard action with any ranged weapon (including thrown weapons).
Keen Perception: Beginning at 8th level, an Elite Marksman adds 1/2 of his Elite Marksman level as an Insight bonus to his Listen, Spot, and Search checks.
Perfected Marksman Shot (Su): At 10th level, an Elite Marksman's intuition and insight from a distance become so focused that he may make Marksman Shots at a range of up to 200 feet. If the Elite Marksman makes an attack at a distance of 100 feet or more, the Dice size of his Marksman Shot increases to a d10.
TRICK SHOTS Crippling Shot: As a Standard Action, an Elite Marksman may perform this trick shot to slow their target. Roll an attack with a -4 penalty, if the attack succeeds, the target's movement speed is halved for 2d4 rounds. The bonuses from Practiced Aim and Perfected Aim apply to this attack.
Dazing Shot: As a Standard Action, an Elite Marksman may perform this trick shot to daze their target. This attack deal damage as normal and the target is Dazed unless they succeed on a Reflex Saving Throw. The Save DC for this is ability is 10 + 1/2 Class Level + Intelligence Modifier or Wisdom Modifier (Whichever is higher). If the target succeeds on it's saving throw, it takes 1/2 damage and is not Dazed. A 10th level Elite Marksman adds a bonus +2 to the save DC. The bonuses from Practiced Aim and Perfected Aim apply to this attack.
Precision Strike: As a Full Round Action, an Elite Marksman may perform this trick to treat their next ranged attack as a ranged touch attack. This may be only done once a day regardless of how many Trick Shots an Elite Marksman can perform. The bonuses from Practiced Aim and Perfected Aim apply to this attack.
Ranged Disarm: As a Standard Action, an Elite Marksman may perform this trick to attempt to disarm their target. This is done as a normal disarm action, but is made with a ranged weapon and it only provokes an attack of opportunity if you are threatened by the target. This can only be attempted from at a maximum of 60 feet. The bonuses from Practiced Aim apply to this.
Stunning Strike: As a Full Round action, an Elite Marksman may perform this trick to attempt to stun their target. If this attack succeeds, instead of dealing normal damage, the target must make a Fortitude Save or be stunned for 1d4 rounds. The Save DC for this ability is 10 + 1/2 Class Level + Intelligence Modifier or Wisdom Modifier (Whichever is higher). A 10th level Elite Marksman adds a bonus +2 to the save DC. This may be only done once a day regardless of how many Trick Shots an Elite Marksman can perform. The bonuses from Practiced Aim apply to this.
Decisive Shot: An Elite Marksman can use this trick to make the next ranged attack against a target normally immune (or partially immune) to precision damage take precision damage normally for that attack.
Ranged Pin: An Elite Marksman can perform a ranged grapple attempt against an opponent by pinning it to a nearby surface. The target must be within 5' of a wall, tree, or other surface in which a projectile can be stuck. She must succeed on a ranged attack (not a ranged touch attack) – which deals damage normally – and then win an opposed grapple check using the Marksman's Intelligence Modifier or Wisdom Modifier (Whichever is higher) instead of his Strength modifier (your size modifier and the target's size modifier still apply). To break free, the victim must make a Strength check or an Escape artist check (DC 15 + Wis mod or Int mod + 1/2 CL) as a standard action. The bonuses from Practiced Aim and Perfected Aim apply to this attack.
PLAYING AN ELITE MARKSMAN Maintain tactical advantage.
Combat: Stay back, preferably high up. Focus on the important targets and eliminate them from a distance.
Advancement: Elite Marksman synergize well with levels in Rogue, Ranger, and Fighter.
Resources: There are a few unique ammunition to take advantage of, and even create. Grappling hooks are cool. Marksmen of a notable organization usually carry a signet or wear a cloak that identifies them.
ELITE MARKSMEN IN THE WORLD"Don't cross one of those Elite Marksman, they hold considerable power with their bow's and their allies."-A town guardsman to a traveling merchant.
Elite Marksman are generally held in awe by the general populace.
Daily Life: Most Elite Marksman are tasked in protecting important people, objects, or areas of strategic value. They spend most of their time doing the jobs given to them, the rest of the time, they generally become reclusive.
Notables: Tavian Silvermoon was the greatest Elite Marksman to ever live. He alone decimated the forces of Gortesh, the Slayer of Assassins, during the siege of Bestet. Brencis, the Arrow of Death, was the infamous Elite Marksman who assassinated the last King of Styllia.
Organizations: Most Elite Marksman serve in a royal guard or some other prestigious military organization. The path of a Marksman is popular with many Elves, and as such, most of the related organizations are controlled by powerful Elves.
NPC Reaction Most NPC's don't challenge one of the Marksman's authority. Many NPC's tend to keep their distance from them unless they have a need of their particular services. Many lower class citizens or people treat the Marksmen as local heroes, and will provide help to most if requested.