Author Topic: Elite Marksman PrC  (Read 3819 times)

Offline ManiacHaywire

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Elite Marksman PrC
« on: August 09, 2014, 03:08:56 AM »
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 REQUIREMENTS
Base 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 Skills
Appraise (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+0Marksman Shot 1d8
2nd+2+3+3+0Practiced Aim
3rd+3+4+4+1Marksman Shot 2d8
4th+4+4+4+1Trick Shot
5th+5+4+4+1Improved Marksman Shot, Marksman Shot 3d8
6th+6+5+5+2Trick Shot
7th+7+5+5+2Perfected Aim, Marksman Shot 4d8
8th+8+6+6+2Keen Perception
9th+9+6+6+3Marksman Shot 5d8
10th+10+7+7+3Perfected 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. 
« Last Edit: August 10, 2014, 06:52:22 PM by ManiacHaywire »

Offline ManiacHaywire

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Re: Elite Marksman PrC
« Reply #1 on: August 09, 2014, 03:09:37 AM »
This is my first time making a Prestige Class, and I'm new here. Constructive criticism welcome.


I took a lot of inspiration from both the Prestige Class, Order of the Bow Initiate, and the Homebrew base class, Sniper by FireInTheSky, on these forums.
« Last Edit: August 09, 2014, 03:13:24 AM by ManiacHaywire »

Offline Maat Mons

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Re: Elite Marksman PrC
« Reply #2 on: August 09, 2014, 10:32:38 PM »
Order of the bow initiate isn't a good model to use, especially not its ranged precision ability. 

Eventually, using marksman shot means sacrificing the three extra attacks you'd make with a full attack.  (Or four extra attacks, if you have rapid shot. [Or 5 with a speed bow too.])  Even factoring in the lower attack bonuses those attacks would have, it's not hard to top 5d8 for the expected combined damage of three attacks. 

I'd argue that any additive bonus is a poor match for giving up attacks.  Instead, I'd give multiplied damage. 

Offline ManiacHaywire

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Re: Elite Marksman PrC
« Reply #3 on: August 10, 2014, 01:34:57 AM »
I've not played a lot of 3.5 past level 10, so I don't have a ton of experience to base numbers off of. How would you balance something like that, if you could get it by around level 17? I don't DM the current game I'm in but he suggested I come up with something for a prestige class since Archer-esque prestige classes are limited to, from what I've seen, Arcane Archer and Order of the Bow Initiate. I feel that multiple attacks will always surpass single attacks like Ranged Precision, but we both have concerns as to balancing. Maybe at level 10, allow two Ranged Precision attacks as a Full Attack, with bonuses from Practiced Aim? What BAB would the second attack use?

Suggestions are welcome. Thank you for commenting!

Offline Maat Mons

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Re: Elite Marksman PrC
« Reply #4 on: August 10, 2014, 01:03:01 PM »
I feel that multiple attacks will always surpass single attacks like Ranged Precision, but we both have concerns as to balancing.

I'm proposing taking drastic steps to counter that issue.  You could have marksman shot deal x2 damage at 1st level, x3 damage at 4th level, x4 damage at 7th level, and x5 damage at 10th level. 

Offline ManiacHaywire

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Re: Elite Marksman PrC
« Reply #5 on: August 10, 2014, 01:14:58 PM »
What damage would get multiplied, though? And how would it interact with criticals? Would this just be the weapon die? Would it include modifiers like Point Blank Shot and Perfected Aim? Obviously I don't think things like Shock or Flaming would be.

*5*3 would be a lot of damage for one shot.

..

Maybe at lvl10, as a Full Round Action, double the dice from Marksman Shot?

Having full BAB on a single attack would make it super powerful as it is.

..

I think I'm looking at it wrong, I don't know if I should be trying to replace Full Attacks. I think it has to be more of a trade-off.
« Last Edit: August 10, 2014, 01:45:25 PM by ManiacHaywire »

Offline Maat Mons

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Re: Elite Marksman PrC
« Reply #6 on: August 10, 2014, 02:14:34 PM »
What damage would get multiplied, though? And how would it interact with criticals?

I can answer both those questions with a single link.  If you need more elaboration on the second questions, here's another link

Offline ManiacHaywire

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Re: Elite Marksman PrC
« Reply #7 on: August 10, 2014, 02:27:30 PM »
Those are useful links. I'm gonna think on this more. I probably won't go as far as x5 since I think it should be more trading off extra damage for more precise attacks. I want it to be competitive, but not the end all, be all. In some circumstances you might debate with yourself as to whether you should use a Full Attack instead of the Marksman Shot, and I think that's good. There shouldn't be no question as to what to do.

Further criticism is welcome from everyone.

Offline phaedrusxy

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Re: Elite Marksman PrC
« Reply #8 on: August 10, 2014, 02:48:57 PM »
I think I'm looking at it wrong, I don't know if I should be trying to replace Full Attacks. I think it has to be more of a trade-off.
You might look at letting them do things other than damage with their single shots, then (Ranged Pin/Disarm/Trip/Sunder/Grapple/etc, maybe some status effects like Stun/Disable).

D&D typically rewards specialization when it comes to combat style (especially on non-casters), and characters which aren't specialized tend to be weaker, because you can't afford to spend enough resources (feats, etc) to excel at more than one thing. If you take all the feats and abilities to make you better at making full attacks with your bow, it makes taking single shots less appealing/powerful. Similarly if you take feats/other to specialize in single shots, you're not going to want to bother taking full attacks.
« Last Edit: August 10, 2014, 02:52:17 PM by phaedrusxy »
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Offline ManiacHaywire

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Re: Elite Marksman PrC
« Reply #9 on: August 10, 2014, 03:03:26 PM »
I think I'm looking at it wrong, I don't know if I should be trying to replace Full Attacks. I think it has to be more of a trade-off.
You might look at letting them do things other than damage with their single shots, then (Ranged Pin/Disarm/Trip/Sunder/Grapple/etc, maybe some status effects like Stun/Disable).

I didn't want to load the PrC with a ton of stuff, I already feel like it's got a bunch already. IIRC, there are some feats that allow Ranged Disarms and such, but not really anything to do with focusing on Single Attacks. I really like the Keen Perception thing, maybe I could replace the Tactical Insight with something like along the lines of Disarming and Crippling.

Offline phaedrusxy

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Re: Elite Marksman PrC
« Reply #10 on: August 10, 2014, 03:23:30 PM »
I think I'm looking at it wrong, I don't know if I should be trying to replace Full Attacks. I think it has to be more of a trade-off.
You might look at letting them do things other than damage with their single shots, then (Ranged Pin/Disarm/Trip/Sunder/Grapple/etc, maybe some status effects like Stun/Disable).

I didn't want to load the PrC with a ton of stuff, I already feel like it's got a bunch already. IIRC, there are some feats that allow Ranged Disarms and such, but not really anything to do with focusing on Single Attacks. I really like the Keen Perception thing, maybe I could replace the Tactical Insight with something like along the lines of Disarming and Crippling.
You could make them choices, like they are in the Sniper. (Pick from the list at levels X, Y, and Z).
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Offline ManiacHaywire

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Re: Elite Marksman PrC
« Reply #11 on: August 10, 2014, 05:10:55 PM »
How about that?

It kinda feels bloated now, though. Maybe I need to trim something out.