Friday, November 17, 2023

Marksman For OSE

The Marksman originally apeared as a 3 level Swords & Wizardry Light class in Jonathan Linneman's Light City: The Assembly. I've expanded it to make it a 10 level OSE class.

Marksman

Requirements:
Minimum DEX 12 
Prime requisite: DEX
Hit Dice: 1d4
Armour: Armored Costume (Leather), no shields
Weapons: Any ranged weapon
Languages: Native tongue

 Like William Tell or Robin Hood, the marksman is a master of the bow or another ranged weapon. They complement their deadly aim with a variety of gimmicked projectiles. Sometimes underestimated in a world of magic and super science, they are not to be underestimated.


Ranged Specialty:
The marksman chooses one type of ranged weapon. When using this weapon type they gain a +1 to hit and damage. This bonus increases to +2 at 4th level, +3 at 7th level, and +4 at 10th level. Additionally, they can use the weapon in melee with no penalty. 

 

Trick Missiles:
The marksman can make and use trick missiles. At first level all marksman have blunt missile and another trick missile type. They can choose a new type of trick missile every level.

·         Acid – These missiles deal an extra 1d4-1 points of acid damage and can dissolve solid surfaces. A marksman can have one of these projectiles per day, gaining an additional at 3rd, 6th, and 9th levels.
·         Blessed – These projectiles can affect undead and outsiders as if they were magic. A marksman can have 1 blessed missile per level per day.
·         Blunt – These projectiles deal non-lethal damage and render opponents unconscious. There is no (reasonable) limit to the number of blunt arrows a marksman has a day.
·         Camera – These projectiles transmit and record video. A marksman can have 1 camera missile per level per day.
·         Grappling Hook – This missile has up to 50’ of line attached. A marksman can have 1 grappling hook missile per level per day.
·         Silver Tipped – These projectiles deal -1 damage compared to the regular version, but can affect creatures susceptible to silver. A marksman can have 1 grappling hook missile per level per day.
·         Smoke – A 30’ radius around the target is obscured (as Darkness) for 1d4 rounds. A marksman can have one of these projectiles per day, gaining an additional 1 at 3rd, 6th, and 9th levels.
·         Stun – The target takes no damage is paralyzed for 1 round.
·         Tear Gas – Any creature within 30’ radius around the target that must breathe (and isn’t wearing proper protection) must make a breath weapon saving throw before acting for the next 3 rounds. A marksman can have one of these projectiles per day, gaining an additional 1 at 3rd, 6th, and 9th levels.
·         Web – Target takes no damage but suffers the same effects as a successful Web spell.

Combat:
Marksman are trained to use any ranged weapon, though they all have a specialty, such as a bow or boomerang. They rely on their dexterity so an armored costume (treat as leather) is the heaviest protective gear they can wear.

After Reaching 8th-Level:
At 8th-level, the marksman can select a sidekick to train in ranged arts. The sidekick becomes a 1st level marksman and serves their mentor faithfully. If the sidekick is killed, the marksman must wait until they advance another level to take on another protégé.
 

LEVEL

XP

HD

THAC0

D

W

P

B

S

1

0

1d4

19 [0]

13

14

13

16

15

2

1,500

2d4

19 [0]

13

14

13

16

15

3

3,000

3d4

19 [0]

13

14

13

16

15

4

6,000

4d4

17 [+2]

13

14

13

16

15

5

12,000

5d4

17 [+2]

12

13

11

14

13

6

25,000

6d4

17 [+2]

12

13

11

14

13

7

50,000

7d4

14 [+5]

12

13

11

14

13

8

100,000

8d4

14 [+5]

12

13

11

14

13

9

200,000

9d4

14 [+5]

10

11

9

12

10

10

300,000

9d4+2*

12 [+7]

10

11

9

12

10

*Con Modifiers no longer apply

D: Death/poison; W: wands; P: Paralysis/petrify’ B: Breath attacks; S: Spells/rods/staves

1 comment:

  1. Oh yeah...and now I'm excited to maybe see the Marxman as a Marksman...

    ReplyDelete