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