D&D 3e (3.0/3.5) Rules
The fighter and the ranger make excellent ranged attackers, but none have the skill of the marksman. The marksman will hit the bullseye from 100 feet away or more. He or she can scare the pants off anybody with a well-shot arrow. Even elves have a hard time knocking the ability of a marksman, unless the elf is one himself. Precision is their trademark. Whether using a longbow or shuriken, the marksman hits his mark.
Adventures: The marksman is at home with any adventuring group, but feels his skills are most needed on the battlefield, where he excels at removing spellcasters and military leaders from over 200 feet away. Still, adventurers always manage to find more than their fair share of combat, sometimes a good archer is needed to take out flying creatures, especially when spellcasters are running out.
Marksmen have the following game statistics.
Abilities: Dexterity is the most important since all ranged attacks rely on Dexterity. A high Dexterity also improves the AC and is good for marksmen who only know how to use light armor. Constitution is good for boosting hit points. Strength can also be good for dealing extra damage, especially when using ranged weapons at a shorter distance (30 feet or less).
The marksman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Use Rope (Dex). See Chapter 4: Skills (in the Player's Handbook) for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
All of the following are class features of the marksman.
Weapon and Armor Proficiency: A marksman is proficient with all ranged weapons and with any melee weapon with a range (such as the club or throwing axe). Marksmen are proficient with light armor and with buckler shields.
Aim: By taking a full-round action to line up a target, the marksman gains a +1 bonus to attack and damage rolls. This bonus increases by 1 every three levels (+2 at 4th, +3 at 7th, and so on). Of course, in order to use this ability the marksman must still have a clear shot at the intended target.
Bonus Feats: Upon reaching 2nd level and for every two levels after that the marksman gains a bonus feat from the following list: Combat Reflexes, Dodge, Far Shot, Improved Critical, Improved Precise Shot, Many Shot, Mobility, Mounted Archery, Mounted Combat, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Shot on the Run, Spring Attack, Weapon Finesse, Weapon Focus.
Eagle Eyes: At 3rd level a marksman gains a +2 bonus on Spot checks. This bonus increases by +2 every six levels after 3rd.
Missile Specialization: The marksman can take the Weapon Specialization feat but can only apply it to a ranged weapon.
Intimidating Shot: The marksman has a knack for using ranged weapons to get information out of someone. At 6th level the marksman can use a ranged attack to make an Intimidate check, using his attack roll in place of his Intimidate modifier, and gets a +2 bonus on such checks. This bonus increases by +2 every six levels after 6th.
Greater Missile Focus: At 8th level, the marksman can take Greater Weapon Focus, but can only apply it to a ranged weapon.
Greater Missile Specialization: The marksman can take Greater Weapon Specialization, but can only apply it to ranged weapons at 12th level.
Throw Anything: The marksman gains the Throw Anything feat (from Complete Warrior) as a bonus feat at 15th level.
Deadly Accuracy: This ability is similar to an assassin's death attack. Upon a successful critical hit the target makes a Fortitude save (DC 10 + 1/2 class level + marksman's Dex modifier). Success means the critical hit is resolved normally, failure means death.
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