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 MARKSMAN

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Posts : 410
Experience : 660
Join date : 2016-12-07

Character Sheet
Health Points:
100/100  (100/100)
Shield Points:
75/100  (75/100)
Armor Percentage:
50/100  (50/100)

PostSubject: MARKSMAN   Tue 27 Dec - 10:14

MARKSMAN


A sniper, or sharpshooter, was an individual trained to shoot an opponent from a distance, often hundreds to a thousand meters away, and often from a concealed location. Patience, steady aim, and cunning were some of the attributes that were needed for a sniper. Stealth was a sniper's greatest asset.

Snipers could be soldiers who remove important opposition personnel and targets of opportunity in times of war, mercenary assassins who kill unwitting marks from a distance, or part of a security force trained as counter-snipers to protect important social or political figures.

Snipers were employed as combat units during numerous galactic conflicts such as the Great Galactic War, the Cold War, the Clone Wars, and the Galactic Civil War. These units included specialized Sith Imperial agents, clone sharpshooters, assassin droids, Rebel Marksmans, and Galactic Imperial scout troopers. Some of these snipers were equipped with recon droids for scouting and calling down orbital bombardment. The Rebel SpecForce also hired snipers such as Myn Donos, who went on to become a member of Wraith Squadron, and referred to their snipers as "TK"s, short for "telekinesis," because of their ability to invisibly "touch" their target from great distances.


REQUIREMENT

Alignment: Any
Feat: Weapon Focus Sniper Rifle Rank 3 or Assault Rifle Rank 3
Skill base rank: Stealth 5

CLASS FEATURES

Hit Points Per Level: 5
Base Attack Bonus: High
High Saves: Reflex
Weapon Proficiency: Pistol, Assault Rifle, Sniper Rifle
Armor Proficiency: Light Armor
Force Points Progression: None
Feat Points Progression: Medium
Tech Points Progression: Low
Skill Points: 4 per level
Class Skills: Aim, Awareness, Computers, Demolitions, Mechanics, Piloting, Stealth, Survival


CLASS ABILITIES

Level 1: BAB+1, Sneak Attack 1d6, Reflex +1, Mark Rank 1
Level 2: BAB+1, Feat+1, Reflex +1
Level 3: BAB+1, Reflex +1, Mark Rank 2
Level 4: BAB+1, Sneak Attack 2d6, Reflex +1
Level 5: BAB+1, Tech+1, Feat+1, Fortitude+1, Reflex+1, Will+1, Mark Rank 3
Level 6: BAB+1, Feat+1, Reflex +1
Level 7: BAB+1, Reflex +1, Mark Rank 4
Level 8: BAB+1, Sneak Attack 3d6, Reflex +1
Level 9: BAB+1, Feat+1, Reflex +1, Mark Rank 5
Level 10: Marksman Evolution, BAB+1, Tech+1, Feat+1, Fortitude+1, Reflex+1, Will+1,

MARK - At level 1, 3, 5, 7, 9, Marksman gains Mark tech ability. This is Marksman's specific training and can be learned and improved only by Marksman levels. This training applies only to Assault Rifle or Sniper Rifle weapon. Marksman loses all shield points as long he keeps target marked.

Ability: Tech
Damage Type: NA
Counter: NA

Rank 1: Marksman can mark a single target once per cycle as a free action within his turn. Marked target stays marked until its dead or new target is marked. Marked target suffers 50% more damage when shot by the Marksman.

Rank 2: Marksman can mark a single target once per cycle as a free action within his turn. Marked target stays marked until its dead or new target is marked. Marked target suffers 75% more damage when shot by the Marksman.

Rank 3: Marksman can mark a single target once per cycle as a free action within his turn. Marked target stays marked until its dead or new target is marked. Marked target suffers 100% more damage when shot by the Marksman.

Rank 4:
Evolution A: Sniper Rifle gains +1 Critical Chance
Evolution B: Assault Rifle gains +1 Critical Chance

Rank 5:
Evolution A: Sniper Rifle gains +1 Critical Multiplier
Evolution B: Assault Rifle gains +1 Critical Multiplier
Evolution C: Marksman ignores Armor DR

Marksman Evolution - At level 10 Marksman is strong enough to evolve into a new stage. At that levels Marksman can select one of the 3 evolution perks. Marksman can select only one evolution perk. Marksman loses evolution perks if he wears medium or heavy armor.

Perk A - Mark Expert: All allies of the Marksman who attack his Marked Target gain +3 to critical hit and +3 to critical multiplier.

Perk B - Bleeding Shot: If Marksman damages organic target's health points, the target suffers bleeding wound. This damage continues to be inflicted directly on health points over time. Bleeding lasts 10 rounds, and each turn inflicts 20% of the damage that the bleeding is caused with (of the damage done to health points with first shot). Bleeding Shot stacks with itself.

Perk C - Invisible Shot: When Marksman fires from stealth it is difficult to detect the direction from where his shot came, he remains in stealth unless he is detected by the target he is shooting at. The target must success awareness check against Marksman's stealth check. Every shot fired from stealth gains +5 to attack.
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