Marksman (D20 Modern Prestige Class)

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A Marksman is trained to place shots accurately at long range and represents several archetypes, such as a show gunner, criminal, Marine Scout or SWAT police officer. This class is broader than the sniper archetype; military snipers are more extensively trained and is expected to make more difficult shots. Snipers also receive special military training (which naturally varies by branch and country). A military sniper could use levels in Marksman, but would probably have Soldier levels as well. The fastest path to this class is with the Dedicated Hero, but other paths are possible


To qualify to become a Marksman, a character must fulfill the following criteria.

  • Base Attack Bonus: +2.
  • Skills: Hide 6 ranks, Spot 6 ranks
  • Feats: Dead Aim, Far Shot, Advanced Firearms Proficiency.

Action Points
Marksmen gain a number of action points equal to 5 plus one-half their character level, rounded down, every time they attain a level in this class.

Table: The
Hit Die: d6
Level BAB Fort Reflex Will Class Features Def Rep
1 +1 +0 +1 +1 Headshot (+1), Anti-Materialist +0 +0
2 +2 +0 +2 +2 Range (+25%)/Gains Precise Shot +1 +0
3 +3 +1 +2 +2 Between the Eyes (+1d6), Headshot (+2) +1 +0
4 +4 +1 +2 +2 Range(+50%) +1 +1
5 +5 +2 +3 +3 Headshot (+3) +2 +1
4 +6/1 +2 +3 +3 Between the Eyes (+1d8), Range (+75%) +2 +1
7 +7/2 +2 +4 +4 Critical Strike, Headshot (+4) +2 +2
8 +8/3 +2 +4 +4 Range (+100%) +3 +2
9 +9/4 +3 +4 +4 Between the Eyes(+1d10), Headshot (+5) +3 +2
10 +10/5 +3 +5 +5 Dead Eye +3 +3

Class Skills (5(4 if non-human) + Int modifier per level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (electronic, mechanical) (Int), Hide (Dex),
Knowledge (earth and life sciences, physical sciences, tactics, technology) (Int), Move Silently (Dex),
Navigate (Int), Profession (Wis), Repair (Int), Search (Int), Spot (Wis), and Survival (Wis).

Class Features[edit]

All Anti-Material Rifles are treated as Sniper Rifles.

A Marksman's shots are particularly dangerous. The massive damage save against a Marksman's sniper rifle shots increases by +1 everytime the Marksman gains this Ability (to a maximum increase of +5 at 9th level).

Every time he gains this ability, a Marksman increases the range of all firearm attacks by 25% (Maximum 100%.

Between the Eyes
Every time he gains this ability, the Marksman gains +1d6 bonus to damage. This ability can only be used when using a sniper rifle with the scope and the Dead Aim feat against a target that is flat-footed or unaware of the Marksman. This ability can be used a number times per day equal to the marksman level. This ability is increaced to +1d8 at Level 6 and +1d10 Level 9 Example: Red Snake is a 4th-level Marksman, armed with a PSG-1 sniper rifle. His allies, regular infantrymen, attack the enemy. Red Snake is hiding and his opponents do not see him. After several rounds of combat, Red Snake picks out their leader and shoots him. Even though the enemy leader is not flat-footed or surprised (since he's already in combat) he wasn't aware of Red Snake, so Red Snake gets to apply his bonus damage. However, the enemies are now aware there is a sniper somewhere, so Red Snake cannot use this ability again this combat.

Critical Strike
A Marksman using a sniper rifle with the scope and the Dead Aim feat, against a target that is flat-footed or unaware of him, automatically confirms all critical hits with the weapon.

Dead Eye
Marksman applies his Dexterity bonus to all damage rolls with a sniper rifle.

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