Marksman |
Requirements: 13 Dex 14 Int 14 Wis =========================================================================================================================== A Marksman is a person said to be skilled at striking their intended targets. So skilled that they can even cause different disadvantages to those they successfully strike with one of their skills. The Marksman here can be made up of any type of race or weapon. The basic concept here is knowing where to strike, when to strike, and how hard to strike. =========================================================================================================================== Marksman Skills: Normal damage is done unless indicated otherwise, upon success. Each of the Marksman skills has a successive stack against it. This means that a +5 modifier will be added to the HTC if the skill is used in succession. I.E. Pinpoint Head 1st would be HTC 30 and then 35 the next, and then 40 the next. =========================================================================================================================== Pinpoint This skill functions as the primary skill, and allows the marksman to strike a special area of general proportion. Normal damage is done unless indicated otherwise, upon success. It is to be announced before the action itself. Then what is needed is the roll to determine whether you hit. EX: Drizzt: ( Using Pinpoint Skill - Target: Head - HTC: 30 Effect: 2x Dmg And Stun next round) Pinpoint: Head - 2X Damage - 30HtC Body - 1.5X Damage + Stun for 1 rd. - 25HtC (Left Or Right)Arm - Useless for 1 rd. - 15HtC* Legs - Stun for 1 rd. - 20HtC =========================================================================================================================== Weaponstrike This skill is to disarm an opponent. It can be extremely useful in ridding the combat of a rather annoying enhancer. When someone is disarmed, their weapon is understood to have been lost to their reach and to pick it back up would leave one too open to attack. Carrying multiple weapons can be preferable. HTC: 25 =========================================================================================================================== Armorblow Being trained in deadly ways to strike one's bulls-eye, the Marksman can strike armor in such a spot that it can shift or become useless for an amount of rounds equal to your Marksman level. This means that all bonuses of the specified enhancer is nullified for that time. HTC: 25 =========================================================================================================================== Snipe All Marksman gain a +5 Damage when using any ranged enhancer. HTC: Instant =========================================================================================================================== The Spearing With this attack, the marksman uses pinpoint in a different way. Instead of you choosing, you now roll 1d5 to decide where the strike goes. In exchange, the effect doubles of whatever you roll. So it could be 4x Damage, or 3x and 2 rounds stunned. HTC: 20 =========================================================================================================================== Dual Shot Level 10 Requirement Allows the Marksman to use Pinpoint two times in a row without modifiers added in. The only catch is that you cannot use this skill more than three times in a single battle. HTC: 20 |