Marksman
Requirements:
13 Dex
14 Int
14 Wis

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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.

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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.

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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

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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

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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

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Snipe

All Marksman gain a +5 Damage when using any ranged enhancer.

HTC: Instant

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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

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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
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