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Untapped Classes
Complete Marksman
Authors: Brian Dupuis, Greg Jacob, Jeremy Smith, Michel Fiallo-Perez
Editors: Andreas Rönnqvist, Brian Dupuis
Proofreaders: Patrick Seymour, Sérgio da Silva
Design / Layout: Jeremy Smith
Interior Illustrations: Maciej Zagorski, Michael Hammes, Gerald Lee, Rick Hershey
Cover Illustrations: John Milner, V. Shane
Requires use of the Dungeons & Dragons® Third Edition Core Books and the Expanded Psionics Handbook,
published by Wizards of the Coast, Inc.
This book utilizes updated material from the v. 3.5 revision.
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are used according to the terms of the d20 System License version 6.0. A copy of this License can be found at <www.
wizards.com/d20>. This edition of Untapped Classes: Complete Marksman is produced under version 1.0a, 5.0,
and/or draft versions of the Open Game License, the d20 System Trademark Logo Guide, and the System Reference
Document by permission of Wizards of the Coast. Subsequent versions of this product will incorporate later versions of the license,
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Open Game Content and if so used, should bear the COPYRIGHT NOTICE “Untapped Classes: Complete Marksman” ©2007
Brian Dupuis, Greg Jacob, Michel Fiallo-Perez, and Jeremy Smith. This material is protected under the copyright laws of the
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Some images within copyright John Milner, LPJ Design, Inc, The Forge Studios, or V. Shane and are used with permission.
Some artwork copyright Michael Hammes and Philip Reed, used under license. www.roninarts.com
Untapped Classes: Complete Marksman
The marksman base class, originally presented Additionally, marksmen have a small array of
in Untapped Potential: New Horizons in Psionics, psionic powers to supplement their ranged prowess.
grants manifesters the option to have the fighting Many marksman abilities also rely on psionic focus
prowess of a true combat class with a limited – gaining, maintaining, and expending it.
manifesting ability to augment his ranged attacks. Abilities: Dexterity is important for a marksman,
Presented below you will find a new base class, the as it helps them ensure their aim is accurate. A good
marksman, as well as a variety of new powers, feats, Wisdom score is also important for manifesting
and prestige classes for use with the marksman powers, and several class features improve with
base class. high Wisdom. Constitution helps improve the
marksman’s toughness.
Races: Marksmen are represented in all races,
New Base Class
Presented below is a new psionic base class. Like
all base classes, it can be played from first character
level, or entered later via multiclassing. This new
base class, the marksman, fills a niche that has been
left vacant: a full base attack ranged manifester.
Marksman
“I would stand with my back turned while my
arcane colleague completed his incantations to
turn a single snowflake blood red. In an instant,
I would turn, nock my bow, and let an arrow fly.
Each time, I unerringly hit the snowflake.
I don’t see why anyone was impressed with this.
I wasn’t even blindfolded.”
- Ceruth, half-elf marksman
Making a Marksman
Marksmen are astonishingly good at ranged
combat, and have a natural home in the party’s
second line with their bow, crossbow, or bandoleer
of thrown weapons. As much about perception
as precision, several of their key abilities relate to
sensing “the shot” and pulling off the impossible.
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Untapped Classes: Complete Marksman
although those with a penchant for ranged combat provide bonus power points per day, as may certain
or mental discipline are more likely to take up this feats and items.
path. Among the common races, humans, elves, Powers Known: A marksman begins play
half-elves, maenads and xephs are most likely to knowing no marksman powers (although she can
take up the marksman role. manifest powers from power completion or power
Alignment: Marksmen tend towards no trigger items as normal). At each level indicated on
alignment; the best and worst are found amongst Table 1: The Marksman, she unlocks the knowledge
them. Lawful marksmen are likely to belong to of a new power.
the military as snipers or crack shots, while chaotic Choose the powers known from the marksman
marksmen usually wander from town to town, power list. (Exception: The feats Expanded
taking jobs as they come as a mercenary. Knowledge and Epic Expanded Knowledge do
allow a marksman to learn powers from the lists
Game Rule Information of other classes.) A marksman can manifest any
Marksmen have the following game statistics. power that has a power point cost equal to or lower
Alignment: Any than her manifester level.
Hit Die: d6 The total number of powers a marksman can
Starting Gold: 5d4 x 10 (125 gp) manifest in a day is limited only by her daily power
Starting Age: Moderate (as fighter) points.
A marksman simply knows her powers; they
Class Skills are ingrained in her mind. She does not need to
The marksman’s class skills are Balance, prepare them (in the way that some spellcasters
Climb, Concentration, Craft, Escape Artist, Hide, prepare their spells), though she must get a good
Intimidate, Jump, Knowledge (Psionics), Listen, night’s sleep each day to regain all her spent power
Perform, Profession, Sense Motive, Spot, Survival, points.
Use Psionic Device, and Use Rope. The Difficulty Class for saving throws against
Skill Points at 1st level: (4 + Int modifier) x 4. marksman powers is 10 + the power’s level + the
Skill Points at Each Additional Level: 4 + Int marksman’s Wisdom modifier.
modifier. Maximum Power Level Known: A marksman
begins play with the ability to learn 1st-level
powers. As she attains higher levels, she may gain
Class Features the ability to master more complex powers.
You are a warrior first and foremost – your To learn or manifest a power, a marksman must
precision and prowess will frequently be tested have a wisdom score of at least 10 + the power’s
in battle. However, you are more than just a level.
straightforward archer. Your intuition, psionic Point Blank Shot: At 1st level, a marksman
abilities and powers can make or break a battle, if gains the Point Blank Shot feat as a bonus feat.
they are used wisely. All of the following are class Wind Reader (Su): A marksman’s intuition
features of the marksman. enables her to read the actions those around her
Weapon and Armor Proficiency: A marksman may take, as well as the flow of the wind in her
is proficient with all simple weapons, all light line of sight. This intuition is similar to a mantra,
and ranged martial weapons, light armor, and enhancing her combat ability while honing her
with bucklers. Armor does not interfere with the thoughts. When the marksman gains psionic focus,
manifestation of powers. she adds her Wisdom bonus as a competence bonus
Power Points/Day: A marksman’s ability to on ranged attack rolls for a number of rounds equal
manifest powers is limited by the power points she to her class level as long as she maintains psionic
has available. Her base daily allotment of power focus, starting on her next action. If a marksman
points is given on Table 3-2: The Marksman. In already gains her Wisdom modifier to attack rolls,
addition, she receives bonus power points per day she gains no additional benefit from this ability.
if she has a high Wisdom score. Her race may also This class ability counts as a Mantra feat.
2
Untapped Classes: Complete Marksman
Evade Arrows (Ex): At 2nd level, a marksman’s to confirm: if the critical hit is confirmed against
familiarity with ranged attacks and her natural the opponent’s AC, the attack does normal damage
intuition alerts her to danger from mundane ranged as well. A marksman cannot use cover fire if her
attacks. She gains a dodge bonus to Armor Class opponent or the square she targets would be subject
against ranged attacks (but not ranged touch attacks) to a miss chance (such as from a concealed or
equal to half her Wisdom bonus (minimum 0). dreamborn HC target).
Cover Fire (Ex): Beginning at 4th level, the Psionic Meditation: A marksman of 5th level
marksman knows not only how to directly engage gains the Psionic Meditation feat as a bonus feat.
her enemies, but also how to protect her allies. As She must still meet the requirements to gain the
an attack action, she may choose to fire a ranged benefits of the feat.
or thrown weapon at an opponent within 30 Signature Style: Experienced marksmen
feet to distract that opponent rather than to deal generally favor a single weapon type over others,
damage. Make an attack roll against the space a and specialize in its use (similar to a ranger’s choice
target occupies (AC 10). If successful, the targeted of combat style). At 7th level, a marksman chooses
enemy must make a Concentration check or a one of Bows, Crossbows, or Thrown Weapon, and
Reflex save (opponent’s choice, DC 10 + one- gains the first-tier ability of this chosen style. Every
half the marksman’s class level + the marksman’s four levels afterward (11th, 15th, and 19th), she
Dexterity modifier), or be staggered for one round. may either select a new signature style, and gain
The marksman still expends ammunition as normal its first-tier ability, or advance to the next tier of an
for this attack. existing weapon choice. Once this choice is made,
If the attack roll would indicate a critical threat it remains fixed.
and the result would hit the opponent’s AC, roll Additionally, any feats a marksman has selected
Table 1: The Marksman
Maximum
Base Attack Fort Ref Will Power Powers Power Level
Level Bonus Save Save Save Special Points Known Known
1 +1 +0 +2 +2 Point Blank Shot, wind reader 1 0* 1st
2 +2 +0 +3 +3 Evade arrows 2 1 1st
3 +3 +1 +3 +3 - 3 2 1st
4 +4 +1 +4 +4 Cover fire 4 2 1st
5 +5 +1 +4 +4 Psionic Meditation 6 3 2nd
6 +6/+1 +2 +5 +5 - 8 4 2nd
7 +7/+2 +2 +5 +5 Signature style 10 5 2nd
8 +8/+3 +2 +6 +6 Bonus feat 12 5 2nd
9 +9/+4 +3 +6 +6 - 16 6 3rd
10 +10/+5 +3 +7 +7 - 20 7 3rd
11 +11/+6/+1 +3 +7 +7 Signature style 24 8 3rd
12 +12/+7/+2 +4 +8 +8 - 28 8 3rd
13 +13/+8/+3 +4 +8 +8 - 32 9 4th
14 +14/+9/+4 +4 +9 +9 Bonus feat 40 10 4th
15 +15/+10/+5 +5 +9 +9 Signature style 48 11 4th
16 +16/+11/+6/+1 +5 +10 +10 - 56 11 4th
17 +17/+12/+7/+2 +5 +10 +10 - 64 12 5th
18 +18/+13/+8/+3 +6 +11 +11 - 76 13 5th
19 +19/+14/+9/+4 +6 +11 +11 Signature style 88 14 5th
20 +20/+15/+10/+5 +6 +12 +12 Bonus feat 100 15 5th
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Untapped Classes: Complete Marksman
that require her to choose a ranged weapon (except action sighting your target, you can deliver a single,
Martial Weapon Proficiency and Exotic Weapon precisely aimed bolt to a critical part of the target’s
Proficiency) may now apply to any weapon type anatomy. While sighting a target, you cannot move
that falls within her chosen signature styles, from the spot you occupy and must maintain line of
provided that she is proficient with the weapon. sight to your target; if you move or line of sight is
The list of compatible weapons may be expanded broken, your sighting has no effect. If your target
with proficiency feats or at your GM’s option. leaves the maximum range of your weapon while
For instance, Ceruth, a 9th level marksman, has sighting, your sighting fails as if line of sight were
chosen the crossbow as her signature style. She may broken. After sighting a target, your first single
apply her Improved Critical (light crossbow) feat to crossbow attack made the following round ignores
any weapon listed under the crossbow style that she all range increment penalties (though is still bound
is proficient with. When she attains 11th level, she by the crossbow’s maximum range), and if this
may choose to learn the first-tier ability of another attack hits, it automatically threatens a critical hit
style (and apply Improved Critical to any weapon (regardless of the actual die roll). After using Call
within that style as well), or she may master the the Shot, you cannot attack for the remainder of
second-tier ability of the crossbow style. the round.
Crossbow Style 4th: One Shot, One Kill (Ex): As Call the Shot,
Crossbow-using marksmen are consummate except you may attempt to instantly kill your
snipers, able to deliver immensely powerful single opponent. To use One Shot, One Kill, you must
shots, often from great distance. Impeccably prolong your sighting period to three full-round
patient, crossbow specialists are frequently loners, actions before your attack (all restrictions on
or at least maintain an aloof image. sighting still apply). If you do, and successfully
Weapons: light crossbow, heavy crossbow, hand hit your opponent, in addition to the normal effects
crossbow, repeating crossbow. of Call the Shot, your target must make a Fortitude
1st: Augmented Shot (Su): If you spend a standard saving throw (DC 10 + one-half your class level +
action to attack with your crossbow and expend your Wisdom modifier) or die. Creatures immune
your psionic focus, the bolt becomes an instrument to critical hits take normal damage and are immune
of your will and deals augmented damage. You to the death effect.
may add +1d8 points of damage to the crossbow Bow Style:
bolt for each crossbow style tier you have. Unlike Bowyer marksmen are notoriously good
normal bonus damage, this increases the actual at attacking large areas at once, and are most
weapon damage (much like your Strength modifier frequently found in military service. A unit of
on a melee attack), and is thus multiplied in the archers led by marksmen could hold off an entire
case of a critical hit. advancing army.
2nd: Unstoppable Force (Ex): If your crossbow Weapons: shortbow, longbow, composite
bolt would deal enough damage to a target to shortbow, composite longbow
make it drop (typically by dropping it to below 0 1st: Force-charged Fletching (Su): You may
hit points or killing it), you may choose to have channel psychokinetic force through your arrows,
the bolt continue on a straight line through your overwhelming your opponents. To use this ability,
target’s location until it hits another target, at which you must expend your psionic focus. Until the
point you make a second attack roll at the same beginning of your next turn, you may spend 1 power
bonus as the previous attack -4. If this attack roll point as you fire an arrow to have it deal non-lethal
is successful, the target takes damage as if struck bludgeoning damage instead of lethal piercing, as
by the bolt (although bonus damage that would not you charge the arrows with a psychokinetic buffer.
be multiplied on a critical hit only applies to the If you do so, the charged arrow has a chance of
first target). This process repeats until a target does hammering its target off balance. On a successful
not drop, you miss with an attack roll, or your bolt hit, a charged arrow initiates a free trip attack on
strikes an object or reaches its maximum range. your foe, using your Wisdom score in place of
3rd: Call the Shot (Ex): If you spend a full-round your Strength score (and granting no bonuses or
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Untapped Classes: Complete Marksman
penalties to your check based on your size). eventually learn to fire their bows far faster than
Charged arrows can be used against prone nearly anyone else without significantly reducing
targets as well. A prone target struck by a charged their accuracy. When using the Manyshot or
arrow finds it more difficult to stand up during Greater Manyshot feats, you may fire one more
the subsequent round: it takes a standard action additional arrow than otherwise indicated, without
to stand from prone unless the target makes a increasing the penalty to attack beyond what it
Strength check of DC 10 + your Wisdom modifier. would normally be for you. When you use the Rapid
Prone targets hit by multiple charged arrows in the Shot feat, you may make another additional attack
same round have this DC increased by 2 for each at your highest attack bonus (without increasing
subsequent arrow. One round after being struck by your attack penalty).
a charged arrow, its force dissipates, and a target You may only benefit from Lightning Draw while
may stand normally. you maintain psionic focus.
2nd: Lightning Draw (Ex): Bowyer marksmen 3rd: Burst Arrows (Su): Originally developed
to break up marching formations, the technique
for firing burst arrows is only capable of being
performed by dedicated marksmen. To fire burst
arrows, you must expend your psionic focus. If
you do, until the end of your turn, you may spend
1 power point as you fire an arrow to have it
psychokinetically explode with a flash and bang
at the end of its flight, dealing its damage to all
targets in a 5’ radius burst and studding the ground
in that area with arrow shrapnel (treat as a caltrop
spread). Targeting a given area with this attack
only requires an attack roll hitting AC 10 (modified
by range), although targets within the area of effect
may make a Reflex saving throw (DC 10 + one-
half your class level + your Wisdom modifier) to
negate the damage.
Burst arrows can be used to deliver additional
damage from magical sources, but mundane
additions, such as poison or alchemist’s fire, along
with non-damaging effects of any sort, do not
spread with the burst. Burst arrows cannot deliver
critical hits, nor can they directly target creatures
(only squares).
4th: Rain of Arrows (Su): True masters of the
bow may psychokinetically adjust the air around
the bowstring, making their arrows more vicious.
Once per day per point of Wisdom modifier
(minimum 1), you may expend your psionic focus
when making a full attack with your bow. Doing
so allows you to make two attack rolls per arrow
and take the best of the two. Each arrow fired until
the start of your next turn deals double damage.
Thrown Weapon Style:
Marksmen who follow the thrown weapon style
are usually the subject of many tales amongst the
common folk, but history isn’t clear whether this
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Untapped Classes: Complete Marksman
is because few warriors normally choose throwing but is further modified by the weapon you use.
weapons or because thrown-weapon marksmen are Light weapons reduce your check by -4, while two-
frequently show-offs. In either case, the mockery handed thrown weapons grant it a +4 bonus.
stops once the marksman demonstrates his prowess If you are psionically focused, you may choose
in controlling the field of battle. to substitute your Wisdom score for your Strength
Weapons: dagger, club, shortspear, spear, dart, score for the opposed checks and damage on a
javelin, throwing axe, light hammer, trident, sai, collision.
bolas, shuriken, mind blade. This only applies if 3rd: Psychoportative Momentum Mastery (Su):
you are throwing the weapon. While you are psionically focused, every weapon
In the special case of the sling, this style operates you throw may, at your option, be treated as a
normally, treating the bullet as your thrown teleporting weapon, described in the Expanded
weapon. Psionics Handbook. These weapons may even
1st: Ricochet (Su): To use this ability you must reappear in their sheaths instead of in your hand,
expend your psionic focus. Until the end of your should you wish. If you expend your psionic focus
turn, if a thrown weapon you fire would hit a wall, as part of a thrown weapon attack, your weapon
you may psychoportatively redirect its momentum teleports to the other side of your opponent with
up to 90 degrees, allowing it to continue its path as its momentum reversed, coming back toward you.
if it were thrown in that new direction. Each time Unless your opponent cannot be flanked, they are
you do, you impose a -2 penalty on the weapon’s denied their Dexterity bonus to AC against this
attack rolls and damage rolls. You may even attack. After your attack, this weapon teleports back
recover from missed attacks this way: if a failed to your hand or its sheath instantaneously, leaving
attack would also miss a creature’s touch AC, it no weapon for your opponent to find, and an impact
continues past the creature, potentially rebounding wound coming from the wrong direction.
off of another wall for another attempt to hit. All 4th: Psychokinetic Momentum Mastery (Ex): Your
distance traveled, regardless of direction, counts weapons’ psychokinetic properties are augmented
toward the weapon’s range. You may attempt a many-fold. Your thrown bull rush attempts (see
number of redirections per attack equal to 1 plus Push by Proxy) extend in power and ferocity: if
your Wisdom modifier. If you select the thrown your Strength (or Wisdom) check would allow
weapon signature style again, each redirection can you to move a target further back than 5 feet, you
be up to 180 degrees. may do so, up to a maximum number of additional
2nd: Push by Proxy (Ex): Through a combination squares equal to your Strength or Wisdom modifier
of exceptional throwing talent and raw strength (of (whichever you used to resolve the attempt).
arm or of will), you may attempt to rearrange your Additionally, if you expend your psionic focus
foes with your thrown weapons. If your thrown to activate Ricochet, two effects occur: Push by
weapon would successfully hit a creature, you may Proxy can now bull rush foes in any direction away
choose to have your weapon deal no damage and from the direction the attack came from (that is,
instead resolve that attack as a bull rush, starting an attack from the north could send the target east,
with the opposed Strength checks (you do not fall southeast, south, southwest or west), and thrown
back if you fail). Since you do not move with the weapons can continue on to another target as if the
defender, you may only move someone back 5’ with first target were a wall (see Ricochet).
each individual attack, but additional attacks may Bonus Feat: A marksman gains a bonus archery-
be made to push them back further. Exactly which related feat at 8th level and every 6 levels afterward.
direction constitutes “back” is dependent on which She must meet all the prerequisites of this feat, and
direction the attack came from (see Ricochet). If the feat must require Point Blank Shot.
your ranged bull rush would push an opponent into
another creature (or a wall), the opponent doesn’t Playing a Marksman
move, and both take damage equal to your Strength Marksmen travel for the same reason other
modifier. warriors travel: to find a place for their skills. Like
This bull rush uses your size modifier as normal, rangers, marksmen can get along in the wilds fairly
6
Untapped Classes: Complete Marksman
easily, although they lack the specialized training take the first few levels of marksman.
to thrive alone in such an environment. As a marksman, your class features are almost
As a marksman, you attack from a distance. You exclusively based on ranged combat, so mastering
lack staying power in melee, and even lack powers every nuance of this field will become essential to
that directly boost your armor class – although from your adventuring career. As you gain experience,
a distance, tactics such as cover and concealment your psychic intuition may make or break an
are viable and easier to establish. Learn the lay of encounter – trust your instincts and learn to make
the land and master the myriad aspects of ranged optimal use of your wind-reading ability and your
combat, and you will emerge victorious. various psionic powers. A tactic many marksmen
Religion: There is no single deity or faith that find useful is to expend their psionic focus just
attracts more marksmen than any other, not even before battle to take 15 on the Concentration check
the absence of faith. Her faith, like much about a to refocus, thus entering the fray with wind reader
marksman, is her own. A few deities – particularly active. While you frequently serve a warrior’s role,
those that encourage individual prowess and don’t you cannot defend your party in the same way an
place too many demands on their worshippers armored combatant could, so remember to back up
– may be more common than others, but most gods your team whenever you get the chance. Should
count a few marksmen among their faithful. you need to strike it out alone, however, you make
Other Classes: Many marksmen tend to be loners, a respectable stealthy fighter, and are quite adept
choosing their ranged prowess to excel as hunters at the sniper’s role (see the Hide skill). Feats that
or assassins. Some, however, do join military enable you to get the drop on your opponents, such
organizations, and many can be found working with as Improved Initiative, and feats which improve
other classes as members of adventuring parties. your combat prowess, such as Rapid Shot, should
Because marksmen have very limited defensive be high your list of priorities. One of the first feats
and close range abilities, when they do work with that most marksmen take would be Precise Shot;
others, they tend to rely on melee oriented classes, consider the usefulness of this feat early in your
such as fighters, psychic warriors, or soulknives. career.
However, marksmen in stealthy parties (usually
consisting of rogues, rangers, soulknives, or Marksman Starting Packages
monks) can be a force to be reckoned with, striking
from the shadows and vanishing as quickly as they HALF-ELF MARKSMAN
came. Armor: Studded Leather (+3 AC, armor check
Combat: Marksmen are amazing ranged penalty -1, speed 30 ft, 20 lbs). Buckler (+1 AC,
combatants, rivaling and perhaps exceeding the armor check penalty -1, 5lbs).
fighter, psychic warrior, and ranger at this role. Weapons: Light Crossbow (1d8, crit 19-20/x2,
What strength and elegance they have in distance range inc. 80 ft, 4 lbs, piercing). Short Sword (1d6,
combat, however, is matched by their fragility crit 19-20/x2, 2 lb, piercing). Two daggers (1d4,
in melee. As such, awareness and reaction is as crit 19-20/x2, range inc. 10 ft, 1 lb each, piercing).
important as placement and timing. A marksman’s Skill Selection: Pick a number of skills equal to
psionic powers and related abilities are limited in 4+Int modifier.
both scope and effect, but when applied at a critical Hide 4 ranks
point, they can make or break an encounter. Concentration 4 ranks
Advancement: Marksmen progress most Spot 4 ranks
favorably by continuing as a marksman, although Listen 4 ranks
multiclassing (potentially taking a prestige class) Climb 4 ranks
remains a valid option, especially in the early levels. Use Rope 4 ranks
Members of other classes who wish to improve Survival 4 ranks
their ranged combat (including spellcasters and Move Silently (CC) 2 ranks
manifesters who favor ray effects, and soulknives Feat: Precise Shot.
who enjoy throwing their mind blades) may even Gear: Backpack with bedroll, waterskin, sack,
7
Untapped Classes: Complete Marksman
one day’s trail rations, 50’ hemp rope, flint and many walks of life; essentially no background is
steel. Hooded lantern, 3 pints of oil. Case with 20 common between them all. One may have noticed a
crossbow bolts. knack for throwing things when growing up, while
Gold: 1d4 gp. another learned the tricks of reading the wind from
her parents. Still another may have trained from
HALF-ORC MARKSMAN birth to be a specialist in a particular weapon in the
Armor: Chain shirt (+4 AC, armor check penalty military, stirring their innate psychic potential to
-2, speed 30 lbs, 25 lbs) further this goal. No matter where they come from,
Weapons: Four daggers (1d4, crit 19-20/x2, range they usually end up in the same place – which is
inc. 10 ft, 1 lb each, piercing), three javelins (1d6, frequently somewhere far away, with a ranged
crit 20/x2, range inc. 30 ft, 2lbs each, piercing), weapon in their hands.
kukri (1d4, crit 18-20/x2, 2lbs, slashing) Notables: Several effective marksmen don’t
Skill Selection: Pick a number of skills equal to actively spread their name around, being a method
4+Int modifier. of security and stealth. Others are impeccable
Concentration 4 ranks showoffs and have quite a reputation in various
Spot 4 ranks lands.
Listen 4 ranks In an unusual twist of fate, since the island
Perform 4 ranks of Rajrin existed for so long in the collective
Climb 4 ranks unconscious of many societies, several of these tales
Balance 4 ranks actually trace back to the deeds of one legendary
Use Rope 4 ranks elven marksman from the Dreamy Isle, known only
Escape Artist 4 ranks as the Thrush. Although they have been altered
Feat: Quick Draw. through continuous retelling, if the stories are to
Gear: Backpack with bedroll, waterskin, sack, one be believed, the Thrush’s hobby was firing a bow,
day’s trail rations, 50’ hemp rope, flint and steel. blindfolded, from the peak of a central mountain
Hooded lantern, 3 pints of oil. Dartboard. towards a target at the coast, and consistently hitting
Gold: 1d4 gp. the target. What made this truly impressive was that
the “target” was the shaft of another arrow, fired by
Marksmen in the World novices at the coastal archery range. An impeccable
“…wow. Even from all the way over here, I can sailor with a wanderer’s heart and a rogue’s wit, the
tell that hurt.” Thrush would often disappear for months at a time,
--Jaieth, human society mind, to his frequent although his return was often considered a sign
adventuring partner Ceruth of hope by the common folk. Tales from Rajrin’s
shores vary on whether or not the Thrush was on
Marksmen fill the role of a ranged combatant in the island when it was cast adrift in the Region of
a way that no other warrior class can. With proper Dreams.
selection of feats, powers, and signature styles, Organizations: Marksmen have no exclusive
a marksman can fill a great many archetypes; no organizations. They exist individually or as
single unifying trend unites them. A few general part of other teams, although armies known for
suggestions are described below. strength in archery or more direct assassin guilds
Daily Life: Most marksmen, regardless of may count more marksmen amongst their ranks
background, are dedicated to their art. Expressions than other groups. Not surprisingly, adventuring
of this dedication vary, and can take the form of parties remain one of the largest demographics that
intense practice, coolly calculated arrogance, or marksmen belong to.
through the application of her trade to everyday If any singular organization of marksmen
tasks. This dedication likely serves as a meditative exists, it remains extremely well-hidden through
aid, much as reading the wind serves as a focus, both mundane and psionic means, just like many
although most marksmen wouldn’t exactly successful marksmen. Rumors persist about a
describe it as “meditative.” Marksmen come from mercenary unit of snipers wandering the lands to
8
Untapped Classes: Complete Marksman
the west, but no proof of this has ever been located Marksmen in the Game
– not even stories of what such a group could Marksmen should have no difficulty being added
accomplish. to any existing game world, given the simplicity
NPC Reactions: Due to the diversity in of their niche. Even low-psionic worlds are easy
background and reputation, marksmen are seen in enough to adapt to, given the minor nature of the
many different lights, typically on an individual marksman’s psionic abilities (in worlds like these,
basis by deed. If a marksman has been cultivating they often are described as incredible luck or insight
a reputation as a renegade sharpshooter and rather than psionic power). Marksmen can appear
a champion of the common folk, she may be first as specialist NPCs, perhaps as members of an
welcomed warmly in many taverns, but must work army the PCs work for, fellow competitors in an
hard to stay at least one step ahead of the law. If archery contest, or even just a flamboyantly good
a marksman instead is known as an assassin, he darts-player at the tavern. Any or all of these work
likely keeps a cover identity or a working alias well for PC marksmen introducing themselves to
(such as “The Black Veil”) and hides his true the party as well. Adversarial marksmen work best
nature. In societies biased against the psionic arts, in a sniper’s role, but remember – an enemy the
a marksman’s powers are subtle enough that she party doesn’t spot is an enemy they don’t learn to
may even operate openly (likely hiding displays) recognize.
without taking special notice. Adaptation: Marksmen are relatively easy to
adapt, as they exist in such a wide niche of flavor.
MARKSMAN LORE Instead of relying on intuition, perhaps marksmen
Characters with Knowledge (history), Knowledge in your game are the chosen of the deities of luck,
(local), or Knowledge (psionics) may research and draw their power from there. Maybe there are
marksmen to learn more about them. When a no organized marksmen, instead it being a solitary
character makes a successful Knowledge check, path. Perhaps, in your game, the marksmen are
use the phrases or variations of them from below, one of the products of a breeding program for elite
including any information from lower DC checks, psionic supersoldiers.
should there be any: Forcing marksmen to choose a single signature
DC 10: Many people call themselves marksmen, style (instead of choosing at each stage) forces the
but those best suited to the title truly live up to the class into a more rigid structure, as does altering
name. Expect spectacular results if one of them the signature style options. If your campaign
readies a weapon. features other broad classes of ranged weapons -
DC 15: Marksmen have a variety of tools at their - for instance, gunpowder pistols or rifles -- then
disposal ranging from supernatural talent to a knack marksmen certainly should have new signature
with intuition, and, of course, the myriad weapons styles for each broad weapon class, reflecting the
they use. If it can kill at a distance, it’s probably in nuances of such a style.
the hands of a marksman somewhere. Encounters: NPC marksmen likely are either
Use this DC to recall basic stories about local or colorful characters encountered in nonlethal (yet
famous marksmen, although the accuracy of such preferably competitive) environments such as
tales is questionable. archery competitions or the dartboard at the local
DC 20: The powers a marksman has that lie pub, or deadly professionals that the PCs may
beyond the mundane are psionic in nature, and never actually see in person, striking from the
generally subtle. They are warriors first and distant shadows. Although marksmen (especially
foremost, though, and their manifestations are a crossbow marksmen) make excellent snipers, the
small but significant part of their arsenal. PCs should have some method of identifying their
DC 25: Information about notable marksmen, foe at some point – an enemy that remains hidden
particularly those in the area. This information and nameless isn’t an enemy that the PCs will
will be more accurate than the basic stories learned recognize later.
at lower DCs, and may include the truth behind
marksman notoriety described above.
9
Untapped Classes: Complete Marksman
New Feats Benefit: You may activate and benefit from two
mantras simultaneously. Meditating to activate two
Presented below are several new feats for
mantras at once requires a Concentration check 10
use with the marksman base class. In addition,
higher than normal (in addition to the sum of the
several mantra feats are presented for use with the
increases the two mantras themselves call for, if
marksman base class.
any). Meditating to activate two mantras at once
requires a full-round action even with Psionic
DUAL SIGNATURE [PSIONIC]
Meditation.
You have trained in multiple signature styles and
Normal: You can only activate and benefit from
have learned how to use them together.
one mantra at a time. Psionic Meditation allows
Prerequisites: Signature style class feature in two
you to gain psionic focus as a move action.
different styles, base attack bonus +11.
Special: If you have the ability to expend your
Benefit: When using any signature style, you may
psionic focus while remaining focused (for instance,
apply to a ranged weapon of any type in which you
the Psicrystal Containment feat), you may end one
have a signature style. For example, if you have the
of the mantras by expending your psionic focus
augmented shot and ricochet signature styles, you
while maintaining the other.
may use the ricochet signature style when using
a crossbow, or use the augmented shot signature
MENTAL DAMPENING [PSIONIC]
style with a thrown weapon.
Through the power of your mind, you reduce the
Normal: Signature styles only apply to weapon
intensity of the sounds you make.
types that match the signature style.
Prerequisites: Wisdom 13, Autohypnosis 3 ranks,
Move Silently 4 ranks.
HAWKEYE [GENERAL]
Benefit: As long as you are psionically focused, you
Keen eyes, steady hands, and sharp reflexes –
gain a +6 bonus to your Move Silently checks.
together, they forge a warrior with extraordinary
precision.
MENTALLY INCONSPICUOUS [PSIONIC]
Prerequisites: Far Shot, Point Blank Shot.
You make yourself less noticeable to other minds.
Benefit: You gain a +1 bonus on Spot checks.
Prerequisites: Wisdom 13, Autohypnosis 3 ranks,
Additionally, attacks that require precision and are
Hide 4 ranks.
limited to a range of 30 ft, such as Point Blank Shot
Benefit: As long as you are psionically focused,
and Sneak Attack, have this range increased by 20
you gain a +6 bonus to your Disguise and Hide
ft .
checks made against anything not immune to mind-
Special: You may gain this feat multiple times.
affecting effects.
Each time you do, your bonus to Spot increases by
1 and your precision range increases by 20 ft.
SIGNATURE FOCUS [PSIONIC]
If you have other options that relate to precision and
Your training in the ways of a style of ranged
are limited to ranges of 30 ft (such as the cover fire
weapon allows you to deal additional damage.
marksman feature) their ranges are extended by this
Prerequisites: Weapon Focus, any two signature
feat as well. Speak to your GM when determining
style class features of the same style, base attack
exactly which abilities Hawkeye will extend.
bonus +11.
A fighter may take Hawkeye as one of his fighter
Benefit: When you select this feat, choose a
bonus feats.
ranged weapon style in which you have at least
two signature styles (if you have more than one).
MASTER OF MANTRAS [PSIONIC]
Attacks you make with weapons of that style deal
Few follow multiple schools of thought regarding
an additional 2 points of damage on successful
mantra meditation, and even fewer learn to reconcile
ranged attacks.
the differences between them. You are among these
Special: A fighter may take Signature Focus as one
rare heroes.
of his fighter bonus feats.
Prerequisites: Concentration 12 ranks, Psionic
Meditation, any two Mantra feats.
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Untapped Classes: Complete Marksman
TABLE 2: FEATS
FEAT PREREQUISITES BENEFIT
Dual Signature Signature style class feature in two different Use signature styles with additional ranged
signature styles, base attack bonus +11 weapons
Hawkeye F Far Shot, Point Blank Shot Increase precision attack range, +1 to spot
checks.
Master of Mantras Concentration 12 ranks, Psionic Meditation, any Activate and benefit from two mantras at once
two Mantra feats
Mental Dampening Wisdom 13, Autohypnosis 3 ranks, Move Subconsciously dampen sounds of movement
Silently 4 ranks
Mentally Inconspicuous Wisdom 13, Autohypnosis 3 ranks, Hide 4 ranks Thinking creatures may not notice you
Signature Focus F
Weapon Focus, any two signature style class Deal additional damage with weapons of your
features of the same style, base attack bonus +11 chosen style
MANTRA FEATS
Eye of the Storm Deflect Arrows, Concentration 7 ranks, base Deflect arrows without a free hand and more
attack bonus +6 than once per round. End to increase AC
against one ranged attack.
Final Strike of the Improved Critical, base attack bonus +8 Improve weapon’s critical multiplier. End to
Executioner F confirm one critical hit.
Patience of the Hunter Precise Shot, Hide 5 ranks, Move Silently 5 No penalty to stealth for moving. End to slow
ranks, base attack bonus +6 target on a ranged attack.
Presence of the Master F Intimidate 11 ranks, base attack bonus +6 Demoralize foe as a free action. End to
intimidate all nearby foes.
Wrath of the Dragon F Power Attack, base attack bonus +6 +4 to confirm critical hits. End to make an
extra attack.
EPIC FEATS
True Signature: Endless Wis 19, rain of arrows signature style, base attack Your rain of arrows seems never-ending
Volley bonus +16
True Signature: Wis 19, one shot, one kill signature style, base Your one shot, one kill signature style is even
Deathstrike attack bonus +16 more dangerous
True Signature: Hurl Wis 19, psychokinetic momentum mastery Propel enemies up in the air with thrown
signature style, base attack bonus +16 attacks
F
- A fighter may select this feat as a fighter bonus feat.
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Untapped Classes: Complete Marksman
deflect (such as a massive projectile or ray attack). Benefit: To activate Presence of the Master
you must meditate to gain psionic focus. Once
FINAL STRIKE OF THE EXECUTIONER activated this mantra lasts for 1 minute as long as
[PSIONIC, MANTRA] you maintain psionic focus. When active you may
Your weapon, as an instrument of your will, attempt to demoralize an opponent in combat using
delivers devastating attacks, frequently destroying the Intimidate skill as a free action once per round.
your target in a single blow. During this mantra, you may expend your psionic
Prerequisites: Improved Critical, base attack focus as a swift action to attempt to demoralize
bonus +8. all foes within a 20 foot radius of yourself, if you
Benefit: To activate Final Strike of the Executioner, succeed, these foes are shaken for 1d6 rounds
you must meditate to gain psionic focus. Once instead of 1.
activated, this mantra lasts for 1 minute as long Special: A fighter who meets the prerequisites may
as you maintain psionic focus. While active, select this feat as one of his fighter bonus feats.
your critical multiplier for any weapon tied to the
Improved Critical feat increases by 1 (from x2 to WRATH OF THE DRAGON
x3, for instance). During this mantra, if you roll a [PSIONIC, MANTRA]
critical threat, you may expend your psionic focus You focus your mind into a state of unchecked rage,
to automatically confirm this threat, delivering a no foe can stand before the fury of your assault.
critical hit. You must declare you are using this Prerequisites: Power Attack, base attack bonus
ability before you roll to confirm your threat. +6.
Benefit: To activate Wrath of the Dragon you must
PATIENCE OF THE HUNTER meditate to gain psionic focus. Once activated this
[PSIONIC, MANTRA] mantra lasts for 1 minute as long as you maintain
You know the precise moment to strike to cripple psionic focus. When active you gain a +4 bonus
your prey. on attack rolls to confirm critical hits. During this
Prerequisites: Hide 5 ranks, Move Silently 5 mantra, you may expend your psionic focus as part
ranks, Precise Shot, base attack bonus +6. of a full attack action to make an additional attack
Benefit: To activate Patience of the Hunter you at your highest base attack bonus.
must meditate to gain psionic focus. Focusing in Special: A fighter who meets the prerequisites may
this fashion requires a concentration check 5 higher select this feat as one of his fighter bonus feats.
than normal. Once activated this mantra lasts for
10 minutes as long as you maintain psionic focus. EPIC FEATS
While active you gain a +2 bonus to Hide and Move
Silently checks and take no penalty for hiding and Presented below are three new epic feats for use
moving silently while moving at full speed. During with the marksman base class. Each provides an
this mantra, you may expend your psionic focus as enhancement to one of the signature styles.
part of a ranged attack. If that attack successfully
deals damage to the target, its movement speed TRUE SIGNATURE: ENDLESS VOLLEY
(in any mundane movement mode it possesses) is [EPIC, PSIONIC]
halved for 5 rounds. Arrows seem to flow endlessly from your bow.
Prerequisites: Wis 19, rain of arrows signature
PRESENCE OF THE MASTER style, base attack bonus +16.
[PSIONIC, MANTRA] Benefit: When using your rain of arrows signature
The combination of your martial prowess and style, you may choose to continue the effect the next
psionic talents make you a terrifying opponent and round by making a successful DC 30 Concentration
you know how to use your supernatural edge to check. You may not move from your original
unnerve even the most stubborn foes. position, even with a 5-ft. step, or the benefits of
Prerequisites: Intimidate 11 ranks, base attack rain of arrows ends.
bonus +6. In addition, you may use your rain of arrows
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Untapped Classes: Complete Marksman
signature style an additional 4 times per day. Benefit: When you use the push by proxy signature
style to make a ranged bull rush attempt, you may
TRUE SIGNATURE: DEATHSTRIKE [EPIC, choose to push the target upwards in the air as
PSIONIC] well as back. For each 5 ft. of distance you move
You are more than deadly with a crossbow; you are the enemy back, they also move 5 ft. up. The
death with a crossbow. enemy takes any appropriate falling damage when
Prerequisites: Wis 19, one shot, one kill signature returning to the ground, as well as your Strength
style, base attack bonus +16. (or Wisdom) modifier of damage if applicable from
Benefit: When you use your call the shot signature the pusy by proxy signature style.
style and make a successful attack, the critical In addition, you gain a +4 bonus to your opposed
multiplier of your attack is increased by 1. bull rush attempts when using the push by proxy
In addition, the DC of the Fortitude save for the signature style.
one shot, one kill signature style is increased by 4.
13
Untapped Classes: Complete Marksman
14
Untapped Classes: Complete Marksman
previous levels. allowing you to strike at many launcher, in effect firing it by will
Steadfast Perception: Gain targets in what others perceive alone. You may launch a boosted
immunity to illusory effects,as the blink of an eye. Your projectile as an attack action
+6 bonus on Spot and Search movements are so rapid that (combined with the swift action of
checks. they leave visual echoes of your manifesting this power), treating
Truevenom Weapon: previous positions in the air as it in all ways as if it had been
Your weapon is horribly you move, although these quickly fired from its intended launcher
poisonous. [See Prevenom fade. (shortbow, light crossbow, or
Weapon] This round, as a full attack action, sling, sized appropriately to
Zealous Fury A CM: Subsequent you may make a single ranged you). Since no actual launcher
attacks are as accurate as attack with one ranged weapon is involved, reload times are not
previous ones. (or several thrown weapons applicable.
of the same type) against each Alternatively, you may choose
5TH-LEVEL MARKSMAN target within one range increment to boost a weapon as you throw it.
POWERS of your weapon, similar to the A boosted thrown weapon deals
Adapt Body: Your body Whirlwind Attack feat. You still damage as if it were one size
automatically adapts to expend ammunition as normal for larger.
hostile environments. these attacks. Augment: You may augment
Barrage CM: Execute a flurry Alternatively, this round, as a this power in one or more of the
of swift attacks against full attack action, you may make following ways:
nearby targets. a single melee attack with one 1. If you spend an additional
Cloud Mind, Mass: Erase weapon against all targets within 2 power points, you may fire
knowledge of your presence a radius of twice your normal additional projectiles in this
from the minds of one reach, rapidly dashing between fashion as part of a full attack
creature/level. targets if necessary (although you up to the number of attacks you
Inertial Barrier: Gain DR 5/-. reflexively return to your original could normally make during a full
Power Resistance: Gain PR position at the end of your full attack action.
equal to 12+level. attack, and such movement does 2. For every 2 additional power
True Seeing, Psionic: See not trigger effects like the Duck points you spend, the size of the
things as they really are. and Weave UT feat). launcher emulated increases by
In either case, you may not one step (for example, from a
New Power Descriptions make more attacks with barrage Medium light crossbow to a Large
than your manifester level. light crossbow), and the effective
Barrage size of any thrown weapon
Psychometabolism Boost increases by one additional step.
Level: Psychic warrior 5, Psychoportation 3. If you spend 1 additional
marksman 5 Level: Marksman 1 power point, you may boost a
Display: Vi Display: Vi, Au projectile as if fired by a longbow
Manifestation Time: 1 swift Manifestation Time: 1 swift or a heavy crossbow instead.
action action
Range: Personal Range: 0 ft Ephemeral Bolt
Target: You Target: One piece of ammunition
Metacreativity (Creation) [Force]
Duration: 1 round or one thrown weapon Level: Marksman 2, psychic
Saving Throw: None Duration: Instantaneous warrior 2
Power Resistance: No Power Points: 1 Display: Ma
Power Points: 9 Manifestation Time: 1 standard
You empower one piece of action
You boost your reflexes to ammunition with the impetus Range: 0ft
supernaturally high levels, of motion it would get from its Effect: 1d4 ectoplasmic bolts,
15
Untapped Classes: Complete Marksman
arrows, or sling bullets used to attack ethereal creatures terrain away from a central point
Duration: 1 minute/level while you stand on the material and piling it at the outer edges of
Saving Throw: None plane, although they are treated as the area of effect, you can rapidly
Power Resistance: No invisible unless you can see them create a mundane safe-zone for
Power Points: 3 through other means. Used this sudden combat.
way, the bolts lose their delayed- This power creates a small
You coalesce semi-stable delivery property and are treated burrow three to five feet deep in
ectoplasm into 1d4 arrows, as normal (although they retain the land, with a small wall that
crossbow bolts, or sling bullets the bonus force damage), and any surrounds it which can provide
appropriate to your size, and obstruction on either plane stops cover for creatures within. Exactly
encase them in a thin layer of stable them. However, you cannot use how much cover is granted
ectoplasm. Ammunition created this power to attack the material depends on the size and posture of
this way is considered masterwork plane while on the ethereal plane. the creature within the burrow, as if
(+1 enhancement bonus on attack If used to attack an incorporeal the burrow were natural or shaped
rolls, no direct bonus on damage target (on either plane), the bolts by shovels. The shape of the wall
rolls). Ephemeral ammunition has do 1d4 points of force damage on can be altered mid-manifestation
a delayed-delivery effect: After impact. with a Craft (Sculpting) check
being fired, the bolt partially Augment: You may augment or afterward with proper tools,
phases out of the material plane this power in one or both of the providing parapets or arrow slits
and onto the ethereal plane. This following ways: as necessary, along with other
does not allow it to shoot through 1. For every 2 additional power alterations such as steps or ledges
armor or walls (you still need clear points you spend, increase the if need be.
line of effect to your target), but force damage dealt by each bolt Multiple manifestations of
it does allow it to impact a target by one die (d4), and increase the this power can dig deeper into
without the target noticing. A bolt enhancement bonus on attack the ground, providing a quick
that successfully hits a corporeal rolls by 1. underground burrow, or can be
target embeds itself entirely in 2. If you spend 3 additional used to extend an existing burrow
the target, but the effect is not power points, the enhancement into a trench. Foxhole cannot
terribly obvious -- the bolt does bonus on attack rolls applies to be used to dig through walls or
no damage, and there’s no entry damage rolls as well. foundations (although it could
wound. burrow around them) nor can
At any point during the power’s Foxhole it rearrange magically treated
duration, as a swift action, you Psychokinesis terrain.
may order any or all of the bolts Level: Marksman 1, psion/wilder If the area of effect completely
to return to the material plane, 1, psychic warrior 1 contains a creature’s space, that
at which point they deliver their Display: Ma, Ol creature must make a Reflex save
full normal damage (adjusted for Manifestation Time: 1 standard or fall prone in the burrow. You
damage reduction if appropriate) action are not immune to this; if you
+1d4 points of force damage Range: 20 ft occupy a square you displace,
before dissipating back to their Effect: Four 5-ft squares of loose you may fall prone yourself. If a
constituent ectoplasmic particles. earth, sand, snow, or similar creature happens to be burrowing
No external wounds are present unworked terrain (S) in the area of effect and would
from this damage. This power is Duration: Instantaneous be exposed by this power, it
frequently used to deliver poison Power Points: 1 emerges, prone but unharmed, in
as well as its usual effects; such the trench.
additions to the ammunition take A quick burst of psychokinetic This power is frequently used
effect when damage is dealt. force rearranges the land nearby in military applications for
As a side property of the phasing you, providing an emergency emergency trenches, when shovels
effect, ephemeral bolts can be source of cover. By pushing the would be too slow, and in extended
16
Untapped Classes: Complete Marksman
voyages through hostile terrain existing winds in a small area, concentration. You may reshape
where any bit of shelter helps. or can instead be set to exactly the wall by spending a standard
Dedicated adventurers have also counter such winds, generating action in concentration.
used it to rapidly burrow under a peaceful area of calm. Choose 2. If you spend 2 additional
fortified walls, although foxhole to intensify or pacify the winds power points, the range of this
provides no special protection for when you manifest this power power increases to Medium (100
such endeavors, and tunnels made (although the decision can be ft +10 ft/level).
by ill-prepared adventurers have changed when you reshape the 3. If you spend 2 additional
been known to collapse. effect, see below). power points, your control over
Augment: You may augment Intensifying the winds is the localized windstorm increases
this power in one or more of the identical to the wind wall spell greatly. You may reshape the wall
following ways: (from Chapter 11: Spells in the as normal or as an immediate
1. If you spend 1 additional Player’s Handbook), except as action. You may also generate
power point, the burrow may noted here. All rules regarding the pockets of calm interspersed with
affect four 5-foot cubes instead of shaping of the wind wall apply pockets of intense winds when
squares. Only one of these cubes to your localized windstorm, you shape the wall (effectively,
need be in contact with the surface regardless of your choice to this is the intensify option except
when you start manifesting. intensify or pacify. that the wall may be broken with
2. If you spend 2 additional Pacifying the winds allows as many 5-foot cubes of calm
power points you may manifest you to generate a region of calm that you choose, as per the pacify
this power as a swift action. consisting of every 5 ft cube that option).
3. If you spend 2 additional shares an edge or space with where
power points, this power can dig the wind wall would otherwise In addition, for every 2 power
through harder substances such as be. These regions are treated as points spent achieving any of
stone or ice. Foxhole, however, if their wind conditions were two these effects, increase the save
cannot rearrange any material of categories fairer than they would DC by 1.
hardness greater than 10. naturally be, to a minimum of no
winds. Additionally, if these areas Mirror Shot
Localized Windstorm of calm overlap an existing wind Psychoportation
Psychokinesis [Air] wall or an intensifying localized Level: Marksman 4, psychic
Level: Kineticist 3, marksman 2 windstorm, the two effects cancel, warrior 4
Display: Au letting normal wind conditions Display: Au, Vi
Manifestation Time: 1 standard prevail in the square. Manifestation Time: 1
action At any point during the immediate action
Range: Close (25 ft +5 ft/level) duration, you may extend your Range: Medium (100 ft + 10
Effect: Wall up to 10 ft/level concentration to a full-round ft/level)
long and 5 ft/level high (S) action. Doing so allows you to Target: 1 projectile in flight
Duration: Concentration, up to 1 reshape the wall into any other Duration: Instantaneous
round/level configuration you could have Power Points: 7
Saving Throw: None, see text chosen when you manifest this
Power Resistance: Yes power, including the choice to You draw upon your psionic
Power Points: Kineticist 5, intensify or pacify. might to mirror the potential
marksman 3 Augment: You may augment paths of a projectile into this
this power in one or more of the reality, psionically turning a lone
Through force of will alone, following ways: arrow into an entire volley, or a
you generate a small storm of 1. If you spend 2 additional thrown dagger into a deadly hail
psychokinetic turbulence in the power points, the duration of knives.
air. The storm itself manifests as increases to 1 round/level. You You can manifest this power
a wall which can intensify the no longer need to maintain with a moment’s thought, quick
17
Untapped Classes: Complete Marksman
enough to use when it is not your points you spend, you may bestow warrior 4
turn. You must manifest this the reflections with the equivalent Display: Vi
power in response to a single of an additional +1 enhancement Manifestation Time: 1 standard
attack made with a ranged weapon bonus or ability priced as a +1 action
within medium range (the attacker bonus. Reflecting abilities that Range: Personal
must be within range, the target add a flat sum to the price of the Target: You
need not be) before the result of weapon cost 1 additional power Duration: 1 round/level
the attack is determined. You point per 5000 gp of their market Power Points: Marksman 5,
cannot use this power to mirror price to replicate. Like standard psychic warrior 7
unusually massive projectiles magical weapons, you may not
such as siege weapons. add abilities to the reflection Your ranged attacks may
You create four reflections of the projectiles unless they already follow a path you imagine instead
projectile that each do damage as have at least a +1 enhancement of the path that physical laws
a mundane weapon of the original bonus. would dictate. You ignore range
projectile’s type. Each mirrored 2. For every 4 additional power increment penalties, and bonuses
projectile uses the same attack points you spend, you may create to Armor Class from cover,
roll result as the reflected attack an additional projectile. although total cover still blocks
to determine if they strike the 3. If you spend 10 additional the attack.
target or not (regardless of their power points, you may use this Augment: You may augment
enhancement bonus to attack), power to reflect unusually massive this power in one or both of the
and each projectile checks for projectiles such as siege weapons following ways:
concealment individually. If or boulders hurdled by giants. All 1. If you spend 3 additional
applicable the projectiles add the reflections strike the same area, ifpower points, your ranged attacks
strength bonus of the original applicable. ignore concealment (but not total
attacker under the normal concealment). If you instead
constraints for the attacker’s Physical Acceleration spend 6 additional power points,
weapon (full strength bonus for Psychometabolism your ranged attacks ignore all
thrown weapons, full strength Level: Egoist 3, marksman 4, miss chances, including those
bonus up to a certain value for psychic warrior 2 from total concealment and the
composite longbows). The Display: Au dreamborn HC subtype (although
reflections return to their native Manifestation Time: 1 standard you still must target the correct
reality shortly after appearing and action square for an invisible target).
cannot be preserved. Range: Personal 2. For every 3 additional power
Precision damage (such as Target: You points you spend, your range
sneak attack) and extra damage Duration: 1 round/level increment and corresponding
from critical hits only apply to Power Points: Egoist 5, maximum range with ranged
the first projectile fired, not to Marksman 7, Psychic Warrior 3 attacks and your range for spells
the four reflections. The four and powers that require a ranged
mirrored projectiles bypass As the haste spell (from touch attack increase by 10 feet.
damage reduction as though they Chapter 11: Spells in the Player’s
were magic weapons. Handbook), except as noted here. Trick Shot
Augment: You may augment Augment: If you spend an Psychoportation
this power in one or more of the additional 6 power points, you Level: Marksman 1, nomad 1
following ways: can manifest this power as a swift Display: Me
1. By spending additional action. Manifestation Time: 1
power points, you may reflect immediate action
enhancement bonuses or magic The Arrow Knows the Way Range: Close (25 ft + 5ft/2
abilities of the initial projectile. Psychoportation levels)
For every 2 additional power Level: Marksman 3, psychic Target: One Tiny or smaller
18
Untapped Classes: Complete Marksman
19
Untapped Classes: Complete Marksman
Hit Dice: d6
Entry Requirements
To qualify to become a lightning strike virtuoso,
a character must fulfill the following criteria.
Base Attack: +5.
Feats: Point Blank Shot, Precise Shot.
Skills: Hide 8 ranks.
Manifesting: Ability to manifest concealing
20
Untapped Classes: Complete Marksman
class would have gained (bonus feats, metapsionic Concealed Form (Ex): As a lightning strike
or item creation feats, and so on). This essentially virtuoso gains experience, he learns better
means that he adds the level of lightning strike techniques for hiding, aiding his ability to inflict
virtuoso to the level of whatever manifesting class as much damage as possible with a single strike.
the character has, and then determines power At 3rd level, a lightning strike virtuoso gains a +2
points per day, powers known, and manifester level bonus to Hide checks. This bonus improves by 2
accordingly. every 3 levels thereafter (+4 at 6th level, +6 at 9th
If a character had more than one manifesting level, etc.).
class before he became a lightning strike virtuoso, Into the Fray (Su): A lightning strike virtuoso
he must decide to which class he adds the new learns how to make an exceptional shot even if
level of lightning strike virtuoso for the purpose of he does not have a perfectly clear line of sight to
determining power points per day, powers known, the mark. As long as the lightning strike virtuoso
and manifester level. maintains psionic focus, he may ignore any penalties
Bonus Feat (Ex): All lightning strike virtuosos for firing into melee, cover or concealment (but not
learn how to better use their chosen ranged weapon. total cover or total concealment) for his chosen
At 1st level, a lightning strike virtuoso gains a target.
bonus feat. The feat selected must require Point Pierce the Armor (Su): By studying his target,
Blank Shot as a prerequisite and the lightning strike a lightning strike virtuoso learns where to aim his
virtuoso must still meet all the other prerequisites. weapon to deal the most damage. Beginning at
Hidden Shot (Ex): A lightning strike virtuoso 7th level, as long as the lightning strike virtuoso
understands that avoiding notice lets him make maintains psionic focus, ranged attacks made with
more devastating strikes at his targets. If a a crossbow treat the target’s damage reduction, if
lightning strike virtuoso is unnoticed by his target, any, as if it was lowered by the lightning strike
the critical multiplier of his weapon is increased by virtuoso’s Wisdom modifier (minimum 1) to a
1 for all attacks made against that opponent while minimum of 0.
the lightning strike virtuoso remains unnoticed by Aim of the Master (Ex): The true mark of a
that target. master lightning strike virtuoso is his ability to deal
Signature Style (Su): Students of making a devastating damage with but a single bolt. At 10th
single bolt a devastating strike, lightning strike level, when a lightning strike virtuoso uses his call
virtuosos learn to make each shot count. At 2nd the shot signature style and is successfully hidden,
level and every three levels thereafter, a lightning any successful ranged attack he makes with a
strike virtuoso gains the signature style class feature crossbow is automatically treated as a critical hit.
of the marksman. This signature style may only be If the target is immune to critical hits, the attack
for the crossbow option. instead deals the crossbow’s maximum base
21
Untapped Classes: Complete Marksman
damage plus any additional extra damage. Extra you from joining a particular group. Your skills
damage from sources such as Psionic Shot or are prized to make quick, precise strikes rather than
weapon enhancements such as psychokinetic are the large-scale assaults that units of archers might
not maximized. normally perform.
22
Untapped Classes: Complete Marksman
find out more about them. When a character makes Lightning Strike Virtuosos
a Knowledge (psionics) check, use the phrases in the Game
from below or variations of them, including any Incorporating a lightning strike virtuoso into your
information from lower DC checks, should there game should not pose much of a problem. Since the
be any. class focuses on a ranged weapon that is frequently
DC 10: There are some marksmen who choose used by manifesters or minimally-trained military,
the crossbow to the exclusion of all other weapons. introducing implements that would intrigue a
Some of these individuals even excel at killing with crossbow-minded individual should be easy.
a single strike.
DC 15: Many marksmen are capable, even Adaptation
deadly, with a crossbow. Some are not only deadly, Should the desire exist to tie the lightning strike
but stealthy, taking aim from the safety of a shadow virtuoso directly to an organization, it should not
or behind cover, killing their target before anyone be a difficult process; perhaps the class is reserved
knows the crossbowman is there. for only the most elite crossbowmen of the local
DC 20: Not only are those known as lightning royal guard or a crack team of special operatives
strike virtuosos experts in the use of the crossbow, used for precise strikes against local monsters or
but they have psionic ability to enhance their ranged rival armies. Additionally, making the class feel
attacks. These individuals blend their psionic closer to a true assassin class should be easy to
ability with their combat prowess to lethal effect, incorporate; perhaps the group that trains such
striking only once to achieve their desired effect. individuals requires that the interested marksman
prove his mettle by eliminating a minor rival.
If seeking an alternate feel for the lightning strike
virtuoso, they may instead be big game hunters,
rather than militarily-inclined. These individuals
may use a crossbow rather than a bow to take down
the largest of animals with a single strike, avoiding
the danger of a charging boar or an enraged great
bear.
Lucas Shadowstep CR 15
Male Human Marksman 5 / Lightning Strike
Virtuoso 10
LN Medium Humanoid
Init +9; Senses Listen +15, Spot +21
Languages Common, Dwarven
————————————————————
AC 22, touch 17, flat-footed 17 (+5 Dex, +5
armor, +2 ring)
hp 70 (15 HD)
Fort +5, Ref +16, Will +12
————————————————————
Speed 30 ft. (6 squares)
Melee Masterwork spear +15 (1d8-1/x3) OR
Ranged +2 collision keen light crossbow
+23/+18/+13 (1d8+7 / 17-20 x2) OR
Ranged +2 collision keen light crossbow (4d8+7
/ 17-20 x2)*
* Requires expending psionic focus
23
Untapped Classes: Complete Marksman
Space 5 ft.; Reach 5 ft. action to sight a target, and so long as he does not
Base Atk +15; Grapple +14 move, the next attack Lucas makes against that
Atk Options Augmented shot, call the shot, cover target ignores all range increment penalties and
fire, Fell Shot, hidden shot, into the fray, pierce automatically threatens a critical hit.
the armor, Point Blank Shot, unstoppable force If Lucas makes a successful ranged attack while
Combat Gear power stone of body adjustment, using hidden shot and call the shot, the attack is
power stone of steadfast perception automatically a critical hit. If the target is immune
Power Points Remaining 49 of 58 to critical hits, the weapon instead deals maximum
Typical Marksman Powers Known (ML 12) base damage.
3rd – Dimension slide, escape detection*, hustle Cover Fire (Ex): Lucas may attempt an attack
2nd – Cloud mind, concealing amorpha*, against the square a target within 30 ft. occupies
psionic scent (AC 10), forcing the target to make a Concentration
1st – Chameleon*, offensive prescience check or Reflex save (target’s choice) against a DC
* - Already manifest at base power point cost 17 or be staggered for one round.
———————————————————— If the roll threatens a critical hit and would
Abilities Str 8, Dex 20, Con 13, Int 12, Wis 20, normally hit the target, roll to confirm the critical.
Cha 10 If confirmed, the attack also deals normal weapon
SQ Evade arrows, wind reader damage.
Feats Far Shot, Fell Shot, Improved Initiative, Evade Arrows (Ex): Lucas has a +2 Dodge
Point Blank Shot, Precise Shot, Psionic bonus to AC against ranged attacks, but not ranged
Meditation, Rapid Reload (light crossbow), touch attacks.
Skill Focus (Hide), Stealthy, Weapon Focus Hidden Shot (Ex): If Lucas makes a successful
(light crossbow) ranged attack against an opponent that has not
Skills Balance +10, Climb +4, Concentration +16, noticed him, the critical threat multiplier of his
Hide +38, Jump +4, Knowledge (psionics) +6, crossbow is increased by 1.
Move Silently +12, Survival +10, Use Psionic Into the Fray (Su): So long as Lucas maintains
Device +10 psionic focus, he ignores any penalties for firing
Possessions Heartseeker (+2 collision keen light into melee, cover or concealment (but not total
crossbow), +2 psychoportive studded leather, cover or total concealment) for his chosen target.
gloves of dexterity +4, periapt of wisdom +4, Pierce the Armor (Su): So long as Lucas
boots of elvenkind, cloak of elvenkind, ring maintains psionic focus, he ignores up to 5 in
of protection +2, masterwork spear, 63 gp, 2 damage reduction when making ranged attacks
garnets (100 gp each) with his crossbow.
———————————————————— Unstoppable Force (Ex): If a ranged attack
Augmented Shot (Su): By taking a standard made by Lucas causes the target’s hit points to
action to make an attack and expending psionic drop below 0, he may choose to have it continue on
focus, Lucas adds +3d8 points of damage to the in a straight line to another target, but suffers a -4
base damage of his crossbow. This damage is penalty to the attack roll.
maximized by aim of the master. Wind Reader (Su): If Lucas meditates to gain
Call the Shot (Su): By spending a full-round psionic focus, he gains a +5 competence bonus to
ranged attacks for 5 rounds.
New Armor Enhancement
Psychoportive: A suit of armor created
Background
with this property allows the wearer to use the
Trained from an early age to be a master with a
dimension slide power as a psi-like ability three
crossbow, Lucas was raised to follow in the footsteps
times per day at ML 9.
of his father, Aelric Govannon, the instructor for the
Moderate psychoportation; ML 9th; Craft
local militia’s artillery units. Lucas exceled in his
Psionic Arms and Armor, dimension slide; Price
training, but while he admired his father’s loyalty
+1 bonus.
to the militia, he saw his unwillingness to meet
24
Untapped Classes: Complete Marksman
25
Untapped Classes: Complete Marksman
26
Untapped Classes: Complete Marksman
The shooting star adept must still meet any at just how rapidly you can fire arrows. Your
appropriate prerequisites for the feat as normal. marksmen powers should nicely complement your
Calling Down the Stars (Su): Once a shooting ranged attacks and your progression as a shooting
star adept has achieved 10th level, he can seemingly star adept should help improve your manifesting
unleash a volley of arrows in a split-second. A ability.
number of rounds per day equal to his Wisdom
modifier (minimum 1), a shooting star adept can Combat
fire two arrows for every ranged attack made with a Your goal in combat should be to fire as many
bow. Each arrow may be aimed at a different target. arrows as you can in as short a time as possible,
Both arrows use the same attack roll, but effects pelting your opponents with so many strikes that
such as Psionic Shot or precision-based damage they feel like pincushions. Your defensive ability
that apply damage to a single attack only apply is minimal, so you should do your best to avoid
to one arrow per attack. Weapon enhancements entering into close range with your opponents. The
or other effects that apply to all attacks, such as range of your bow should allow you a safe distance
Weapon Specialization, do apply to the additional without fear of melee engagement.
arrows fired.
Advancement
Playing a Shooting Star As you progress as a shooting star adept, your
Adept choices should most likely focus on feats and
Choosing to become a shooting star adept means powers that augment your ranged combat abilities.
you are deciding to enhance your ability with a bow, Choices that improve the amount of damage your
although such a choice does slow your manifesting arrows deal or improve your accuracy are great
progression. Many others might be astounded options as you become more adept at using a bow.
Powers that help you avoid melee combat can also
be critical, as your armor is often light and does not
afford a great amount of protection.
Resources
Being a shooting star adept does not necessarily
afford you any unusual resources, although it is
not unusual for shooting star adepts to belong to
an organization as a member of a military unit.
However, through the use of powers such as bolt,
your resource needs are typically limited to only
your bow, so lack of an organizational tie is usually
not a problem for you.
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Untapped Classes: Complete Marksman
typically seeking to learn new techniques with a Shooting Star Adept Lore
bow. It is not unusual for shooting star adepts to Characters with ranks in Knowledge (psionics)
hold positions as bow instructors, teaching others can attempt to research shooting star adepts to find
their advanced techniques. out more about them. When a character makes
a Knowledge (psionics) check, use the phrases
Organization or variations of them from below, including any
Town militia, city guard, even bandit groups information from lower DC checks, should there
often seek the services of those as skilled in the be any.
bow as shooting star adepts. These masters of the DC 10: It’s been said that shooting star adepts
arrow are prized for their speed with a bow and few are just a group of marksmen that specialize with
organizations that employ combative individuals using a bow.
would turn away the talents of a shooting star DC 15: By sacrificing some of his psionic training,
adept. a shooting star adept becomes even deadlier with a
bow.
NPC Reactions DC 20: Masters of combining their bow with
The reaction to a shooting star adept is typically psionic power, the shooting star adepts are able to
dependent on if the individual is facing the shooting unleash an impressive number of arrows in a very
star adept on the field of battle. Those who witness short time.
the prowess of a shooting star adept are often Shooting Star Adepts in the
awestruck with their talent or intimidated by the Game
threat posed by such an individual. Enemy leaders A shooting star adept fits best in a game where
may single out shooting star adepts as primary ranged combat is an option, which is often available
targets for elimination, recognizing the threat posed except in unusual circumstances. They work best
by such a bowman. in games where the shooting star adept will face
multiple opponents, allowing the bowman to take
advantage of the number of shots he can take.
Adaptation
Should you want to limit the availability to
become a shooting star adept, modifying the entry
requirements to need training from a particular
organization that only teaches its own members
would be an easy way to accomplish this.
Additionally, the techniques of the shooting star
adept may only be taught from master to apprentice,
keeping the number of shooting star adepts low.
Cyrus Darchior CR 18
Male Xeph Marksman 8 / Shooting Star Adept 10
NE Medium Humanoid
Init +6; Senses Listen +21, Spot +21
Languages Common, Xeph
————————————————————
AC 25, touch 16, flat-footed 19 (+6 Dex, +3
armor, +2 shield, +4 natural)
hp 101 (18 HD)
Fort +8, Ref +20, Will +16
————————————————————
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Untapped Classes: Complete Marksman
Speed 30 ft. (6 squares) Cyrus can charge arrows he fires for that turn,
Melee +1 shortsword +19/+14/+9/+4 (1d6+1/19- attacking a 5 ft. radius area instead of an individual
20 x2) OR (treat as AC 10). Creatures in the affected area that
Ranged +2 keen psychokinetic burst shortbow fail Reflex save (DC 17) take full damage from the
+27 (1d6+2 +1d4 ectoplasmic / 19-20 x3 +2d6 arrow, although poisons or non-damaging additions
ectoplasmic) OR to the arrows do not affect those in the area.
Ranged +2 keen psychokinetic burst shortbow Cover Fire (Ex): Cyrus may attempt an attack
+25/+25/+20/+20/+15/+10 (1d6+2 +1d4 against the square a target within 30 ft. occupies
ectoplasmic / 19-20 x3 +2d6 ectoplasmic) (AC 10), forcing the target to make a Concentration
Space 5 ft.; Reach 5 ft. check or Reflex save (target’s choice) against a DC
Base Atk +18; Grapple +17 20 or be staggered for one round.
Atk Options Burst arrows, calling down the stars, If the roll threatens a critical hit and would
cover fire, Fell Shot, force-charged fletching, normally hit the target, roll to confirm the critical.
Greater Manyshot, improved rapid shot, If confirmed, the attack also deals normal weapon
lightning draw, Manyshot, Point Blank Shot, damage.
Psionic Shot, rain of arrows, Rapid Shot Calling Down the Stars (Su): Six rounds per
Combat Gear potion of cure serious wounds (2), day, Cyrus can call down the stars, firing two
potion of bear’s endurance arrows for every attack made.
Power Points Remaining 91 of 94 Evade Arrows (Ex): Cyrus has a +3 Dodge
Typical Marksman Powers Known (ML 15) bonus to AC against ranged attacks, but not ranged
4th – Evade burst, psionic freedom of movement touch attacks.
3rd – Control air, hustle, the arrow knows the Ever-Present Ammunition (Su): 10 times per
way UP day, Cyrus may manifest bolt with a manifester
2nd – Body equilibrium, detect hostile intent*, level of 10, summoning 2d4 bolts with a +3
ephemeral bolt enhancement bonus.
1st – Bolt, offensive precognition, offensive Force-charged Fletching (Su): By expending
prescience psionic focus, until the beginning of his next turn,
* - Already manifest at base power point cost Cyrus can spend 1 power point as he fires an arrow
———————————————————— to have it deal non-lethal bludgeoning damage
Abilities Str 10, Dex 23, Con 14, Int 12, Wis 22, instead of lethal piercing, as he charges the arrows
Cha 8 with a psychokinetic buffer. On a successful hit, a
SQ Burst, concealment, darkvision 60 ft., evade charged arrow initiates a free trip attack on Cyrus’s
arrows, naturally psionic, wind reader foe, using his Wisdom score in place of his Strength
Feats Extend Power, Far Shot, Fell Shot, Greater modifier.
Manyshot, Manyshot, Point Blank Shot, Precise If Cyrus fires a charged arrow at a prone target,
Shot, Psionic Meditation, Psionic Shot, Rapid it takes a standard action to stand from prone
Shot, Weapon Focus (shortbow) unless the target makes a Strength check of DC 16.
Skills Balance +21, Concentration +22, Hide +16, Prone targets hit by multiple charged arrows in the
Knowledge (psionics) +11 same round have this DC increased by 2 for each
Possessions Sting (+2 keen psychokinetic burst subsequent arrow. One round after being struck by
shortbow), +1 short sword, +1 gleaming leather a charged arrow, its force dissipates, and the target
armor, skin of the defender, periapt of wisdom may stand normally.
+6, gloves of dexterity +4, cloak of resistance Improved Rapid Shot (Ex): Anytime Cyrus
+2, ring of force shield, 50 pp, 68 gp uses the Rapid Shot feat, he gains an additional
———————————————————— attack at a -5 penalty.
Burst (Su): Three times per day, Cyrus can put Lightning Draw (Ex): By maintaining psionic
on a burst of speed, gaining a +30 competence focus, Cyrus can fire an additional arrow when
bonus to speed for 3 rounds. using the Manyshot or Greater Manyshot feat
Burst Arrows (Su): By expending psionic focus, without increasing the penalty to attack rolls.
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Untapped Classes: Complete Marksman
Opportunistic Strike (Ex): Cyrus gains a +6 make him harder to spot, trusting in his own ability
insight bonus to attack and damage rolls on his next to stop any would-be assailants.
attack if his target has been damaged by a melee or
ranged weapon since Cyrus’s last turn.
Rain of Arrows (Su): 6 times per day, Cyrus
may expend psionic focus when making a full
attack action and roll each attack roll twice, taking
the best of each roll. Each arrow fired deals double
damage.
Repetitive Strike (Su): By meditating to gain
psionic focus and for 6 rounds thereafter, Cyrus’s
ranged attacks deal an additional 6 damage if Cyrus
has already successfully attacked the target.
Wind Reader (Su): If Cyrus meditates to gain
psionic focus, he gains a +6 competence bonus to
ranged attacks for 6 rounds.
30
Untapped Classes: Complete Marksman
31
Untapped Classes: Complete Marksman
variety of directions, up to his normal maximum momentum mastery signature style, however,
of rebounds (usually 1 + Wisdom modifier). This suffer no attack roll penalty when using the ricochet
allows the Talon to make an Intimidate check signature style to attack multiple targets.
against all opponents with line of sight to the Inspiring Throw (Su): When a truly talented
rebounding weapon. Talon of the Thrush performs an awesome throw, he
A Talon of the Thrush may not use showoff to can inspire his allies and demoralize his enemies.
make an attack. Anytime a Talon of the Thrush successfully uses
Psionic Shot (Su): Familiarity with channeling the ricochet signature style and strikes an opponent
his psionic power into his thrown attacks, the Talon after his thrown weapon rebounds, all allies within
of the Thrush learns to imbue destructive power 30 ft. gain a morale bonus to attack rolls, saving
into his thrown weapons. At 4th level, the Talon of throws, and skill checks equal to the Talon of
the Thrush gains the Psionic Shot feat as a bonus the Thrush’s Wisdom modifier. The Talon of the
feat, even if he does not meet the requirements. Thrush’s enemies within 30 ft. suffer an identical
Split Throw (Su): Talons of the Thrush learn to morale penalty unless they make a successful Will
combine their psionic potential with their ranged save (DC 10 + class level + Wisdom modifier).
expertise, using metacreativity to replicate a hurled
weapon. Beginning at 6th level, by expending Playing a Talon of the
psionic focus as part of an attack, a Talon of the
Thrush can split a single weapon into two identical
Thrush
The choice to join the ranks of the Talons of the
projectiles. Each weapon must strike at a separate
Thrush should not be taken lightly. The training
target and uses the same modifier on its attack
required to master the trick throws and acquire the
roll. The targets must both be within 15 ft. of each
expertise of the thrown weapon is rigorous and the
other.
organizational ties are not without their demands.
A Talon of the Thrush may use both weapons
with the ricochet signature style simultaneously.
Combat
The total number of redirections for both weapons
Your skill with the thrown weapon inspires your
cannot exceed the normal maximum (usually 1 +
allies and disheartens your foes. You are most at
Wisdom modifier).
ease in a combat with sufficient surfaces to rebound
Infused Throw (Su): Talons of the Thrush of 7th
your thrown attacks as necessary, although you are
level and higher learn how to infuse their thrown
perfectly comfortable in open areas, where your
weapons with incredible psychokinetic energy
aim is unobstructed.
that has a devastating effect on the target. By
expending psionic focus when using the push by
Advancement
proxy signature style, successful bull rush attempts
As a natural progression for marksmen,
also deal the damage of the weapon, in addition to
talons of the thrush easily multiclass back into
pushing the target back.
marksman, improving their ability with ranged
Rebounding Strike (Su): Legends of the Thrush
weapons. However, the accelerated signature
say that he was able to use a single thrown weapon
style progression makes most Talons of the Thrush
to hit multiple enemies at the same time. Talons of
progress throughout the entire course of the class.
the Thrush of 9th level learn how to perform this
If you are seeking to vary your ranged abilities,
trick of the Thrush. By expending psionic focus as
returning to the marksman class to learn alternate
part of a ranged attack, a Talon of the Thrush may
signature styles can add to your ranged repertoire,
redirect the ranged attack at an additional target
although continuing to progress as a Talon of the
by using his ricochet signature style, treating the
Thrush will ensure the fastest progression of your
first target as if it was a wall. This redirection is
thrown weapon signature style.
not as precise, however, and the additional attack
roll suffers a -4 penalty instead of the standard -2
Resources
penalty.
It can be expected as a member of the Talons of
Talons of the Thrush with the psychokinetic
32
Untapped Classes: Complete Marksman
the Thrush that discounted weapons and armor will based on the individual than on any generalization
be available, so long as you are near the Talons’ of marksmen as a group.
base of operations. Frequently, members will pass
down weapons that they have outgrown, although Talon of the Thrush Lore
most choose to further enhance their blades, so you Characters with ranks in Knowledge (psionics)
may have to fend for yourself after getting your can attempt to research Talons of the Thrush to find
first weapon. out more about them. When a character makes
a Knowledge (psionics) check, use the phrases
Talons of the Thrush in the or variations of them from below, including any
World information from lower DC checks, should there
“Over the railing, through the window, off the be any.
wall, under the table, off the floor… bull’s-eye. DC 10: The Talons of the Thrush are a group of
Simply incredible.” marksmen who really enjoy showing off with their
Cully Moraunt, human bartender daggers.
DC 15: It is said the Thrush leads his Talons into
Most Talons prefer the company of others of their battle, teaching them the ways to perform truly
order, competing to see who can do the best trick. inspiring throws.
Some, however, can be found outside the company DC 20: The Thrush is a title held by the leader of
of their fellows, adventuring with those not part the Talons. They are masters of the thrown weapon
of the organization. These lone individuals are signature style and can perform stunts with thrown
often out to discover new techniques with ranged weapons that even most marksmen envy. Some
weapons, which they will then bring back to the say the original Thrush is still alive, although none
other Talons. know where.
33
Untapped Classes: Complete Marksman
marksmen, the Talons of the Thrush grew to While most Talons have a single weapon of choice,
become a well-organized unit of thrown weapon there is no individual thrown weapon that is the
experts, following the commands of their leader, signature of the Talons of the Thrush, although the
the Thrush, an honorific after the original leader of dart tends to be used by those seeking to emulate
the group. the original, enigmatic Thrush that originally
Base of Operations: The Talons operate out of started the organization.
a training facility that specializes in the thrown As a collective group, the Talons do not have
weapon style of combat. While they are not a political aspirations or seek to use their throwing
covert group, neither do they actively advertise abilities in malicious ways. Dedicated solely to
their location. their love of the ranged combat arts, Talons view
Alignment: N each other as family and kindred spirits, although
Size: Never have the Talons been large in size. with any organization, not all members get along
Currently, there are fourteen active Talons of equally.
varying talent, including the Thrush. Joining: Marksmen specializing in the ranged
Members: Due to the training required to become weapon signature style seeking to join the Talons
a Talon, all members are marksmen, although there of the Thrush must first seek out and locate a
are a few multiclass psions within the ranks. member of the organization. The applicant must
Symbol: Black thrush claws on teal. then prove to have at least a modest ability with
Motto: “True talent is a mix of finesse and power. thrown weapons, typically in a throwing contest. If
A Talon uses both equally.” the individual shows sufficient ability, they may be
Description: The Talons as an organization invited to train with the organization.
seek to further develop the ranged combat arts Duties: Talons are expected to share new
using thrown weapons. Where other projectile ranged combat techniques with others within the
specialists will seek to learn the bow or crossbow, organization. In addition, when called on by the
the Talons specifically utilize the thrown weapons. Thrush, Talons are expected to answer the call.
34
Untapped Classes: Complete Marksman
Benefits: Talons of the Thrush can count on (1d4+8 plus 1d4 ectoplasmic/17-20 x2 / 1d4+3
each other for specialized training in thrown (4))/19-20 x2)
weapon combat. In addition, it is not uncommon *6-point power throw
for members to sell outgrown weapons to others ** Returning daggers if psionically focused
within the group at a discounted rate. Space 5 ft.; Reach 5 ft.
Base Atk +18; Grapple +20
Sarma “The Thrush” Ralkof Atk Options Cover fire, Fell Shot, infused shot,
inspiring throw, Point Blank Shot, power throw,
CR 18 Psionic Shot, psychokinetic momentum mastery,
Female Elan Marksman 8 / Talon of the Thrush 10
psychoportative momentum mastery, push by
NG Medium Aberration
proxy, Rapid Shot, rebounding strike, Return
Init +4; Senses Listen +7, Spot +7
Shot, ricochet, showoff
Languages Common
Combat Gear power stone of body adjustment
————————————————————
(2), potion of cure serious wounds
AC 25, touch 16, flat-footed 21 (+4 Dex, +6
Power Points Remaining 77 of 87
armor, +3 shield, +2 ring)
Typical Marksman Powers Known (ML 15)
hp 77 (18 HD)
4th – Mirror shot, psionic keen edge*, psionic
Fort +5, Ref +17, Will +18
freedom of movement
————————————————————
3rd – Dimension slide, greater concealing
Speed 35 ft. (7 squares)
amorpha, touchsight
Melee +1 collision psychokinetic returning
2nd – Detect hostile intent*, steal item HC, wall
dagger +22/+17/+12/+7 (1d4+8 plus 1d4
walker
ectoplasmic/17-20 x2) or
1st – Far hand, trick shot UP
Ranged* +1 collision psychokinetic returning
* - Already manifest at base power point cost
dagger +18/+13/+8/+3 (1d4+14 plus 1d4
————————————————————
ectoplasmic plus 4d6 (Greater Psionic Shot)/17-
Abilities Str 14, Dex 18, Con 10, Int 10, Wis 20,
20 x2) or
Cha 10
Ranged +1 collision psychokinetic returning
SQ Evade arrows, resilience, repletion, resistance,
dagger / +1 daggers** (4) +22/+22/+17/+12/+7
The Tale of the Thrush The stranger rose, and spoke in a quiet voice. “You
The crisp mountain air was cool and still on the never stood a chance against my talons. Don’t make
morning the stranger walked in the door. He sat at the bets you have no chance of winning.” Tossing another
bar and placed an order in a strangely-accented voice, coin to the bartender, the stranger left the bar. The
paying using coins stamped by no royalty the bartender adventurers stood agape at the scene, not even noticing
recognized, but gold was gold, and he had no reason to the coin had landed on its edge. Grabbing their bags,
turn the customer down, especially on a slow day. they quickly settled their tab and left following the
The tavern business went along as usual, with the wanderer.
stranger idly toying with a collection of darts from his
pocket, sighing occasionally as if lost in memory. After What became of them? Who was the stranger? None
a while, two rather inebriated adventurers spotted this can say. Some rumors exist that he was none other than
unusual act and asked if he was up for a bit of a game the Thrush, a maverick marksman stranded so far from
between them, wagering his gold against theirs on his a home he could never return to. This is as good a story
skill against theirs. as any, and has tended to stick around when people
The stranger didn’t even turn his head to face them retell it. As to the ultimate fate of the adventurers, less
or the dartboard, didn’t even glance to see how many is spoken... although, given the recent proliferation
people were in the way. He simply tossed the darts of similar techniques in similar circumstances,
over his opposite shoulder, and they sailed true. The occasionally with more ambitious arsenals than pockets
first hit the dartboard in a perfect bullseye. The second of darts, most assume that the Thrush trained others in
and third embedded themselves in the nock of the first, the proper use of his “talons.”
forming a pattern similar to a bird’s claw.
35
Untapped Classes: Complete Marksman
36
Untapped Classes: Complete Marksman
except to her and the elan race that created Psionic Items
her. Since becoming an elan, however, she has Presented below are new psionic items for use
always gravitated toward the ranged combat arts, with the marksman class. While these items work
especially utilizing her signature weapon, the with other character options, they are often logical
dagger. Discovering the ability to perform dazzling choices for the ranged combat oriented marksman.
displays with her daggers, including throwing two Powers marked with an * are presented here.
at the same target and having the second dagger All other powers are from the Expanded Psionics
imbed itself in the pommel of the first, Sarma came Handbook.
to be something of a show-off. As she gained in
experience, she also became known as deadly, and
most give her wide berth. Psionic Weapons
Psionic Weapon Special Abilities
Appearance A psionic weapon with any special ability must
The current holder of the title the Thrush, Sarma be imbued with at least a +1 enhancement bonus.
is not one who tolerates being bothered. Short Guided: A guided ranged weapon perceives the
for one of her race, Sarma stands only 4’8’’, and true location of its target and slightly modifies the
some believe it is her height that motivates her to flight path of its ammunition (or itself if a thrown
show off her talents as much as she does. Sarma weapon) accordingly, allowing the wielder to
has the red hair common of elans and dark green ignore any concealment except total concealment.
eyes. She is most often found wearing full battle This special ability may only be applied to ranged
gear, including her chain armor. Never one to weapons.
be unprepared, Sarma carries a minimum of five Faint clairsentience; ML 7th; Craft Psionic Arms
daggers on her person at all times, with one tucked and Armor, psionic true seeing; Price +1 bonus.
inside each boot, another strapped to the back of
her belt, and one on each hip. Specific Psionic Weapons
Sarma wears the mark of the Talons she leads, The following weapon is typically constructed
although the armband she wears has a silver claw with the exact abilities as listed here, although
instead of black. variations are possible.
Thunderbolt: This +3 guided mighty composite
longbow of thundering was originally crafted for a
nature-loving psion in his quest to eliminate those
who would despoil the land.
Strong metacreativity; ML 15th; Craft Psionic
Arms and Armor, metaphysical weapon, energy
burst, psionic true seeing; Price 50,750 gp, weight
3 lb.
New Crystalics
Originally presented in Untapped Potential: New
Horizons in Psionics, crystalics are a new type of
psionic item that permanently attach to a creature’s
body.
37
Untapped Classes: Complete Marksman
no noticeable change. When intact, the crystals The arrow knows the way *
sharpen the wearer’s vision, granting him a +2 Trick shot *
competence bonus on ranged attacks and doubling Moderate clairsentience and psychoportation,
his range increments for ranged weapons; his ML 8; Craft Psicrown, mirror shot, precognition,
maximum range does not change. Unfortunately, offensive, prescience, offensive, the arrow knows
the crystals distort moving objects closer to the the way, trick shot, Price 25,500 gp, weight ½ lb.
bearer, giving him a -2 penalty on melee attacks
while in place. Psicrown of the Cautious Bowman
Faint psychometabolism: ML 7th; Craft Crystalic, Those who choose ranged combat over melee
animal affinity; Price 2,500 gp; Weight – skirmishes tend to place great value on their
own safety. It is no small wonder that psicrowns
New Psicrowns like this one are immensely popular among such
Presented below are two new psicrowns for use adventurers. A psicrown of the cautious bowman
with the marksman base class. appears as a series of interlocking plates of wood
and iron that form a headband resembling a fortress
Psicrown of the Archer’s Gambit wall all around the wearer’s skull, complete
Favored by marksmen and archery-inclined with ramparts and arrow slits. It has 400 power
psychic warriors or nomads, this simple band points when first created and allows the use of the
provides insight into ranged combat, and rewards following powers.
what would otherwise be terribly risky maneuvers. Foxhole *
The psicrown of the archer’s gambit is nothing Levitate, psionic
more than a simple, light steel band. It holds 400 Localized windstorm *
power points when first created and allows the use Moderate psychokinesis, ML 8th; Craft Psicrown,
of the following powers: foxhole, psionic levitate, localized windstorm. Price
Mirror shot * 15,000 gp, weight ½ lb.
Precognition, offensive
Prescience, offensive
38
Untapped Classes: Complete Marksman
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Untapped Classes
Complete Marksman
Web Enhancement
Author: Jeremy Smith
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