Kryx RPGThemesMonsters

Marksman

Marksmen live on the edge of the battlefield, shooting from a distance.

Table of contents

Marksman feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

You have a bonus to your initiative rolls equal to your Wisdom.

This does not stack with other ability bonuses to your initiative

Being within 1 meter of a hostile creature doesn’t impose disadvantage on your ranged weapon attack rolls.

Choose two weapon groups to become capable, or proficient if you are already capable, with via the Weapons skill.

If you are a Monk, weapons in these groups are considered monk weapons for you if they lack the heavy and special properties.

You can select this feat multiple times.

Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.

Marksman fighting styles

If your class or archetype has fighting styles, you can learn them.

You gain a +2 bonus to attack rolls you make with ranged weapon attacks.

Marksman maneuvers

As an action, you can make a ranged weapon attack as you take aim. Roll a d3 and add the result to your attack roll. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can make a ranged weapon attack at double your weapon’s range and long range. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a ranged weapon attack with a weapon that deals piercing damage in an attempt to pierce the creature, traveling through to other targets. Each creature in a line with the point of origin including the creature and facing directly away from you must make a Reflex saving throw.

On a failed save, a creature takes piercing damage equal to the stamina die.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to knock the creature back. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it up to 2 meters away from you.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

As a reaction, which you use when you make a weapon attack roll against a creature, you can strike precisely. Roll a d3 and add the result to your attack roll. You can do so after the roll but before any effects of the roll occur.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can expend 2 additional stamina dice to roll 2d3.

  • You can expend 4 additional stamina dice to roll 3d3.

As an action, you can release a volley of arrows that fall from the sky. Each creature in a cylinder centered on a point you can see within 10 meters must succeed on a Reflex saving throw, taking damage equal to the stamina die + your maneuver ability on a failed save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can make a ranged weapon attack in an attempt to ricochet the attack toward another target. On a hit, the attack ricochets toward another target, which must be within 4 meters of the first target. The second target must succeed on a Reflex saving throw or it takes damage equal to the stamina die.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. You can make a ranged weapon attack during this movement. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

You can increase the damage for each additional stamina die expended.

As a reaction, which you use when a creature misses you with a melee weapon attack, you can maneuver yourself into a more advantageous position. You can move up to half your speed without provoking opportunity attacks and add half the stamina die’s result to the attack’s damage roll on your next attack roll before the end of your next turn.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can release a volley of arrows or thrown attacks. Each creature in a cone or line must succeed on a Reflex saving throw, taking damage equal to the stamina die + your maneuver ability on a failed save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can attach some rope to a projectile and make a ranged weapon attack with it in an attempt to entangle the creature. On a hit, if the creature is Large or smaller, the rope wraps around it, reducing its speed to 0. The rope has no effect on creatures that are formless.

The rope is an object that can be damaged and thus removed. It has 10 Defense and 5 Health. A creature entangled by the rope or one that can touch the creature can also use an action to make an Acrobatics or Brawn check (its choice) against your maneuver DC.

Enhance

You can add the stamina die to the attack’s damage (add half if you miss by 4 or less) for each additional stamina die expended.

As an action you can make two ranged weapon attacks against two different targets.

Enhance

You can make an additional ranged weapon attack for every two additional stamina die expended, but you can only attack each creature once.

Augment sizes

1 stamina die2 stamina dice3 stamina dice4 stamina dice5 stamina dice
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick