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Class record

Marksman

Tier
2
Difficulty
2 / 5
Roles
MainStriker

Entry

Requirements

Ranger mastered.

Advancement

Progression

  1. UnlockKey ability
    Status Assessment IIUnlocks Status Assessment IIRefund possible Also granted by Archer
  2. Level 2Ability 1
  3. Level 3Skills
    You gain 5 skill points to spend on Athletics, Stealth, Medicine, Perception, Survival, Animal Husbandry or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Awareness.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to Power or Focus.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Marksman is a single-target ranged powerhouse. They rain heavy damage onto the enemy from afar and can be devastating if not stopped.

Tactical guidance

Playing Marksman

Marksman gain Status Assessment II, which in addition to showing HP also informs you of damage type strengths and weaknesses. Knowledge on what to use against enemies can be very important and this should be used frequently.

Blast Away is a self peeling tool that knocks the enemy back on a failed save, letting you safely move away from the target afterwards.

Prone Cover is another form of defense that lets you drop prone as a reaction. It gives the prone keyword to your ranged attacks and basic reactions, so you aren't left completely vulnerable while on the floor. You will have to spend AP to stand up again if you need to move, so it's not something you want to always immediately use.

Consistent Shot combined the accuracy of a precise attack with the damage of a heavy attack. Primarily used when you want a high chance of dealing good damage against a target that still has RP remaining.

Perfect Shot can do a lot of damage, but is reliant on your teammates to keep enemies within your line of sight for long enough. If your target breaks line of sight, the ability is wasted. To keep your options the most open, it is best to start your perfect shot by spending 2 AP as the last action on your turn. Now if you can't finish it, you will have only wasted 2 AP instead of 4.

Marksman

Class features

Abilities unlocked

Complete rules for every direct class feature and for attacks or abilities granted by a key feature.

Unlocked ability

Status Assessment II

0 AP
RangeSight
Keywords

You can assess the approximate HP percentage of a unit until the end of combat. (The DM should enable health bars for the unit). You can also assess any damage type weaknesses and strengths that the enemy has at the current time. You can also determine which parts of a creature can be targeted and destroyed, if any.

Requirements

-

Ability

Blast Away

1 AP
Range5ft

You fire a point blank shot at an enemy unit. The enemy must save against your Potency or be knocked back 5ft and take Light Damage. This ability does not provoke attacks of opportunity. 

Requirements

-
0 RP
RangeSelf
Keywords

You become Prone. While Prone from this ability, you gain the benefits of low cover against ranged attacks. In addition, all Ranged Weapon Attacks gain the Prone keyword.

Requirements

Cannot be used while Flying.

3 AP
RangeRanged Weapon Range

You may make a Precise Attack against the target. This attack deals Heavy Damage instead.

This attack does not gain Pinpoint.

Requirements

-

Helps unlock

These are specific prerequisite routes; other entry requirements may still apply.

Generic “any class” requirements are not included.