![]() ![]() Thus they are not the skill monkey that being a scout normally requires. But is still lacking bluff, disable device, most knowledge, and does not have the best skill rank modifier (only Int+4). ⧫ Scout : The generic Marksman has some good class skills. Things a Marksman can do, with Difficulty: ⧫ Ranged Defence : A Marksman has many ways to defend against enemy ranged attacks, with things like the deflect, disengage and defensive shot features or many of his powers. ⧫ Zone Control : Cover Fire, and the powers that modify it, and Wind Stike, can give Marksman the ability to pepper an area keeping the enemy down so that allies can re-maneuver. Unleashing a ranged whirlwind of projectiles. ⧫ Area Damage : Certain builds allow you to hit many times per round. ⧫ Sniping : Marksmen are very good at hitting things from far away. The Marksman is a specialist, with a few different things it can focus on. in the powers, build and NPC sections), which follows: w/=with, w/o=without, w/n=within, &=and, b/n=between, rnd=round, foe=target or subject, dmg=damage, Str/Dex/Con/Int/Wis/Cha=ability scores, and contractions saved space. Laconic Condensing: Effort was put into having the most material in the least amount of pages. ![]() Same section also shows how players can best fend off Marksmen. If you are a GM, and want some tips to fighting marksmen, read the cyan-colored text near powers and COUNTERS at the bottom of page 19. If you are new to playing a Marksman, suggest the MARK the MARKSMAN with MOXIE (page 9) to give you versatility. Especially the Shroud archetype, which gives short-term invisibility that has no save to resist - something very rare and valuable in psionics. The wilder is a great assassin, spy, soldier, mercenary or like. ![]() The marksman should be able to contribute to every party we’d generally classify it as a tier 4 class Everything the Marksman gives you on top of that is just pure gravy. Unlike 3.5, you don’t need to bend over backwards to be a good ranged attacker in Pathfinder ― you can be a great archer with nothing but CRB feats. If you want to hit things from far away, the Marksman class is great, just do not use it in roles it is not designed for. However, a Marksman has fewer powers known and even lower maximum level than a Psychic Warrior. It acts like a specialized Psychic Warrior, which focuses on ranged, but with better hit dice, BAB (meaning you get bonus attacks sooner, and higher hit chance), saves, and automatic ranged bonuses. You will hit often and accurately, and be able to add riders to attacks. ⧫ GM Notes : Article notes and GM tricks, shows ways to counter marksmen, and what to forbid. It’s also used to denote vulnerabilities. ⧫ Bad : A turkey this is inferior and should be skipped. ⧫ Average : Not bad or good, but there may be better things (generally option works only for certain builds or there is an opportunity cost). ⧫ Good : Should be heavily considered for those who can use it. ⧫ Amazing : A must have for an optimized build. Throughout this guide, we’ll be using the following rating system : ![]() The Marksman was a psionic class introduced in the pathfinder Psionics Unleashed Handbook, and updated for Pathfinder by Dreamscarred Press. “Bolt actions speak louder than words.” ― Craig Roberts, Crosshairs on the Kill Zone ![]()
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