Special Operations Marksman

Credits

Author: Fraser Ronald
Publisher: Sword’s Edge Publishing

Open Game Content

Requirements

To qualify to become a Special Operations Marksman, a character must fulfill the following criteria.
Base Attack Bonus: +6
Skills: Hide 8 ranks, Knowledge (tactics) 4 ranks, Move Silently 6 ranks, Spot 8 ranks.
Feats: Dead Aim, Far Shot, Personal Firearms Proficiency.

Class Information

The following information pertains to the Special Operations Marksman prestige class.

Hit Die: d8

Class Skills
The Special Operations Marksman's class skills are as follows: Balance (Dex), Climb (Str), Concentration (Con), Drive (Dex), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Move Silently (Dex), Navigate (Int), Read/Write Language (none), Repair (Int), Speak Language (none), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), and Tumble (Dex).
Skill Points at each level: 5 + Int modifier

Action Points: The Special Operations Marksman gains a number of action points equal to 6 + one-half his character level, rounded down, every time the character attains a new level in this class.

Table: The Special Operations Marksman

Level BAB FOR REF WIL Special DEF REP
1st +1 +0 +1 +1 Talent, Bonus Feat +1 +0
2nd +2 +1 +1 +1 Bonus Feat +1 +0
3rd +3 +1 +1 +2 Cross-Training +2 +1
4th +4 +1 +2 +2 Talent +2 +1
5th +5 +2 +2 +3 Bonus Feat +3 +2
6th +6 +2 +3 +3 Cross-Training +3 +2
7th +7 +2 +3 +4 Talent +4 +3
8th +8 +3 +3 +4 Bonus Feat +4 +3
9th +9 +3 +4 +5 Cross-Training +5 +4
10th +10 +3 +4 +5 Talent, Bonus Feat +5 +5

Class Features

All of the following are class features of the Special Operations Marksman.

Talents
At 1st, 4th, 7th and 10th levels, the Special Operations Marksman selects a talent from the following class talent trees. As long as the character qualifies, she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.


Firearms Training Talent Tree
One cornerstone of special operations training is the firearm drill. Thousands of rounds are expended on both shooting ranges and in "killing houses"—specially designed training areas for close quarters drill using firearms.

Personal Weapon Focus: The character chooses a specific weapon—which includes unarmed strike or grapple. The character must be proficient with the chosen weapon.

The character adds +1 to all attack rolls made using the selected weapon. This modifier stacks with any other modifiers including the Weapon Focus feat.

The character can choose this talent multiple times, each time applying it to a different weapon.

Prerequisites: Proficiency in weapon chosen.

Personal Weapon Specialization: The character chooses a weapon with which she has Personal Weapon Focus talent. The character gets a +2 bonus on damage rolls with the chosen weapon. This modifier stacks with any other modifiers including the Weapon Specialization feat.

The character can choose this talent multiple times, each time applying it to a different weapon.

Prerequisites: Personal Weapon Focus in weapon chosen.

Greater Weapon Specialization: The character chooses a weapon with which she has Personal Weapon Specialization. The Greater Weapon Specialization talent increases the bonus on damage rolls from the Personal Weapon Specialization to +4 when using the selected weapon. This modifier stacks with any other modifiers including feats and class features.

The character can choose this talent multiple times, each time applying it to a different weapon.

Prerequisites: Personal Weapon Specialization in weapon chosen.

Improved Critical: The character chooses a weapon with which she has Personal Weapon Specialization. The threat range of the chosen weapon increases by one. This modifier stacks with other similar modifiers, such as those provided by feats or class features.

The character can choose this talent multiple times, each time applying it to a different weapon.

Prerequisites: Personal Weapon Specialization.


Sniper Talent Tree
Sniper training focuses on both the approach and the elimination of a target. A sniper must be a ghost on the battlefield, moving silently and invisibly. Further, a sniper should eliminate her target, be it personnel or equipment, quickly.

Camouflage: Using this talent, if the character takes a full round to prepare, modifiers for ability, cover and concealment are doubled for all Hide skill checks.

Prerequisites: Survival 6.

Careful Aim: When using a weapon with which the character has the Personal Weapon talent or the Weapon Focus feat, the character can double ability modifiers to attack rolls by taking a full-round action to steady or aim the weapon. Like the Dead Aim feat, once the character begins aiming, she can’t move, even to take a 5-foot step until after the character makes her next attack, or the benefit of the talent is lost. Likewise, if the character’s concentration is disrupted or the character is attacked before her next action, the character must make a successful Concentration skill check against DC 15 or the character loses the benefit of aiming.

This talent can be used in conjunction with the Dead Aim feat. If used together, the character only needs to take a single full-round action, not one full round action for each.

Prerequisites: Far Shot feat, Personal Weapon Focus or Weapon Focus in weapon used.

Quick Aim: The character can gain the benefits of the Careful Aim and/or Dead Aim talent by making a move-equivalent action to steady or aim her weapon.

Prerequisites: Careful Aim talent, Precise Shot feat, Personal Weapon talent or Weapon Focus feat in weapon used.

Critical Strike: This talent allows the character the ability to automatically confirm a threat as a critical hit when attacking with a specific type of weapon, eliminating the need to make a roll to confirm the critical hit.

The character can choose this talent multiple times, each time applying it to a different weapon.

Prerequisites: Far Shot feat, Careful Aim talent, Personal Weapon talent or Weapon Focus feat in weapon used.


Bonus Feats
At 1st, 2nd, 5th, 8th and 10th level, the character gains a bonus feat from this list below. The character must meet the prerequisites of the feat to select it.

Advanced Firearms Proficiency, Alertness, Armor Proficiency (light), Armor Proficiency (medium), Athletic, Blind-Fight, Double Tap, Endurance, Focused, Guide, Improved Damage Threshold, Improved Initiative, Iron Will, Lightning Reflexes, Precise Shot, Quick Draw, Quick Reload, Stealthy, Toughness, Track, Weapon Focus.

Cross-Training
At 3rd, 6th and 9th level, the Special Operations Marksman selects a talent from the available class talent trees (Firearms and Sniper Talent Trees) or from the following talent tree. As long as the character qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.


Long-Range Reconnaissance Talent Tree
The character has been trained to operate and survive independently for extended periods. The character can disappear into wilderness environments.

Internal Compass: With this talent, the character will not become lost if a map is available, even without the use of a compass. In extreme situations—such as being captured, hooded and stuffed in the sound-proof trunk of a car and driven all over a city—the character can make a Navigation check against DC 20 to correctly deduce direction and distance traveled. In this case, the character cannot take 10.

If a compass and a map is unavailable, but the character has a basic sense of where the destination lies—either in relation to a noticeable geographic feature or the compass heading—the character can make a Navigation check against DC 20. In this situation, the character can take 10, but it will take at least one hour of time to do so. The character cannot take 20 in this situation.

Terrain Expertise: When taking this talent, the character chooses one terrain category from Arctic, Desert, Mountains, Plains, Woodlands (temperate) or Woodlands (tropical). When operating in this terrain, the character gains a +1 bonus on the following skills: Drive, Hide, Listen, Move Silently, Navigate, Ride, Search, Spot, Surveillance, Survival and Tumble.

The character can choose this talent multiple times, each time applying it to a different terrain.

Improved Terrain Expertise: When operating within the terrain chosen for this talent, the character gains +2 for Surprise rolls, +1 for initiative rolls, +1 for attack rolls and +1 for Defense. The character can Track, as per that feat, within her Terrain of Expertise. If the character already has the Track feat, a bonus of +2 is added to any attempt to Track. This bonus stacks with any others.

The character can choose this talent multiple times, each time applying it to a different terrain. Prerequisites: Terrain Expertise talent in terrain chosen.

Attuned Tracker: When using this talent while operating within a terrain in which the character as Improved Terrain Expertise, the DC of any Track attempt is lowered by 20. Therefore, a Track attempt that would usually have a DC of 35 would only have a DC of 15 to an Attuned Tracker.

Also, the character can obscure tracks and traces of passage by a party of as many as 20 individuals in such a way as to increase the difficulty of an attempt to Track by 20 + the characters ranks in Survival. For each individual in the party over 20, the DC is decreased by 1.

Prerequisites: Improved Terrain Expertise.

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Open Game License v 1.0, Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Special Operations Marksman Prestige Class Copyright 2005, Sword’s Edge Publishing; Author Fraser Ronald
Special Operations Marksman Prestige Class OGC Copyright 2005, Sword’s Edge Publishing; Author Fraser Ronald

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