A Marksman using a sniper rifle with a scope against a target that is flat-footed or unaware of him, increases his critcal hit range by one for every Tier above 3. This bonus is applied on top of any crit range bonus he already takes. View the table below for examples. Additionally, you may apply your Dexterity modifier to all damage rolls with a sniper rifle.
Tier | Critical Range (Starting 20) | Critical Range (Starting 18 - 20) |
---|---|---|
3 | 20 | 18 - 20 |
4 | 19 - 20 | 17 - 20 |
5 | 18 - 20 | 16 - 20 |
6 | 17 - 20 | 15 - 20 |
7 | 16 - 20 | 14 - 20 |
8 | 15 - 20 | 13 - 20 |
9 | 14 - 20 | 12 - 20 |
10 | 13 - 20 | 11 - 20 |
A Marksman's shots are particularly dangerous. But this skill comes with a tremendous amount of training. You may take this feature up to 4 times. Each time increasing the effectiveness and damage dealt by your long range weaponry. AXP costs for each purchase are as follows; First - 8000 AXP, Second - 6000 AXP, Third - 4000 AXP, Fourth - 2000 AXP.
The injury save DC against a Marksman's sniper rifle shots increases by +1 everytime the Marksman gains this Ability (to a maximum increase of +4).
Every time he gains this ability, a Marksman increases the maximum range of all firearm attacks by 25% (Maximum 100%.)
Tier | 1 Feature Purchase | 2 Feature Purchases | 3 Feature Purchases | 4 Feature Purchases |
---|---|---|---|---|
3 | +1d6 | +2d6 | +3d6 | +4d6 |
4 | +1d6 | +2d6 | +3d6 | +4d6 |
5 | +1d6 | +2d6 | +3d6 | +4d6 |
6 | +1d8 | +2d8 | +3d8 | +4d8 |
7 | +1d8 | +2d8 | +3d8 | +4d8 |
8 | +1d10 | +2d10 | +3d10 | +4d10 |
9 | +1d10 | +2d10 | +3d10 | +4d10 |
10 | +1d10 | +2d10 | +3d10 | +4d10 |