Rules Update: Master Marksman

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13 years 7 months ago - 13 years 7 months ago #72590 by GJSchaller (GJSchaller)
New Basic Rules:

Verbal Counts: Any skill or action that requires an OOG verbal count to use (not In-Game verbals, such as for a spell) must be spoken with the following conditions:
  • Must be spoken at a normal conversational volume, or louder.
  • Each count must be at least 1 second long - you cannot speak at a faster pace to shorten the count.
Steady Shot: An character may, at any point while aiming with a loaded and drawn launched weapon, begin a count to automatically hit a target. The Archer must an OOG verbal count, "Steady Shot 1, Steady Shot 2, Steady Shot 3..." until reaching the appropriate count for the desired ability they wish to use. An Archer may fire base damage after a count to 10, a Lower List skill with a count to 20, and a Higher List skill with a count to 30. When this method is used, after firing the shot, the marksman must drop the readied missile phys rep at their feet and may not pick it up for 5 seconds. The target must be within the normal firing range of the launched weapon - the attacker may be asked to fire a shot as far as the target if the range is questionable, but it does not need to be accurate.

Condition (Hobbled): While under the effects of this condition, the character can only move at a heel to toe pace.

The Bounty Hunter Profession gains the following skills:
  • "Bow" at 3 Build, with no pre-requisite.
  • "Ranged Prof +1" at 6 build, with the prerequisite of "Any Ranged Weapon."
The skills "Crititcal Backstab" and "Critical Ranged Attack" are being removed from the game. In their place, the skill "Critical Attack" is being substituted at the same cost.

The skill Critical Attack is dropping the Melee trait, which allows it to be used with Ranged attacks.

[hr]
Master Marksman

This is a Tier II list.

Pre-Requisites:
  • Ranged Proficiency +5
  • 7th Level
A character with this list may only specialize in one Path, which allows her to reach its pinnacle Tier 4 Ability. She may purchase up to Tier 2 abilities in the remaining path.

Path of the Sniper

Tier 1

Focused Fire
Build: 4
Maximum: 5
Pre-Req.: None
Traits: Skill (Periodic), Augment
By studying a target during battle, the Marksman can more effectively target an opponent’s weak points and openings. This allows the Marksman to add 5 to their base damage when using a Launched weapon against the target for the duration of the battle. The Marksman may only benefit from one use of this skill at a time, and may willingly end its use to change targets.

Sniper Mastery
Build: 10
Maximum: 1 Purchase
Pre-Req.: None
Traits: Skill (Continuous), Proficiency, Weapon (Launched / Thrown)
With this skill, the Marksman gains the following benefits:
  • The ability to use all Launched or Thrown weapons.
  • +2 Damage with all Lanched or Thrown weapons.
  • May still use Launched Weapons while one arm is useless (broken, severed, using the skill Climb, etc.).
  • May use any periodic Melee skills that do only damage (and no other effects) with all Launched or Thrown weapon.
  • May ignore the requirement to strike a person from behind and to the back when using skills with the "Attack (Backstab)" trait with all Launched or Ranged weapons.
Tier 2

Vital Shot
Build: 5
Maximum: 5
Pre-Req.: 1 Tier 1 Sniper ability
Traits: Skill (Periodic), Attack (Launched), Superior
This skill allows the Marksman to attack using a Launched Weapon, dealing 5 times their base damage in direct body damage.

Encumbering Shot
Build: 4
Maximum: 6
Pre-Req.: 1 Tier 1 Sniper ability
Traits: Skill (Periodic), Attack (Launched), Condition (Hobbled), Superior
This skill allows the master marksman to wound her opponent in such a way that it impedes her movement. A target affected by this skill is Hobbled for the duration of 5 minutes. Furthermore, any skill with the 'Movement' Trait is not usable while Hobbled.

Tier 3

Perfect Shot
Build: 5
Maximum: 4 Purchases
Pre-Req.: 1 Tier 2 Sniper ability
Traits: Skill (Periodic), Attack (Launched), Line of Sight
This skill allows the Marksman to fire a Launched weapon so accurately that an OOG shot does not need to be taken. In order to use this skill, the marksman must have a missile phys rep loaded and ready, and simply aim her ranged weapon at the target and call “Perfect Shot X” where X is damage or a skill. The target must be within the normal firing range of the launched weapon - the attacker may be asked to fire a shot as far as the target if the range is questionable, but it does not need to be accurate. When this skill is used, the marksman must drop the readied missile phys rep at her feet and may not pick it up for 5 seconds. Other periodic skills with the Attack (Launched) trait can be combined with this skill.

Tier 4

Kill Shot
Build: 10
Maximum: 4
Pre-Req.: 1 Tier 3 Sniper ability
Traits: Skill (Periodic), Attack (Launched), Superior, Piercing, Lethal
This skill allows the Marksman to fire a missile that critically wounds her target. The attack drops the target to the beginning of the critical stage of her death count, and negates any death count extensions. This attack deals a maximum of 800 damage. This attack may only be used with Launched weapons. This skill may not be combined with Perfect Shot.


Path of the Scout

Tier 1

Head Crack
Build: 1
Maximum: 5
Pre-Req.: None
Traits: Skill (Periodic), Superior, Attack, Impact, Weapon (Launched / Thrown)
This skill allows a Marksman to use a launched or thrown weapon as an improvised melee weapon. A Marksman may call this skill while holding a thrown or launched weapon, but not a projectile (i.e. - a bow, but not an arrow). The Marksman does not need actually hit their opponent OOG, instead this skill automatically hits as long as the target is within arms’ reach. The target is dazed for 30 seconds. This skill may not be used with melee weapons. This requirement cannot be overridden by Master Proficiency.

Evade
Build: 8
Maximum: 2
Pre-Req.: None
Traits: Skill (Periodic), Defense, Superior
This skill allows the Master Marksman to avoid any non-area of effect attack.

Tier 2

Ranged Intervention
Build: 7
Maximum: 3
Pre-Req.: 1 Tier 1 Scout Ability
Traits: Skill (Periodic), Superior, Line of Sight, Defense (Assist)
This skill allows the Marksman to shoot an attack with the Ranged trait out of the air, canceling it, including attacks delivered by ranged weapons, and abilities delivered by spell packets (including Perfect Aim or Metaphysical abilities). To use this ability, the Marksman must have a thrown weapon or a readied Launched weapon in hand.

Double Shot
Build: 2
Maximum: 5
Pre-Req.: 1 Tier 1 Scout Ability
Traits: Skill (Periodic), Attack, Weapon (Launched)
This skill allows the Marksman to fire two In-Game missiles at the same time, at the same target, while only firing one missile OOG. Other Ranged Attack periodic skills can be combined with this skill - a second use of the additional skill is not expended. If hit, the target must defend against two separate attacks, as if they were hit twice.

Tier 3

Scout's Vantage
Build: 6
Maximum: 3
Pre-Req.: 1 Tier 2 Scout Ability
Traits: Skill (Periodic), Superior, Detection
While this skill is in use, the Marskman has the ability to detect objects hidden with a yellow headband effect (This detection is also called as "Scout's Vantage" to the target). This detection ability is Superior in nature, and may not be countered by the skill Conceal. Additionally, the Marksman may still fire a Launched weapon, and may subtract ten seconds from her Steady Shot count while using this skill, to a minimum count of ten seconds. The skill lasts until the Marksman moves from her position, voluntarily or otherwise. The Marksman may also make use of the skill Climb at the same time the call this skill, as if it was a part of this skill.

Tier 4

Concealed Barrage
Build: 6
Maximum: 3
Pre-Req.: 1 Tier 3 Scout Ability
Traits: Skill (Periodic), Superior, Headband (Yellow)
This skill functions as Cloak of the Green, with additional benefits. While using this skill, the Marksman may move at a heel to toe pace without ending use of the skill. Additionally, the Marksman may make basic attacks (not periodic skills) with Launched weapons, without ending use of the skill. Any other movement or action that would end Cloak of the Green also ends this skill. (Note that calling damage and using Steady Shot are not In-Game speaking, and do not end the use of this skill.)


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Steward of Elvalion
OOG: Geoffrey Schaller
Last edit: 13 years 7 months ago by GJSchaller (GJSchaller).

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  • Misaki
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13 years 7 months ago #72597 by Misaki (cbodnar)
And now the big question on everybody's mind...what path will Diane pick? ;)

Concerning "Scout's Vantage," from how I read it the M. Marksman is able to detect any amount of hidden objects/people with a single use? or do they have to spend a use per object they wish to discover?

Also, concerning the removal of "Critical Backstab" and the substitution of "Critical Attack" on the rogue list, will they still be able to add their backstab damage as a modifier if crit-ing from behind or is that totally gone now?

Looks great guys!

-Cy

Misaki Xianlu VonRitter, the Nemesis


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"Evil Must Be Destroyed"

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13 years 7 months ago #72600 by Alexandre Blythewood (Eleventh Phoenix)
A few things I noticed about prerequisites:
-As written, it is impossible to learn either Kill Shot or Scout's Vantage, as they are they're own prerequisites.
-Sniper Mastery and Evade are both tier 1 abilities that require you to know the other tier 1 ability. Is this intentional?
-Both Perfect Shot and Double Shot have no prerequisites listed
-Ranged Intervention, a tier 2 ability, requires you to know Concealed Barrage.

Are Psions required to count out their attacks?

-Alexandre Blythewood

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13 years 7 months ago #72604 by Kelly (Kelly)
Master Marksman = best assasin in the game

Dame Zafrin Yhatzi
Knight of Drega'mire


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13 years 7 months ago - 13 years 7 months ago #72605 by GJSchaller (GJSchaller)
Some of the skills were shuffled around, and the pre-reqs [strike]will be[/strike] have been corrected.

Concentration skills do not require OOG counts, so they do not change. Killing Blows, which require an OOG count, do.


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Steward of Elvalion
OOG: Geoffrey Schaller
Last edit: 13 years 7 months ago by GJSchaller (GJSchaller).

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13 years 7 months ago #72608 by GJSchaller (GJSchaller)

Misaki wrote: Concerning "Scout's Vantage," from how I read it the M. Marksman is able to detect any amount of hidden objects/people with a single use? or do they have to spend a use per object they wish to discover?


Any amount with a single use, but the moment the marksman moves, the skill is ended.

Misaki wrote: Also, concerning the removal of "Critical Backstab" and the substitution of "Critical Attack" on the rogue list, will they still be able to add their backstab damage as a modifier if crit-ing from behind or is that totally gone now?


If the conditions for the Backstab prof are met, it's counted in the damage that is doubled. (The basic intent was to consolidate the skills into one, to make things easier, like we did for Martial Arts skills.)


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OOG: Geoffrey Schaller

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