Jeggare Noble

Ebran Asur's page

484 posts. Alias of Tenro.




Marksman (Shroud/Sniper) 5



Special Abilities

PP 15/15; Unseen 8/8 (4rnds); Second Chance 7/7




Common (Aundair), Reidran, Elven


1445 XP+

Strength 10
Dexterity 18
Constitution 14
Intelligence 14
Wisdom 18
Charisma 11

About Ebran Asur

HP: 51
AC: 21 =10 + 4 DEX + 5 ARMOR + 1 SHIELD +1 Deflection
Init: +6
Speed: 30

F: 4 = 1 base + 2 CON + 1 RESIST
R: 9 = 4 base + 4 DEX + 1 RESIST
W: 9 = 4 base + 4 WIS + 1 RESIST
+2 vs Mind-affecting

+1 Deep Crystal Chakram, +5 melee, 1d8+3, crit x2 (can invest PP)
Gauntlet, +5 melee, 1d3, crit x2
Chakram, +4 melee, 1d8+2, crit x2
Dagger, +5 melee, 1d4+2, crit 19-20/x2

+1 Deep Crystal Chakram, +11 ranged, 1d8+3, crit x2 (can invest PP)
Chakram, +10 ranged, 1d8+2, crit x2, 30ft
Dagger, +10 ranged, 1d4+2, crit 19-20/x2, 10ft
bow +9

+2 competence bonus on damage rolls for attacks made with a ranged or thrown weapon

not calculated (conditional):
+1 atk/+1 dmg within 30ft
can expend Psionic Focus to add WIS (+3) mod to damage
DEX to damage when focused and w/i 30ft (Thrown weapons only)

Racial Traits:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

  • Hero Points: 1 remaining
  • Favored Class: +4 HP

Class Abilities:

  • Weapon and Armor Proficiency: A marksman is proficient with all simple weapons, all light, projectile, and thrown martial weapons, light armor, and with bucklers. Armor does not interfere with the manifestation of powers.

  • Power Points/Day: A marksman’s ability to manifest powers is limited by the power points she has available.
    Her base daily allotment of power points is given on Table: The Marksman. In addition, she receives bonus power points per day if she has a high Wisdom score. Her race may also provide bonus power points per day, as may certain feats and items.

  • Powers Known: A marksman begins play knowing no marksman powers (although she can manifest powers from power completion or power trigger items as normal). At each level indicated on Table: The Marksman, she unlocks the knowledge of a new power.
    Choose the powers known from the marksman power list. (Exception: The feat Expanded Knowledge does allow a marksman to learn powers from the lists of other classes.) A marksman can manifest any power that has a power point cost equal to or lower than her manifester level.
    The total number of powers a marksman can manifest in a day is limited only by her daily power points.
    A marksman simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.
    The Difficulty Class for saving throws against marksman powers is 10 + the power’s level + the marksman’s Wisdom modifier.
    Maximum Power Level Known: A marksman begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a marksman must have a wisdom score of at least 10 + the power’s level.

  • Combat Style (Sniper Style): A marksman of 1st level chooses a type of ranged combat that is her preferred style. This style determines certain class features, skills, and abilities, as described in the different styles below.

  • Point-Blank Shot: At 1st level, a marksman gains the Point-Blank Shot feat as a bonus feat.

  • Unseen (Su): A shroud can use her heightened awareness of her surroundings and psionic energy to read the environment and blend in so as to be undetectable. While maintaining psionic focus, she can spend a swift action to become invisible for a number of rounds equal to her Wisdom modifier. The invisibility ends as soon as the shroud attacks a creature. She can use this ability a number of times per day equal to 3 + her class level. This ability replaces Wind Reader.

  • Hidden Hunter (Su): Starting at 2nd level, the shroud gains a bonus +1 bonus to Stealth skill checks. At 6th level and every 4 levels thereafter, this bonus increases by 1. This ability replaces Evade Arrows.

  • Favored Weapon: Marksmen of 2nd level select a group of ranged weapons from the list below as their preferred weapons and gain a +1 competence bonus to ranged attack rolls made with any weapon of that group. Every four Marksman levels thereafter, this bonus increases by 1.
    Thrown: blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, trident, wooden stake.
    Note: Additional weapons can be added to these groups or additional weapon groups can be created at your GM's discretion. Some weapons may belong to multiple weapon groups at your GM's discretion.

  • Style Technique (Su)(Sniper Style): All marksmen, regardless of their chosen combat style, gain special techniques at 2nd level that they can use by expending psionic focus. The specific technique is determined by the Marksman's chosen style.

  • Style Skill: At 3rd level, a sniper Marksman gains a +1 bonus to Stealth. This bonus increases by 1 every three Marksman levels thereafter.

  • Style Mantra: Beginning at 3rd level, as long as a sniper Marksman maintains psionic focus, she gains a +2 competence bonus on damage rolls for attacks made with a ranged or thrown weapon. At 7th level and every four Marksman levels thereafter, this bonus increases by 1.

  • Cover Fire (Ex): Beginning at 4th level, the Marksman knows not only how to directly engage her enemies, but also how to protect her allies. As an attack action, she may choose to fire a ranged or thrown weapon at an opponent within 30 feet to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + one-half the Marksman's class level + the Marksman's Dexterity modifier), or be staggered for one round. The Marksman still expends ammunition as normal for this attack.
    If the attack roll would indicate a critical threat and the result would hit the opponent's AC, roll to confirm: if the critical hit is confirmed against the opponent's AC, the attack does normal damage as well. A Marksman cannot use cover fire if her opponent or the square she targets would be subject to a miss chance (such as from a concealed target).

  • Style Ability: Starting at 4th level, a Marksman gains an ability associated with her combat style. Every four levels thereafter (8th, 12th, 16th, 20th), she gains a new style ability.

  • Second Chance (Su): A sniper Marksman of 4th level may expend her psionic focus when a ranged attack she has made misses to reroll the attack. This ability can be used a number of times per day equal to 3 + the Marksman’s Wisdom modifier.


Mark of Storm: Fog Cloud 2/day, CL 5*, DC 12
Mark of Storm: Wind's Favor 1/day, CL 5*, DC 12, A character using wind’s favor can create a localized area of strong wind (approximately 30 mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a fullround action, the character can change the direction of the wind by 45 degrees.

17 PP / day (7 from class, 10 from WIS)

Trick Shot
Detect Psionics

Offensive Prescience ^

Wall Walker

Feats and Traits:

  • Least Dragonmark: 2/day - Fog Cloud SLA, +2 Acrobatics
  • Precise Shot
  • Point-Blank Shot
  • Far Shot
  • Deadly Throw
  • Lesser Dragonmark: 1/day - Wind's Favor SLA
  • Returning Throw


  • Latent Psion
  • Adopted: Half-Elf: Elven Reflexes
  • Skills:

    Skill Points at Each Level: 4 + Int modifier

    Acrobatics +13=5+3 +4 DEX +2
    Autohypnosis +12=5+3 +4 WIS
    Climb +0= +0 STR
    Craft +2= +2 INT
    Intimidate +0= +0 CHA
    Escape Artist +8=1+3 +4 DEX
    Know: Psionics +10=5+3 +2 INT
    Perception +12=5+3 +4 WIS
    Perform +0= +0 CHA
    Profession Sailor +8=1+3 +4 WIS
    Sense Motive +8=1+3 +4 WIS
    Stealth +14=5+3 +4 DEX +1 Cl +2 Cm
    Survival +8=1+3 +4 WIS
    Use Magic Device +8=5+3 +0 CHA


    74gp 10sp
    Kundarak voucher for 1000gp

    Shiftweave Garment:Cold weather/hot weather/noble/courtier/pickpocket

    Hidden Pocket Glove
    +1 Deep Crystal Chakram
    +1 Mithral Shirt (woven into a dark blue cloth shirt)
    Jewelry worth 100gp
    Cloak of Resistance +1
    Ring of Protection +1

    twelve chakram
    metal gauntlet
    explorer's clothes

    Mwk Backpack (50gp)
    fighter's kit (9gp)
    Buckler (5 gp)
    Longbow (75gp)
    Arrows, Common, 40 (2gp)
    Whistling Arrows, 20 (2gp)
    Arrows, Thistle, 10 (10gp)

    Scroll Box (5gp)
    Small Bag of Holding (50lbs/1lb) (200gp)
    Dorje of Energy Ball, ML 7
    Tattoo Kit
    Siberys Shard

    Clothes, Traveler's (5gp)

    Mwk Stealth Tool, likely a particularly special cloak or boots (50 gp)

    Player Notes:

    Feats wanted:
    lv 5 Returning Throw* (already qualify; is a bonus at 5th lvl)
    lv 2 Far shot (already qualify)
    lv 6 Hawkeye (requires Far Shot) (increase range for precision dmg)
    lv 4 Deadly Throw (req BAB +3) (dex to damage)
    lv 8? Lesser Dragonmark (req for Windwright Captain (Explorer's Handbook))
    lv 8 Vital Strike (class bonus)
    Intuitive Shot (req Psionic Shot) (wis to damage)