TEXT: The Special 
  Operations Marksman
  A PRESTIGE CLASS FOR THE MODERN D20 SYSTEM™
  Written by Fraser Ronald
  Design and Layout by Rob Wakeﬁeld
  REQUIRES THE USE OF THE D20 MODERN ROLEPLAYING GAME, PUBLISHED BY WIZARDS OF THE COAST, INC.
  SWORD’S EDGE PUBLISHING, COPYRIGHT 2005
  
  2
  the Special Operations 
  Marksman
   
  While the Marksman is becoming much more 
  common on the modern battleﬁeld, they have always 
  been an important element for special operations 
  forces. The Special Operations Marksman is a sniper, 
  an expert with longarms, often favoring a speciﬁc 
  type of weapon. While regularly acting as long-range 
  support for any type of assault operation, the Special 
  Operations Marksman also performs a surveillance or 
  reconnaissance function. Heavily drilled in long-range 
  shooting and target acquisition, snipers are unlike 
  company- or platoon-level designated marksman 
  in that they receive training in quiet movement, 
  camouﬂage and ambush. On the battleﬁeld, they are 
  ghosts, striking from great distances, diﬃcult to spot 
  and instilling fear in the enemy
  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.
  Class Features
  All of the following are class features of the Special 
  Operations Marksman.
  Table: The special operations marksman
  CLASS 
  LEVEL
  BASE 
  ATTACK
  FORT
  REF
  WIL
  CLASS 
  FEATURE
  DEF
  REP
  1
  +1
  +0
  +1
  +1
  Talent, Bonus Feat
  +1
  +0
  2
  +2
  +1
  +1
  +1
  Bonus Feat
  +1
  +0
  3
  +3
  +1
  +1
  +2
  Cross-Training
  +2
  +1
  4
  +4
  +1
  +2
  +2
  Talent
  +2
  +1
  5
  +5
  +2
  +2
  +3
  Bonus Feat
  +3
  +2
  6
  +6
  +2
  +3
  +3
  Cross-Training
  +3
  +2
  7
  +7
  +2
  +3
  +4
  Talent
  +4
  +3
  8
  +8
  +3
  +3
  +4
  Bonus Feat
  +4
  +3
  9
  +9
  +3
  +4
  +5
  Cross-Training
  +5
  +4
  10
  +10
  +3
  +4
  +5
  Talent, Bonus Feat
  +5
  +5
  
  3
  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.
  
  4
  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.
  
  5
  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.
  
  6
  RAMONA DEWAEL, LONG RANGE 
  RECONNAISSANCE DETACHMENT SNIPER
  Fast 
  Hero 
  3/ 
  Inﬁltrator 
  2/Soldier 
  4/  
  Spec Ops Marksman 1: CR 10; HD 3d8+6 plus 2d8+4 
  plus 4d10+8 plus 1d8+2; hp 69; MAS 14; Init +3; Spd 
  30ft.; Def 22, touch 22, ﬂatfooted 19; BAB +7/+2; 
  Grap +7; Atk +7/+2 melee (1d4, combat knife), or 
  +13/+8 ranged (2d10+2, HK PSG1), or +10/+5 
  ranged (2d6, Glock); FS 5 ft. by 5 ft.; Reach 5 ft.; AL 
  LRRP, Army, Nation; SV Fort +5, Ref +11, Will +5; 
  AP 5; Rep +2; Str 10, Dex 16, Con 14, Int 12, Wis 
  14, Cha 8.
   
  Skills: Balance (Dex) 3 +6, Climb (Str) 3 +3, Escape 
  Artist (Dex) 4 +7, Hide (Dex) 10 +15, Intimidate 
  (Cha) 4 +3, Knowledge [tactics] 4 +5, Listen (Wis) 
  5 +9, Move Silently (Dex) 6 +11, Navigate (Int) 6 
  +7, Read/Write Language (English, French, German, 
  Serbo-Croatian) , Repair (Int) 3 +4, Sleight of Hand 
  (Dex) 4 +7, Speak Language (English, French, German, 
  Serbo-Croatian), Spot (Wis) 10 +14, Survival (Wis) 6 
  +8, Treat Injury (Wis) 3 +4, and Tumble (Dex)5 +8.
   
  Feats: Advanced Firearms Proﬁciency, Alertness, 
  Dead Aim, Double Tap, Far Shot, Personal Firearms 
  Proﬁciency, Point Blank Shot, Precise Shot, Stealthy.
   
  Talents (Fast Hero): Evasion, Uncanny Dodge.
   
  Class 
  Features 
  (Inﬁltrator): 
  Improvised 
  Implements, Sweep
   
  Class Features (Soldier): Tactical Aid, Weapon 
  Focus (HK PSG1), Weapon Specialization (HK 
  PSG1).
   
  Talent (Spec Ops Marksman): Camouﬂage.
   
  Occ: Military (Hide, Knowledge [tactics])
   
  Possessions (on person, 40 lbs.): HK PSG1 with 
  electro-optical scope and removable suppressor, 8 
  PSG1 magazines, Glock 17 autoloader in hip holster, 
  2 Glock magazines, compass, fatigues (BDUs), 
  ghillie suit, mesh vest (load bearing vest), penlight, 
  professional walkie-talkie (tactical radio), tactical map 
  of area, trail rations (6).
   
  Note: encumbered when carrying backpack
   
  (in Backpack, 33 lbs.): ﬁrst aid kit, electro-optical 
  binoculars, standard ﬂashlight, GPS receiver, rope 
  (150 ft.), sleeping bag, trail rations (12). 
   
  Ramona liked to shoot. Even as a little girl, she 
  had a fascination with guns. As soon as possible, she 
  joined a shooting club. In high school and university, 
  she led the shooting team. It was in high school that she 
  joined the cadets. In university, she spent her summers 
  in the reserves. Upon graduation, she joined the regular 
  army. Unfortunately, they had little interest in female 
  snipers. Ramona ended up in logistics, though she still 
  shot competitively. During a mission in the Former 
  Yugoslavia, Ramona found herself stationed with a 
  unit from the Long Range Reconnaissance Patrol 
  Detachment. They had little support for a particularly 
  dangerous mission, and Ramona oﬀered to act in a 
  support capacity. Her oﬀer wasn’t taken seriously. She 
  asked them to test her. Seeing her shooting, the unit 
  commander agreed. Ramona performed exemplary. 
  She was oﬀered a chance to attempt the selection 
  course. To everyone’s surprise, including her own, she 
  passed. Finally, Ramona was where she wanted to be. 
  1ST LIEUTENANT STEVEN HAMILTON, 
  LIGHT INFANTRY SNIPER
  Smart Hero 2/ Fast Hero 2/ Tough Hero 2/ Soldier 
  4/ Spec Ops Marksman 1: CR 11; HD 2d6 plus 2d8 
  plus 2d10; hp 69; MAS 14; Init +3; Spd 30ft.; Def 24, 
  touch 20, ﬂatfooted 20; BAB +7/+2; Grap +8/+3; Atk 
  +8/+3 melee (1d4+1, combat knife), or +10/+5 ranged 
  (2d10+2, M24), or +9/+4 ranged (2d6, Beretta); FS 5 
  ft. by 5 ft.; Reach 5 ft.; AL Platoon, Army, Nation; SV 
  Fort +4, Ref +7, Will +6; AP 5; Rep +1; Str 12, Dex 
  15, Con 10, Int 13, Wis 14, Cha 10.
   
  Skills: Computer Use +4, Concentration +4, Craft 
  (chemical) +4, Craft (mechanical) +4, Craft (structural) 
  +4, Decipher Script +5, Demolitions +4 , Escape Artist 
  +6, Hide +13, Jump +4, Knowledge (current events) 
  +4, Knowledge (history) +4, Knowledge (tactics) +5, 
  Listen +7, Move Silently +13, Navigate +8, Read/
  Write Language (Arabic, English, French), Repair +4, 
  Speak Language (Arabic, English, French, Spanish), 
  Spot +14, Survival +11, Swim +4, and Tumble +6.
   
  Feats: Alertness Armor Proﬁciency (light), Dead 
  Aim, Double Tap, Far Shot, Guide, Personal Firearms 
  Proﬁciency, Point Blank Shot, Stealthy.
   
  Talents (Smart Hero): Linguist.
   
  Talents (Fast Hero): Evasion.
   
  Talents (Tough Hero): Remain Conscious.
   
  Class Features (Soldier): Tactical Aid, Weapon 
  Focus (M24), Weapon Specialization (M24).
   
  Talents (Special Operations Marksman): Careful 
  Aim (M24).
   
  Occ: Military (Hide, Move Silently)
   
  Possessions (on person, 33 lbs.): M24 sniper 
  riﬂe (Remington 700) with electro-optical scope 
  and removable suppressor, 8 M24 clips, Beretta 92F 
  autoloader in hip holster, 2 Beretta magazines, combat 
  knife, compass, fatigues (BDUs), light undercover 
  vest armor, mesh vest (load bearing vest), penlight, 
  professional walkie-talkie (tactical radio), tactical map 
  of area, trail rations (6).
   
  Note: encumbered when carrying backpack
   
  (in Backpack, 33 lbs.): ﬁrst aid kit, electro-optical 
  binoculars, standard ﬂashlight, GPS receiver, rope 
  (150 ft.), sleeping bag, trail rations (12). 
   
  Steven Hamilton completed university before 
  entering into the military. With his degree, he was able 
  to enter the military as an oﬃcer. At ﬁrst opportunity, 
  Steve volunteered for an elite light infantry regiment. He 
  not only succeeded in the selection process, his physical 
  and mental abilities impressed his commanding oﬃcer. 
  Steve had multiple chances for training, and found a 
  particular talent for marksmanship. He completed 
  the sniper training course and along with his spotter, 
  became one of the light infantry’s sniper teams. 
  
  7
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  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
  DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of 
  the Open Game License, version 1.0a, the following are designated as 
  Product Identity: SEP; Roles and Classes.
  DESIGNATION OF OPEN CONTENT: As per section 1(d) of the 
  Open Game License, version 1.0a, the following are designated as 
  Open Content: Requirements, Class Information, Class Features. 
  All Photographs are Austrian Armed Forces Photographs. 
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of 
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  d20 Modern and Wizards of the Coast are trademarks of Wizards of 
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  with permission.
   
  
  THe special operations 
  marksman
  is from SEP’s ROLES AND CLASSES line.
  Also look for:
  COMBAT HERO SPECIALIZED CLASS
  COVERT HERO SPECIALIZED CLASS
  capable HERO SPECIALIZED CLASS
  counter-terrorism assaulter prestige class
  SPEC OPS RECCE PRESTIGE CLASS
  and
  ROLES AND CLASSES TALENT TREES ASSEMBLED
  All from Sword’s Edge Publishing
  
SOURCE: textdata/thevault/D20 system/D20 Modern/Swords Edge Publishing/D20 Modern - Swords Edge Publishing - Supplement - The Special Operations Marksman.pdf