Marksman Skill List

*Marksmen can also learn skills from the Everyman Skill List.

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

5                              Athletics

3                              Bow Defense

5                              Field Repair Weapon

1                              Rumormonger

7                              Skillful Scrounger

5                              Skullduggery

5                              Shot on the Run

5                              Persistence

5                              Resilience

 5                             Snap Shot

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

5                              Camouflage

5                              Expert Skullduggery

10                            Grace Under Fire

5                              Patient Archer

5                              Poison Dart

5                              Student of the Lotus

Erudite Skills: can be learned from select Non-player Characters only.

10                           Archer’s Wrath

10                           Blind Fighting

10                           Deadly Precision

10                           Master Camouflage

5                             Master Skullduggery

10                           No One’s Fool

10                           Shooting by Ear

5                             Superior Tracker

MASTERY SKILLS:

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

10                           Bow Expertise

10                           Crossbow Expertise

10                           Throwing Expertise

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

10                           Bow Expertise (rank 2)

10                           Crossbow Expertise (rank 2)

10                           Throwing Expertise (rank 2)

Erudite Skills: can be learned from select Non-player Characters only.

10                           Bow Mastery

10                           Crossbow Mastery

10                           Throwing Mastery



MARKSMAN SKILL OVERVIEW:

Archer’s Wrath

Requires: Grace under Fire skill

Description: Woe to the archer who finds the front lines breached and the enemy before him. Even the Skirmisher would do well to treat a foe with great caution. This skill allows such a Marksman some reprieve, however – by mastering powerful meditative techniques, one can channel his anger and pain into an arrow, bolt or throwing weapon and repel an enemy that just struck him.

While Archer’s Wrath is a boon to Marksmen of all kinds, it is utilized easiest by those who use Bows and Thrown weapons because of the short amount of time that they require to aim.

Usage: Whenever you receive damage from a melee attack, you have up to 10 seconds to deliver a ranged attack upon your assailant that inflicts a Knockback 5. To do this, simply aim the necessary amount with your weapon and then throw an arrow packet at your opponent while saying “Arrow! Knockback 5!”. If you hit and the attack is not negated, your target must take 5 steps away from you.

You may only benefit from this skill once every minute, meaning you cannot use Archer’s Wrath in rapid succession.

Athletics
Description: Having the athletics represents a character’s talent and training in athletic endeavors, such as jumping, climbing and swimming. When faced with these physical activities, a character with Athletics is more likely to be able to perform them quicker, better and with greater ease than one without Athletics.

Usage: When faced with a physical challenge, a character with Athletics can use this skill to bypass an in-game obstacle or make it easier to traverse. This skill is so broad in application that when faced with an applicable situation, clarify with the Game Marshall to determine if Athletics can help in the current situation.

Blind Fighting
Description: This skill represents specialized, rigorous training of one’s battle senses, melding instinct and skill with the purpose of an impregnable defense. Characters with the Blind-fighting skill are able to predict when they are going to be attacked from any angle and can thus mount an adequate defense.

Usage:  When you are Blinded, you may attack and defend yourself normally. Also, you can now move at a slow walk (1 step every 2 seconds maximum) while Blinded, instead of being immobile.

Furthermore, when you use a Defense feat, you can Augment it with the Blind-fighting skill, allowing you to use it against attacks that come from behind you and strike you in the back torso (such as Ambush feats). Preface the Feat you are going to use with “Blind” (e.g. “Blind Dodge” or “Blind Parry”). A Feat may only benefit from one Augment or Modification at a time.

Bow Defense

Description: Bow Defense is the skill of defending one one’s self while using a ranged weapon. Typically, such weapons are built to launch projectiles accurately, not withstand the brutal strikes of a battle axe or the crushing blows of a mace. However, with this skill, you are trained to soften the force of such attacks upon your weapon, preventing weapon breakage. Skirmisher Marksmen find the most use out of this skill, although Marksmen who constantly find themselves under melee attack would do well to learn Bow Defense.

Usage: This skill allows you to use your bow or crossbow to physically parry a blow without becoming broken. This does not protect the bow from feats or spells that actually break the weapon in game such as Sundering Strike or Word of Ruin. Also, if a bow or crossbow is physically broken out of game, then it is also broken in-game.

In addition, blocking attacks with a bow or a crossbow will not break your aim.

If you have the Bow Defense skill, you can perform the Parry feat while wielding a Bow or Crossbow.

Camouflage
Description: A character skilled in Camouflage can hide themselves from sight, effectively turning invisible as long as they do not move. Camouflage is important for characters who wish to conduct ambushes or hide from pursuit. The power of this skill is not foolproof, however – certain Feats allow others to detect the presence of a Camouflaged character, although it takes some effort and energy to perceive and reveal a Camouflaged character’s position.

Usage: To use this skill, you must be adjacent to some cover (e.g. a tree, a shrub, a table, a wall) that hides you from view and you must be in the hiding position (crouching, arms crossed across chest). When these prerequisites are fulfilled, you may count “Hiding 1, Hiding 2…Hiding 30” in a normal voice; If you are touched by any creature or hit for any damage, you must stop your count and stand up.

If you complete the Hiding count without interruption, you become Invisible until:

          you speak in-game (which includes spell-casting)

          you move from your position

          you Channel

          or you perform an attack.

Characters with the Sense Hidden Feat or similar Spells/Feats will automatically sense your presence, although they cannot pinpoint or reveal your position without expending SP. You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.

Master Camouflage

Requires: Camouflage skill

Description: As a master of camouflage, you are able to hide yourself in a manner that defeats almost all supernatural and extraordinary attempts to locate you. While the traces of your presence are nearby, this skill allows you to evade detection through the use of decoys, false trails and similar tricks that make conventional methods of pinpointing your location worthless.

Usage: If you are using the Camouflage skill outdoors and during the night hours (defined as before Sun-up and after Sun-down), you can declare “Master Camouflage” when someone attempts to pinpoint your location with feats and spells such Sense Hidden. Such characters remain aware of your presence but cannot find you without the use of features or skills that specifically defeat this skill.

Deadly Precision

Description: Your grace and your sharp sight create an especially lethal combination: when you have a target in your sights you can bypass the defenses of your victim with the ease of a trained killer. In effect, this skill allows you to retry attacks that are missed or that your enemy Blocks, Dodges or Parries.

The primary use of this skill is to stretch out SP expenditure and preserve used SP from being wasted by a miss or by being countered.

Usage: Whenever you spend SP or use the Patient Archer skill to perform a Ranged attack feat (basic or complex only), you can gain a second chance to retry the attack if you miss. You may use Deadly Precision to retry a failed attack if:

          if you fail to successfully hit your opponent’s legal striking areas with the arrow-packet.

          if the feat you used was negated by a Dodge feat, Parry feat or Block feat.

When one of the above happens, you may immediately throw another arrow-packet with the same damage or Control effect as the feat you just used, representing pinpoint accuracy on your character’s part. Preface this attack with “Deadly Precision” before throwing the arrow-packet (e.g. “Deadly Precision! 10 damage!”).

You cannot make a “Deadly Precision” attack more than once every 60 seconds, even if the attack you are retrying allows for multiple ranged attacks such as the Twin Shot feat.

Field-repair Weapon

Description: Woe to he who wields a broken weapon, for it is of little use in attacking anything. Woe to he who wields a broken shield, for it is more liability than protector.

For those in the thick of combat and far away from the workshop, the Field-repair weapon skill exists to restore some utility to an otherwise useless weapon or shield. While the improvised mending and repair-work that this skill applies does not completely restore a shield or a weapon to optimum utility, the result is more than enough to allow its wielder to snatch victory from woe’s grasp.

Usage: To use this skill, you must spend at least 100 seconds counting aloud (saying “Field-repair 1, Field-repair 2…Field-repair 100”) while simulating repair procedures and mending methods on a single weapon or shield.

If you are distracted by damage, a Control effect or are otherwise sidetracked from your craft, you must restart your Field-repair count from the beginning.

When a weapon is successfully Field-repaired, it inflicts its normal damage minus 1. It contrast, a broken weapon used to attack will never inflict more than 1 point of damage.

You do not need a workshop or the Inn to use this skill; you can Field-repair a weapon while in the middle of a battle-field, so long as you are not disturbed or distracted.

Special Note: In order to restore a weapon to its maximum potential, you need a Weaponsmith and a Workshop (or the Inn). Certain Grey Witches and some Priests of Creation can also repair armor to its full potential.

Grace Under Fire

Description: Even the luckiest Marksmen may find themselves in the worst of situations. When luck fails to suffice, skill can grant a beleaguered archer the concentration necessary to follow through with their shots, defying pain and injury to deliver the killing blow or to knock aside a foe.

Usage: With this skill, your Aiming count is no longer interrupted when you take damage.

No One’s Fool

Requires: Willpower skill

Description: You have honed your senses and studied deceptions as few others have; as a result, it is very difficult for others to fool you. Even the most glib of liars and the slyest of rogues find the scarcest of purchase when trying wit and charm to deceive you. Because of this, your counsel and your wisdom is sought by many who seek a guardian against the silver-tongued and the conniving.

Usage: When another character uses a Suggestion effect upon you, say “No One’s Fool” and clarify to them that they must spend 1 additional SP or that effect automatically fails to work on you.

Similarly, when someone uses the Poker Face in response to your use of the Gather Information feat, the Sense Deception feat or the Interrogate feat, you may say “No One’s Fool” and then clarify to them that this use of the Poker-Face fails unless they spend 1 SP.

Patient Archer

Description: The hardest lesson for an archer to learn is patience. Your dedication to your craft has earned you a mastery in this most precious of Marksman virtues. With this skill, you can carefully study an enemy while aiming at him to discover any weaknesses in his defense and capitalize on what you find via a well-aimed arrow.

Usage: After you aim for 10 seconds, you may augment a ranged Critical Strike to perform it for no SP cost. You must utilize this Feat at once and preface the Critical Strike with the word “Expert”, indicating that it costs you no SP to use it.

Crossbow Mastery skill: You may instead gain a free (0 SP) use of the Pierce Shield feat instead of the Critical Strike feat.

Persistence
Description: You are possessed of a fleetness of foot and a resistance to standing still. When the winds of change blow against you, you can dance with it and let it guide you. When something threatens to you immobilize you and imprison you, it cannot hold you for long.

Usage: Force effects with a duration (such as Snare, Shackle or Grapple)only affect you for half the duration, rounding up. Likewise, when you are affected by a Knockback effect, you are only pushed back for half the amount (rounding up).

When the effect would end, say “Persistence”. However, Persistence will not reduce a Force effect that has already been reduced.

Like most skills, Persistence does not cost SP to use. You may use this skill as many times as you need

Poison Dart

Description: Delivering poison to an enemy is dangerous as any Assassin can attest. Even the most unwary of targets can suddenly become a dangerous, unpredictable foe. However, a character with the Poison Dart skill can bypass the dangers of melee by applying poison to a dart and then throwing the envenomed missile at his opponent. While this method has some disadvantages and retains some of the restrictions of delivering poison via melee, many poisoners use it simply because of the security it grants them.

Usage: To use this skill, you must have a arrow-packet in hand and at least one dose of Combat Poison on your person. You must aim for 2 seconds, saying “Aiming 1, Aiming 2, Poison Dart!” and the throw the arrow-packet while saying the damage or effect of the Combat Poison you are using.

Just like all Poison attacks, this attack has no effect upon a target that has any Armor Points or AP remaining. These AP must be depleted through damage or a skill such as Student of the Lotus must be employed to bypass the protection they grant.

If a Combat Poison has multiple uses per dose, you still expend 1 dose per arrow-packet. However, if you miss your attack or your attack is negated by the Dodge feat, Block feat or Parry feat, you may reuse the arrow packet if you can find it and pick it up.

Physical Representation Requirements: An Arrow-packet for throwing and the Poison vial props must be on your person.

Resilience

Description: You are no stranger to pain and to suffering. Your body has borne wound, scar and bruise countless times and it has learned to recover from these and quickly. Pain may stop you… but not for very long.

Usage: Pain effects with a duration (such as Stun, Daze or Cripple Limb)only affect you for half the duration, rounding up. When the effect would end, say “Resilience”. However, Resilience will not reduce a Pain effect that has already been reduced.

Like most skills, Resilience does not cost SP to use. You may use this skill as many times as you need.

Rumormonger

Description: You are proficient in the ways of gossip and rumor. Not only do you have the necessary contacts and talents to find out about the latest hearsay, but you can make rumors of your own. Some rumors may reveal the presence of buried treasure in the woods while others might be the rumblings of a future conflict.

Usage: Once per period, you may use Rumormonger to pick, read and then return a rumor from the Rumor Box. Alternatively, you may plant a rumor instead, writing it down on parchment paper and then placing it in the Rumor Box.

You need the presence and guidance of a Staff member to perform this skill.

Shooting by Ear

Requires: Blind-fighting skill

Description: After learning how to defend yourself while blinded, you have undertaken specialized and extremely difficult training to be able to attack at range while you are unable to see. Those with this skill are considered to be the mast
ers of their craft, hitting their enemies with arrows that are guided by nothing more than their hearing and their experience.

Usage: With this skill, you may continue using ranged weapons while blinded. Preface all ranged attacks and ranged attack feats with the word “Blind” (e.g. “Blind Hobbling Shot” or “Blind Crit” 10 damage!).  If you use the Shooting by Ear skill to use a Feat, that Feat is considered to be Augmented.

While benefitting from this skill, you cannot move from your location while aiming, even if you have the Shot on the Run skill. You need full concentration to locate your enemies.

Shot on the Run

Description: While holding the line and standing fast against the enemy is important, equally so is the concept of mobility. Those who cannot move fast or cannot move will fall in battle to a mobile enemy. Because many battles have parameters and objectives that change or relocate, mobility is practically akin to adaptation and thus, superiority on the battlefield.

This skill allows an archer the necessary superiority he or she needs to survive the rigors of combat through mobility training. Those with this skill can continue to aim even while running at their fastest speed and dodging projectiles or spells.

Usage: With this skill, you are able to run or walk while performing an Aim count with a ranged weapon (such as a Throwing Knife, a Bow or a Crossbow).

Furthermore, using the Dodge feat or the Evade feat no longer interrupts your Aim count.

Skillful Scrounger
Description: One of the primary acquisition skills of any character, this skill represents training and experience in searching a body or container for any item of value. Survivalists, scavengers and criminal types are common users of this skill although it can be found among the forces of law and order and among adventurers.

Usage: With this skill, you can perform the following actions on a fallen enemy, a container or a place where you think a trap is located (a doorway or a tree).

          After 60 seconds of searching (“Searching 1, Searching 2…Searching 60”), you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.          

          After 10 seconds of searching(“Searching 1, Searching 2…Searching 10”), you can invoke a “Quick Search” which will yield one item from the target’s person, chosen at random.           

          After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an Object or a Door is trapped or not.

Special Note: Without this skill, performing a search always requires 60 seconds and never reveals Concealed items.

Skullduggery
Description: This skill represents training in lockpicking and trap-disarming techniques, without actual knowledge of how to build locks or traps (which is the Smith profession). As one of the prime acquisition skills, Skullduggery allows you to pick a basic lock or disarm a basic trap after 30 seconds. Mainly used by thieves and burglars, this skill is of great use to adventurers who enter tombs and other complexes that are protected by traps.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Skullduggery 1, Skullduggery 2…Skullduggery 60”. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

If the target of this skill is a basic lock, it is opened without need for a key. If it is a complex or erudite lock, then it remains locked.

If the target of this skill is a basic trap, it is disarmed and can be activated to no effect. If the target of this skill is a complex or erudite trap, then you may trigger it and it affects you.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Expert Skullduggery

Requires: Skullduggery skill

Description: This skill represents training in advanced lockpicking and trap-disarming techniques, without actual knowledge of how to build locks or traps. With this skill, a character can now trick complex locks into opening and harmlessly disarm complex traps.

Furthermore, this skill lowers the amount of time needed to pick a basic lock or disarm a basic trap.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Expert Skullduggery 1, Expert Skullduggery 2… Expert Skullduggery 60”. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

The results of this skill usage are as follows:

          Basic lock: Opened and only requires a 30 second count instead of 60 seconds.

          Complex lock: Opened

          Erudite lock: No effect

          Basic trap: Disarmed and only requires 30 second count instead of 60 seconds

          Complex trap: Disarmed

          Erudite trap: Activates as though you triggered it.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Master Skullduggery

Requires: Expert Skullduggery skill

Des
cription: After many years of experience and after countless hours of blood and toil, you have perfected the necessary techniques that allow you to pick the greatest of locks and disarm the most conniving of traps.

Also, you can use this skill to disarm certain magical wards. However, doing this is a dangerous process because of the volatile magical energies unleashed by disarming it – thereby requiring some outside assistance in the form of medical aid.

Usage: To use this skill, you must be within arm’s reach of a trap or a lock and in a crouched position if possible. While you are adjacent to the target of this skill, you may slowly count to 60 seconds by saying “Master Skullduggery 1, Master Skullduggery 2… Master Skullduggery 60”. If you are disrupted or distracted by damage or in any other way, you must stop your count and start again.

The results of this skill usage are as follows:

          Basic or Complex lock: Opened and only requires a 30 second count instead of 60 seconds.

          Erudite lock: Opened

          Basic or Complex trap: Disarmed and only requires 30 second count instead of 60 seconds

          Erudite trap: Disarmed and harmless.

To use this skill to disarm a Magical Ward, you must count to 60 seconds as above; afterwards, you and every character within 5 steps of the ward will then take 100 points of damage that cannot be avoided with a Feat, Item or Spell.

Special Note: This skill does not actually allow you to know the level of the trap or lock that you are disarming or unlocking until after you complete your count.

Physical Representation Requirements: A dagger weapon (latex or boffer)

Snap Shot

Description: A snap shot is a ranged attack performed without aiming, a literal snap decision made with a ranged weapon. This skill allows you to perform one such shot with a decent enough accuracy that you can hit.

Snap Shot cannot be used on a constant basis and therefore is best served on a defensive or offensive use. Defensively, a Snap Shot can be used to perform a quick attack upon an advancing melee opponent, or when such an opponent is within melee range; if used with an attack that knocks back or slows an opponent, you can then retreat to safety. Used offensively, Snap Shot is great for adding additional damage to an attack without the slowness of aiming.

Usage: To use this skill, you may say “Snap Shot” before performing a normal ranged attack or using a ranged attack feat (basic or complex feats only). You can use Snap Shot once every 5 minutes.

Bowslinger sub-class: You may use Snap Shot on a normal ranged once every minute instead of once every 5 minutes.

Mocking Shot feat: If you use Snap Shot immediately after you use the Mocking Shot feat, your attack inflicts your normal weapon damage plus 5 instead.

Student of the Lotus
Description: Amidst jungles of the Labyrinthium, the venomous marshes of the Fir’bolg and the cultivated gardens of Kenrei, the art of poisoning has many practitioners that seek to perfect its craft and its delivery. However, armor has ever been a serious obstacle to delivering poisons, mandating the creation of this skill. The Student of the Lotus skill allows a talented poisoner to bypass the protections of armor and apply poison to his victim. While this skill’s usage is hardly effortless, the reward is great enough.

Usage: To use this skill and deliver a poison effect to a character with AP remaining, you need to hit with two normal melee attacks . Before the first attack, say “Expose armor 1”. Similarly, say “Expose armor 2” before the second attack. If both connect, then you have up to 60 seconds to deliver a Combat Poison through a melee attack or a ranged attack (using the Poison Dart skill).

See the section on Poison (in the Brewer Profession) for more information.

Superior Tracker

Requires: Pursue Quarry feat and Sense Hidden feat.

Description: Because Marksmen keen their senses so well, many train their eyes and their ears to notice even the minute details of an area, allowing them to detect invisible creatures that have been shielded by powerful illusions or masterful skill. Such Marksmen can more easily foil even the deadliest of ambushes or pursue even the most elusive of quarries.

Usage: When using the Pursue Quarry feat, you may instead say “Superior Tracker” to reduce the SP cost of the feat to 0. In addition, you may take one of your allies with you, so long as he or she is within arm’s reach of you when you use this skill.

Similarly,  when you are using the Sense Hidden feat to reveal an invisible creature and you are blocked by a Master Camouflage skill or similar effect (such as Word of Veiling), you may instead say “Superior Tracker” and clarify that the invisibility effect is broken nonetheless.

Because of the power of this skill, its uses are severely limited. Once either function of the Superior Tracker skill has been used, a completed Short Rest is required for you to use this skill again.



Mastery Skills:

Bow Expertise (rank 1)

Requires: Bow Proficiency skill

Description: The bow is the king of ranged weaponry, capable of inflicting large amounts of damage quickly, efficiently and with deadly precision. It is the weapon of the quiet hunter and the royal archer. Both sophisticated Silver Elves and the savage Wood Elves claim to have invented bowcraft and esteem it among the other martial skills. You have studied the bow in its glory and in its simplicity, putting in months and years of practice to become a force to be reckoned with on the field of battle.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal ranged strikes with a Short Bow, a Long Bow or a Great Bow.  This is an Expertise bonus to your damage.

Bow Expertise (rank 2)

Requires: Bow Expertise (rank 1) skill

Description: To others, it is a tool of war, but for you, it
is an instrument of death. Looking across its curved length, you have watched and delivered the doom of many from afar and up close. Like your bow, you possess many virtues: you are strong, precise, graceful and potent. Let those who cross you and your sight beware.

Usage: Having this skill augments the benefits granted to you by Bow Expertise (rank 1):

          Add 3 to the damage inflicted by your Normal ranged strikes with a Short Bow, a Long Bow or a Great Bow, instead of adding only 1.  This is an Expertise bonus to your damage.

Bow Mastery:

Requires: Bow Expertise (rank 2) skill

Description: Countless of hours of training have passed. Hundreds have died from your arrows. But they are all mere steps to this, your perfection of bowcraft.

Usage: Having this skill augments the benefits granted to you by Bow Expertise (rank 1) and (rank 2):

          Add 5 to the damage inflicted by your Normal ranged strikes with a Short Bow, a Long Bow or a Great Bow, instead of adding only 1.  This is an Expertise bonus to your damage.

          You gain access to the Twin Shot feat.

Crossbow Expertise

Requires: Crossbow Proficiency skill

Description: While the crossbow takes longer to use than a bow, its primary advantage lies in the greater power one can coax from the crossbow with each loosed bolt. It is a weapon that prizes patience and precision, granting uncompromising power to those who master these traits. You are one such master, taking to heart the rhythm of lever and crank to reload your weapon after each devastating shot and easily lining up your sights to your enemy’s beating heart to end them.

Usage: Having this skill grants you the following benefits:

          Add 2 to the damage inflicted by your Normal ranged strikes with a Small Crossbow, Light Crossbow and Heavy Crossbow.  This is an Expertise bonus to your damage.

Crossbow Expertise (rank 2)

Requires: Crossbow Expertise (rank 1) skill

Description: You have delivered death countless times with a simple click from your trigger finger. The flight of your bolt is a sight all too familiar to you and you can chart its path even in your sleep, based on the wind, the tautness of your string and the trajectory that you send it upon.

Usage: Having this skill augments the benefits granted to you by Bow Expertise (rank 1) and (rank 2):

          Add 3 to the damage inflicted by your Normal ranged strikes with a Small Crossbow, Light Crossbow and Heavy Crossbow, instead of +2.  This is an Expertise bonus to your damage.

Crossbow Mastery

Requires: Crossbow Expertise (rank 2) skill

Description: After years of training, learning and honing your craft, you have finally become a master of the crossbow. Each bolt you loose is as easy as breathing and sometimes you measure the life of others by the arrow. You have tested your skill against the deadly and the skillful and prevailed. Your skill with the crossbow now truly proven, what foe can truly stand before you with confidence.

Usage: Having this skill augments the benefits granted to you by Bow Expertise (rank 1) and (rank 2):

          Add 5 to the damage inflicted by your Normal ranged strikes with a Small Crossbow, Light Crossbow and Heavy Crossbow, instead of +3  This an Expertise bonus to your damage.

          When you gain a free (0 SP) use of the Critical Strike feat, you may gain a free use of the Pierce Shield feat instead.

Throwing Expertise (rank 1)

Requires: Thrown Weapon Proficiency skill

Description: There are those that decry using throwing weapons as a way to quickly disarm themselves, but there is something about the glorious spinning steel-play of hammers, daggers and axes as they float through the air to lodge themselves in their target’s chest. Thousands of hours at the range and in the field of battle have given you what you need to take victory… by throwing your weapon at your enemy.

Usage: Having this skill grants you the following benefits:

          Add 1 to the damage inflicted by your Normal ranged strikes with a throwing weapon  This is an Expertise bonus to your damage.

Throwing Expertise (rank 2)

Requires: Throwing Expertise (rank 1) skill

Description: You have honed your skill with throwing weapons even further, reconciling yourself with the fact that you have become akin to a walking armory with the amount of weapons that you carry. Nevertheless, your skill with thrown weapons continues to keen even as the star of your fate continues to rise.

Usage: Having this skill augments the benefits granted to you by Throwing Expertise (rank 1):

          Add 3 to the damage inflicted by your Normal ranged strikes with a throwing weapon, instead of adding only 1.  This is an Expertise bonus to your damage.

Throwing Mastery

Requires: Throwing Expertise (rank 2) skill

Description: A single movement of your arm and then a life ends – an all too common occurrence for you. After having mastered the poise and the dance required by these weapons, you have be become the envy of your peers. Your hands turn mere weapons into flying death itself. who can stand before you with true confidence and not shiver at the thought of your wrath?

Usage: Having this skill augments the benefits granted to you by Throwing Expertise (rank 1) and (rank 2):

          Add 5 to the damage inflicted by your Normal ranged strikes with a Throwing weapon instead of adding only 1.  This is an Expertise bonus to your damage.

          You gain access to the Double Throw feat.

any kind of thrown weapon. In addition, certain feats are improved when used by a Throwing Master wielding a thrown weapon.