From Compendium of Worldly Lore
Requirements
Base Attack Bonus: +5
Skills: Hide (4 ranks), Move Silently (4 ranks), Spot (4 ranks)
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow)
Summary
Deepwood Snipers are found deep within the heart of the woods and lying in wait ready for that one perfect shot in order to fell your foe. They are able to reduce the concealment of their foes along with the range increment of their weapons increasing further. These archers are great at aiming consistently and remaining so. Their critical strikes are also more impactful than the standard bowyers and can send their foes asunder. It's also easier as every arrow they fire is sharper, a bit more keen perhaps than standard. This class is perfect for the more loner ranger types who don't necessarily want to be near the front lines.
Role: DPS
Characteristics: Patient, careful, quiet, and deadly accurate boyer.
Source: Masters of the Wild
Game Rule Information
The Deepwood Sniper has the following game statistics.
Abilities: Dexterity is needed to shoot people effectively with your bow and hide checks. Constitution for staying alive and ready to shoot.
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Deepwood Sniper's class skills are Balance (Dex), Climb (Str), Craft (bowmaking) (Int), Escape Artist (Dex), Intuit Direction (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Wilderness Lore (Wis)
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Deepwood Sniper.
Weapon and Armor Proficiency: A Deepwood Sniper is proficient with whatever they were already proficient with prior to taking levels in this class. All weapon-related abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient.
Keen Arrows Ex: At 1st level, all projectiles the deepwood sniper fires behave as if they were keen weapons in addition to any other properties they might possess. Thus, a normal arrow fired by a deepwood sniper has a threat range of 19—20 instead of 20. This effect does not stack with any other keen effect.
Range Increment Bonus Ex: With each level the deepwood sniper gains, the range increments of her projectile weapons increase by +10 feet (added after all multipliers). Thus, a 10th-level deepwood sniper who has the Far Shot feat would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet).
Concealment Reduction Ex: When the deepwood sniper reaches 2nd level, her miss chance against opponents with concealment drops by 10%. Thus, she has a miss chance of 10% rather than 20% against an opponent with one-half concealment. Her miss chance drops by an additional 10% per tour deepwood sniper levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%.
Magic Weapon Ex: At 2nd level, the character can produce an effect identical to that of a magic weapon spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only.
Projectile Improved Critical Ex: When the deepwood sniper reaches 2nd level, the critical damage multipliers of all her projectile weapons increase by +1. Thus, an arrow that normally deals triple damage on a critical hit instead does quadruple damage in her hands. When she reaches 7th level, these critical multipliers increase by an additional +1.
Safe Poison Use Ex: At 3rd level, a deepwood sniper can use poison without any chance of poisoning herself.
Take Aim Ex: A 4th-level deepwood sniper can gain a +2 bonus on her attack rolls against a stationary target by aiming carefully. Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the bonus is lost. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 8th level.
Consistent Aim Su: Once per day, a 5th-level deepwood sniper can reroll one attack roll that she has just made with a projectile weapon. She must keep that result, even if it is worse than the original roll. She can use this ability twice per day at 7th level and three times per day at 10th level, though each use must relate to a different attack roll.
True Strike Sp: At 10th level, the deepwood sniper can produce an effect identical to that of a true strike spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only.
Level | Base
Attack Bonus |
Fort
Save |
Ref
Save |
Will
Save |
Special |
---|---|---|---|---|---|
1st | +1 | +0 | +2 | +0 | Keen arrows, range increment bonus +10 ft./level |
2nd | +2 | +0 | +3 | +0 | Concealment reduction 10%, magic weapon, projectile improved critical +1 |
3rd | +3 | +1 | +3 | +1 | Safe poison use |
4th | +4 | +1 | +4 | +1 | Take aim +2 |
5th | +5 | +1 | +4 | +1 | Consistent aim 1/day |
6th | +6 | +2 | +5 | +2 | Concealment reduction 20%, keen edge |
7th | +7 | +2 | +5 | +2 | Consistent aim 2/day, projectile improved critical +2 |
8th | +8 | +2 | +6 | +2 | Take aim +4 |
9th | +9 | +3 | +6 | +3 | Consistent aim 3/day |
10th | +10 | +3 | +7 | +3 | Concealment reduction 30%, true strike |