Deepwood Sniper

Core (MW)Supplementals (3.0)

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)

Hit Die
d8
Skill Points
4+ Int

Class Skills

Advancement

Level BAB Fort Ref Will 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

Weapon and Armor Proficiency: Deepwood snipers gain no weapon or armor proficiencies. 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 four deepwood sniper levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%.

Magic Weapon (Sp): At 2nd level, the character can produce an effect identical to that of a DUNGEON MASTER‘S Guide).

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 cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only.