Deepwood Sniper (Archetype)

Buddha the DM

Explorer
This is my first attempt at adapting the Deepwood Sniper PrC for use in the Pathfinder RPG.

Deepwood Sniper (Ranger Archetype)
Original Appearance: Prestige Class & Art in Masters of the Wild (WotC #88164)
Conversion/Adaption by: Valkyn Highwind

An arrow flies from a high mountain aerie, unerringly striking a paladin’s mount. Expecting only a flesh wound, the paladin is stunned to watch his companion of many adventures crumple to the earth. This unfortunate knight has trespassed into the domain of the deepwood sniper, and he may not make it out alive.

A deepwood sniper is patient, careful, quiet, and deadly accurate. She is a stealthy, long-range terminator whose arrows sail accurately from much longer ranges than those of other archers. In addition, she has magical abilities to help her shafts fly true.

Because of their alertness, dexterity, patience, and affinity for the bow, elves of almost any character class make excellent deepwood snipers. For a long time, elves would train only those of their own race in these techniques, but more recently some half-elves, halflings, and humans have joined the ranks of the deepwood sniper.

Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile weapons increase by +5 feet (added after all multipliers). Thus, a 20th-level deepwood sniper using a composite longbow with the distance property would have a 320-foot range increment (110 feet x 2.0 + 100 feet). This feature replaces Wild Empathy.

Accuracy: The deepwood sniper gains far shot as a bonus feet even if they don’t meet the requirements. This feature replaces Track.

Take Aim (Ex): A 7th-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 11th level. This feature replaces Woodland Stride.

Keen Arrows (Ex): At 8th 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. This feature replaces Swift Tracker.

Projectile Improved Critical (Ex): When the deepwood sniper reaches 9th level, the critical damage multipliers of all her projectile weapons increase by +1. Thus, an arrow that normally deals damage ×3 on a critical hit instead does damage ×4 in her hands. When she reaches 16th level, these critical multipliers increase by an additional +1. This feature replaces Evasion and Improved Evasion.
 

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Pretty cool. I always loved that class. Some stuff:

- I don't know how much you value crunch vs. fluff, but elves in fact are mediocre archer rangers at best. The only noteworthy thing they get is the +2 dex and longbow proficiency (which ranger has anyway) and maybe the low-light. Plenty of other races make for a better sniper.

- How does Take Aim work? Is it one shot as part of the full round action? A full round action to set up and then you get the bonus on all shots for a set duration? If the former, the enemy is unlikely to move during your full round action, barring certain immediate actions. If the latter, for what duration? 1 round?

- I get that you were cribbing the name from the original source, but since blunt arrows exist, why not just give free Improved Critical (bow) (or any one ranged weapon of your choice) instead of "keen arrows"?
 

Pretty cool. I always loved that class. Some stuff:

- I don't know how much you value crunch vs. fluff, but elves in fact are mediocre archer rangers at best. The only noteworthy thing they get is the +2 dex and longbow proficiency (which ranger has anyway) and maybe the low-light. Plenty of other races make for a better sniper.
I understand that. I'll see what I can do about making the story text a bit more generic but credit will still go to the original author(s).

- How does Take Aim work? Is it one shot as part of the full round action? A full round action to set up and then you get the bonus on all shots for a set duration? If the former, the enemy is unlikely to move during your full round action, barring certain immediate actions. If the latter, for what duration? 1 round?
It would be on the first shot of a given round, and if not used immediately would only last until the end of your next turn.

- I get that you were cribbing the name from the original source, but since blunt arrows exist, why not just give free Improved Critical (bow) (or any one ranged weapon of your choice) instead of "keen arrows"?
Good suggestion. I'll think about it.
 

Lovin the idea of a good bow sniper making its way into pathfinder. But if it wouldnt be to OP I think decreasing the threat range again would be more useful then bumping the multiplier again. 19-20 is still a really low chance so it really makes the improved multipliers seem a little lack luster.
 

Lovin the idea of a good bow sniper making its way into pathfinder. But if it wouldnt be to OP I think decreasing the threat range again would be more useful then bumping the multiplier again. 19-20 is still a really low chance so it really makes the improved multipliers seem a little lack luster.

Good point. How about increasing the threat to 17 - 20, and dropping the critical multiplier to +1. Also, I'd probably fold the two abilities in to one.
 


Here's the updated archetype. I've also had a suggestion from elsewhere that the Range Increment Bonus is too over-powered but it just results in the same +100 ft that the PrC got. Any comments on that?

Deepwood Sniper (Ranger Archetype)
Original Appearance:
Prestige Class in Masters of the Wild (WotC #88164)
Conversion by: Valkyn Highwind

Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile weapons increase by +5 feet (added after all multipliers). Thus, a 20th-level deepwood sniper using a composite longbow with the distance property would have a 320-foot range increment (110 feet x 2.0 + 100 feet). This feature replaces Wild Empathy.
Accuracy: The deepwood sniper gains far shot as a bonus feet even if they don’t meet the requirements. This feature replaces Track.

Take Aim (Ex): A 7th-level deepwood sniper can gain a +4 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 +8 at 11th level. This bonus applies only to the first shot made or until the end of her next turn. This feature replaces Woodland Stride.

Greater Magic Weapon (Sp): At 8th level, the character can produce an effect identical to that of a greater magic weapon spell cast by a cleric of her deepwood sniper level. This ability is usable once per day on projectile weapons only. This feature replaces Swift Tracker.

Keen Arrows (Ex): At 9th 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, and the critical multiplier increase by +1. At 16th level, the critical threat range increases to 17 - 20. This effect does not stack with any other keen effect. This feature replaces Evasion and Improved Evasion.
 
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Hmm.The magic weapon this is functional but seems a little out of place maybe? Now if I recall distance isnt the only asset of a sniper. Its also stealth. I believe that after firing a shot from stealth its a negative 20 (maybe 40?) to re stealth. Perhaps lower that instead? Would fit the class more.
 

Deepwood Sniper (Version 3)

Deepwood Sniper (Ranger Archetype)
Original Appearance:
Prestige Class in Masters of the Wild (WotC #88164)
Conversion by: Valkyn Highwind


Magic Weapon (Sp): At 1st level, the character can produce an effect identical to that of a magic weapon spell cast by a cleric of her deepwood sniper level. At 8th level, this effect becomes greater magic weapon. This ability is usable once per day on projectile weapons only. This feature replaces Track and Swift Tracker.

Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile weapons increase by +5 feet (added after all multipliers). Thus, a 20th-level deepwood sniper using a composite longbow with the distance property would have a 320-foot range increment (110 feet x 2.0 + 100 feet). This feature replaces Wild Empathy.

Accuracy: At 3rd level, the deepwood sniper gains Weapon Focus with a ranged projectile weapon of their choice as a bonus feat. This feature replaces Endurance.

Take Aim (Ex): A 7th-level deepwood sniper can gain a +2 bonus on her attack and damage 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 11th level. This bonus applies only to the first shot made or until the end of her next turn. This feature replaces Woodland Stride.

Keen Arrows (Ex): At 9th 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, and the critical multiplier increase by +1. At 16th level, the critical threat range increases to 17 - 20. This effect does not stack with any other keen effect. This feature replaces Evasion and Improved Evasion.
 
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