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(Champions of Ruin p.

48, Justice of Weald & Woe: substitution)


The darkwood sniper is a predatory marksman accustomed
to woodland guerrilla warfare who excels at hitting fast and hitting
hard while remaining as unnoticed as a single tree in the forest. And
once one knows how to shoot in the darkwoods ones able to reliably
pick off a target in any terrain.

Base Attack Bonus: +6


Skills: Craft (fletching) 8 ranks, Hide 8 ranks , Knowledge (nature) 4
ranks , Move Silently 8 ranks , Survival 8 ranks
Feats: Point Blank Shot , Weapon Focus [marksmanship]

marksmanship category = any bow or crossbow, excluding


shortbows and hand crossbows.

HD: d8
Skill points: 4 + Int
Tier Adjustment: +1
Class Skills: Balance (dex), Bluff (cha), Climb (str), Concentration (con), Craft (int), Disguise (cha), Escape Artist (Dex), Gather
Information (cha), Hide (dex), Intimidate (cha), Knowledge:Local (int), Knowledge:Nature (int), Listen (Wis), Move Silently (dex),
Sense Motive (wis), Spot (wis), Survival (wis), Swim (str), Tumble (dex).

Advancement

Spells per day

Level
1st

BAB
+0

Fort
+2

Ref
+2

Will
+0

Features
Spells

1st
0

2nd

3rd

4th

2nd
3rd

+1
+2

+3
+3

+3
+3

+0
+1

Bonus feat, woodland stride


Sneak attack +1d6

1
2

4th
5th

+3
+3

+4
+4

+4
+4

+1
+1

Lucky shot, trackless step


Poison use

3
3

1
2

6th
7th

+4
+5

+5
+5

+5
+5

+2
+2

Steady hand
Sneak attack +2d6

3
3

3
3

1
2

8th

+6

+6

+6

+2

Bonus feat

9th
10th

+6
+7

+6
+7

+6
+7

+3
+3

Hide in plain sight


Death attack, immunity to poison

3
3

3
3

3
3

2
3

Weapon and Armor Proficiency: You gain no proficiency with any weapon, armor, or
shield.
Spellcasting: You gain spells according to the table below. You do not gain new spells
in any other spellcasting classes that you might have had before you took this prestige
class, but you can still cast spells from those classes. You can only choose spells from
the Assassin spell list that do not require melee combat; you use your Wisdom
modifier for calculating bonus spells and spell DCs.
Bonus Feats: At 2nd and 8th levels, you gain a bonus archery feat, which must be
chosen from the following list: Able Sniper, Crossbow Sniper, Darkstalker, Dead Eye,
Deflect Arrows, Far Shot, Improved Critical [marksmanship], Improved Precise Shot,
Manyshot, Mounted Archery, Penetrating Shot, Precise Shot, Rapid Shot, Shot on the
Run, Snatch Arrows, Weapon Specialization [marksmanship], Greater Weapon Focus
[marksmanship], Greater Weapon Specialization [marksmanship], Woodland Archer.

Spells Known
Level

1st

2nd

3rd

4th

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

10th

You must meet all prerequisites for a bonus feat. Use your justice level when determining whether you meet a prerequisite of a
minimum fighter level. For example, a ranger 8/justice 8 would meet the requirement for Greater Weapon Focus (fighter level 8th),
but not Greater Weapon Specialization (fighter level 12th).
Woodland Stride (Ex): At 2nd level, you can move through any sort of undergrowth, as the druid ability (ph36). If you already have
woodland stride, you gain a +10 bonus to your land speed.
Sneak Attack (Ex): Beginning at 3rd and 7th level, you deal an extra
1d6 points of damage when striking an opponent when the
opponent is denied a Dexterity bonus to armor class, such as when
it is surprised and flat-footed, or when you attack from a flanking
position, as the sneak attack ability of rogues. Your damage dice
stack with any sneak attack damage dice you might have gained
from a previous class.
Lucky Shot (Su): At 4th level and higher, once per day as a free
action, you can gain a +10 insight bonus to one attack roll with
your marksmanship weapon. You must declare the use of this
ability before rolling the die.
Trackless Step (Ex): At 4th level and higher, you leave no trail in
natural surroundings and cannot be tracked. You can leave a trail
on purpose if you so desire. If you already have trackless step, you
instead gain a +4 bonus to Hide and Move Silently checks while in
natural surroundings.
Poison Use (Ex): At 5th level, you learn to create and/or extract
natural poisons and apply them to your weapons without any
danger of harming yourself.
Steady Hand (Ex): At 6th level, you become able to fire your
marksmanship weapon in melee combat without provoking attacks
of opportunity. You only gain the benefit of this special ability
when wearing light or no armor.
Hide in Plain Sight (Ex): At 9th level, you gain the ability to hide in
plain sight, as the ranger ability (ph48).
Death Attack (Ex): At 10th level, you gain the ability to study your
victim for 3 rounds and then make a sneak attack with your
marksmanship weapon that, if it successfully deals damage, has the
additional effect of possibly either paralyzing or killing the target
(your choice). While studying the victim, you can undertake other
actions so long as your attention stays focused on the target and
the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (dc 20 + your Int
modifier) against the kill effect, it dies. If the saving throw fails against the paralysis effect, the target is rendered helpless and unable to
act for 1d6+10 rounds. If the target's saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3
rounds of study, you must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her
save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can
attempt another death attack.
Poison Immunity (Ex): At 10th level, you gain immunity to all natural poisons and animal venoms. This ability differs from the druid
ability of the same name, in that it only applies to poisons derived from natural plants or fungi, or from animal or vermin venoms, not
to all poisons, such as venoms from celestial animals or outsiders, or poisons derived from minerals or magic.

dm Silvestris 141224

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