Deepwood Sniper (Archetype)


Conversions

Liberty's Edge

This is my first attempt at adapting the Deepwood Sniper 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.


I loved that PrC.

Just curious, why make it an archetype instead of a PrC?

As to nuts and bolts, I like how you've swapped out stuff having to do with mobility and tracking. Making this a martial-focused class/archetype is important.

Things seem a little clustered around lvls 8 and 9 - that's the bread and butter of the class, really, the keen and improved critical, but I wonder if it should be spread out a little more. I can't quite recall how the PrC handled this, but having 10 lvls to work with rather than 20 makes it a bit easier to have a pattern of advancement, maybe.

I also can't remember how Take Aim worked. Wasn't there some reroll mechanic involved? I'm not sure that's a better way to go necessarily, but a full-round action for a +2 to hit seems a little underpowered. It could just be me - I don't have a ton of playing experience.

Anyway, nice to see someone tackling this!

Liberty's Edge

CountMRVHS wrote:

I loved that PrC.

Just curious, why make it an archetype instead of a PrC?

I asked for opinions on this in a chatroom once and the consensus was to make it an archetype rather than a PrC.

CountMRVHS wrote:
As to nuts and bolts, I like how you've swapped out stuff having to do with mobility and tracking. Making this a martial-focused class/archetype is important.

I was trying to preserve the feel of the PrC while not crippling the Ranger class too much.

CountMRVHS wrote:
Things seem a little clustered around lvls 8 and 9 - that's the bread and butter of the class, really, the keen and improved critical, but I wonder if it should be spread out a little more. I can't quite recall how the PrC handled this, but having 10 lvls to work with rather than 20 makes it a bit easier to have a pattern of advancement, maybe.

I'm still a little concerned here as well.

CountMRVHS wrote:
I also can't remember how Take Aim worked. Wasn't there some reroll mechanic involved? I'm not sure that's a better way to go necessarily, but a full-round action for a +2 to hit seems a little underpowered. It could just be me - I don't have a ton of playing experience.

Actually Take Aim is the same as it was in the PrC. You might be thinking of Consistent Aim which allowed the reroll you are recalling. I could up it to +4/+6 instead of +2/+4 but that might be pushing it a bit.

CountMRVHS wrote:
Anyway, nice to see someone tackling this!

Me too I was a great fan of the original PrC too.


Valkyn Highwind wrote:
CountMRVHS wrote:
Things seem a little clustered around lvls 8 and 9 - that's the bread and butter of the class, really, the keen and improved critical, but I wonder if it should be spread out a little more. I can't quite recall how the PrC handled this, but having 10 lvls to work with rather than 20 makes it a bit easier to have a pattern of advancement, maybe.
I'm still a little concerned here as well.

What if you had Take Aim replace the Second Favored Enemy at 5th level instead? It seems that Woodland Stride is something a Deepwood Sniper would want to keep.


Range increment bonus might be a little tad OP.

Liberty's Edge

clff rice wrote:
Range increment bonus might be a little tad OP.

How so? It's the same +100 ft that the PrC got but spread out over twenty levels instead of ten.


It was op back than as well. As i recall Deepwoods sniper was one of the more OP prestige classes back in the day and the range incrament was one of the big deals. I cant remember any specifics but that was debated on Unbalanced PRc threads allot.


Actually i'm thinking of order of the bow. My bad.

Liberty's Edge

Here's the updated archetype based on some comments that I've recieved. I'm considering dropping the Range Increment Bonus to +5 ft/2 levels.

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.


I realize this is from the actual class but I'm not sure why take aim is a full round action that's broken by movement. I don't see the attack bonus as that great just for one shot every other turn if used consistently.

Liberty's Edge

I'm not sure how I should change that to fix it.


How about changing it to a standard action (allowing the deepwood sniper to better position himself before the shot, or moving to a safer place after the shot) for a +2 bonus on attack, +4 at 11th level.
Or, keep it a full round action for a +2 on the attack and damage roll at 7th level, increasing to +4 at 11th level. The flat bonus to damage being multiplied on criticals has a good synergy with the keen arrows ability.

Liberty's Edge

That sounds reasonable and an easy enough change. I'll go with the +2 to attack and damage.

Liberty's Edge

Here's what I'm hoping will be the final version of the archetype.

Deepwood Sniper (Ranger Archetype) - Version 3
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 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.

Liberty's Edge

Found an error in Take Aim above. Here's the correct version.

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.

Liberty's Edge

The Range Increment Bonus ability is way too overpowered. The Hawkeye ability from the Fighter Archer archetype would be more balanced to trade for Wild Empathy.

Hawkeye (Ex): At 2nd level, an archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 2nd. This ability replaces bravery.

Liberty's Edge

How's this then? I moved it to start at 1st level but otherwise left it alone.

Hawkeye (Ex): A deepwood sniper, starting at 1st level, gains a +1 bonus on Perception checks, and the range increment for any ranged projectile weapon she uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 1st. This ability replaces Wild Empathy.

Liberty's Edge

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Here's the latest set of changes & revisions to the archetype. It includes a stealth related feature Sniper's Perch.

Deepwood Sniper (Ranger Archetype) - Version 4
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.

Hawkeye (Ex): A deepwood sniper, starting at 1st level, gains a +1 bonus on Perception checks, and the range increment for any ranged projectile weapon she uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 1st. This ability 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.

Sniper’s Perch (Ex): Starting at 3rd level, and every five levels thereafter, the deepwood sniper can reduce the penalty for maintaining their hidden location by -4 (ie. 3rd is -16, 8th is -12, etc.). This feature replaces 1st Favored Terrain.

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.


Pathfinder Adventure Path, Lost Omens Subscriber

Honestly having the range increment increase was the core feature of the class. Certainly it had it's other benefits such as the increased crit range and damage, but you played a Deepwood Sniper to get the Sniper feel which is shots at an extreme range. Having a bonus 100 feet per range increment isn't that big a deal it'll have it's moments to shine. Remember though in the city, forest, underground basically anywhere they don't have a clear line of sight to their range will be crippled. Or even just places that aren't that big like a dungeon where most rooms are 20x20 or 30x30. Having increased range is awesome, but it's very rare that you actually get to utilize the full range of a bow.

That being said I think you should look at the Dead Shot from the Gunslinger or Aiming feat from Masters of Arms by Steven Palmer Peterson. Actually a little googling found a preview for it featuring the feat I just mentioned Preview. Instead of the Take Aim feature. Take Aim always felt weak to me, giving me a bonus I've gotta burn a round to get and then if they move I lose it just doesn't seem worth it.

You don't have to give them Magic Weapon as a SLA especially at first level. Deepwood Sniper the PRC I think required level 5-7 don't have my book in front of me so I can't recall the skill pre reqs. It gave you magic weapon as well but that was a good 7ish levels after when you want to give it to them. Gotta remember the Ranger class still gives you spells, I would just add Magic Weapon and Greater Magic weapon to their spell list at the same level that Paladin's get them. You could also add other spells that fit the theme if you so desire.

And don't ditch woodland stride. Part of being a Deepwood Sniper was moving through terrain your enemies had to struggle through in order to catch you after you sniped the leader of their raiding party.

Aside from those nitpicks and personal opinions it's shapin up pretty well so far.


I agree with keeping woodland stride, I think that the take aim ability might be more useful as a standard action, and replace favored enemy and progress as +2 attack +1 damage vs stationary targets.


A couple of comments on the build, but first one general question about archer archetypes:

Why do most archer archetypes ignore Precise Shot as a granted feat at first level? As far as I know, only Divine Hunter (Paladin) includes it. In my experience, it's a central ability of a successful archer, and you usually have to burn two feats to get it. Is there a reason for this that I just can't see?

Have you considered replacing favored enemy with Improved Precise Shot and Pinpoint Targeting? Zen Archers have access to these at 6th and 10th level, respectively, so it seems like 7th and 11th shouldn't be out of range.

Here's a possible alternative to the Hawkeye and Take Aim feats that might better capture the "feel" of a long distance sniper (it's not thought all the way through yet):
Distance Focus: Spend a full round targeting to effectively move the range of the weapon out one increment. So if you spend 1 round targeting, your weapon range becomes 110 to 220 ft on a composite longbow, 2 rounds = 220 to 330, 3 rounds = 330-440, etc. This would reflect the idea of taking range measurements, checking wind direction and speed, adjusting around cover, etc.

Once you start firing, the new weapon range remains in effect as long as you don't move and you fire every round. If you want to reflect "ballistic" shots, targets could also get reduced cover from people or objects that are the same size, and no cover from people/objects that are smaller.

If you want to keep it from becoming overpowered, you could take -2 for targets outside the range in either direction: once you've focused out to 440-550, you have to re-focus on targets 200 ft out or take -4. (You could also drop the distance focus as a swift action.) Reduce the closer range penalty to -1 and then 0 as a progressive benefit. (And/or reduce the amount of time it takes to move the focus.)

This would still let the character snipe from 500 ft away, but would acknowledge that this situation doesn't come up very often.

Like I said, not thought all the way through...


Maybe make the improved range increment act like a rogue's sneak attack: if they are unaware of you or flat-footed, you get the 5 feet per Deepwood Sniper level of range increment.

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