|Level||BAB||Fort||Ref||Will||Class Features||Maneuvers Known||Maximum Maneuver Level|
|1st||+1||+2||+2||+0||Maneuvers, Deadly Aim||2||1|
|2nd||+2||+3||+3||+0||Lesser Archetype Feature||3||1|
|3rd||+3||+3||+3||+1||Sting Like a Bee||4||1|
|4th||+4||+4||+4||+1||Moderate Archetype Feature||5||1|
|5th||+5||+4||+4||+1||Float Like a Butterfly||6||1|
|6th||+6||+5||+5||+2||Greater Archetype Feature, Peerless Archer||7||1|
The marksman is proficient with light armor and bucklers. He is also proficient with simple and martial weapons.
The marksman has the ability to learn and initiate Maneuvers, and selects one discipline to learn maneuvers from. He knows two 1st level maneuvers from that discipline; at least one of them must be a stance. Every level after the first, he learns an additional maneuver, gaining access to 2nd level maneuvers at 3rd, and 3rd level maneuvers at 5th. These maneuvers are each usable once per encounter, except for stances.
The marksman may add his Dexterity modifier to damage rolls while using ranged weapons. When using thrown weapons or composite bows, this is in addition to his Strength modifier. He can also Disarm, Feint, or Trip with ranged weapons.
Lesser Archetype Feature
At 2nd level, the marksman chooses one of the archetypes from the list below. Once made, this choice is final. He gains the appropriate lesser feature for his archetype.
At 3rd level, whenever the marksman power attacks with a ranged weapon used in both hands, the bonus damage he gains is equal to three times the attack penalty he takes, just as with two-handed melee weapons. In addition, as a standard action, he can make a single ranged attack as a touch attack.
Moderate Archetype Feature
At 4th level, the marksman gains the appropriate moderate feature for his archetype.
At 5rd level, the marksman’s speed increases by 10ft, and the first ten feet of his movement do not provoke attacks of opportunity. He may make an additional primary ranged attack each round.
Greater Archetype Feature
At 6th level, the marksman gains the appropriate greater feature for his archetype.
At 6th level, once per encounter, the marksman may make use of one of the three following abilities:
- Arrow to the Knee: When an enemy within range declares an action, the marksman can make a ranged touch attack as an immediate action. If he succeeds, the enemy’s action is wasted, and any limited ability uses, spell slots, or the like are lost.
- Fight in the Shade: The marksman can make a standard attack as a swift action, provided he only makes ranged attacks.
- Unerring Shot: Any one ranged attack the marksman makes automatically hits and threatens a critical.
Ranged Initiator (Lesser Archetype Feature)
A deadeye may learn Maneuvers from one additional discipline, chosen when he selects this archetype. He learns a 1st-level stance from that discipline in addition to the maneuver he normally learns this level, and learns two maneuvers every level hereafter instead of one. At any time as a move action, the deadeye can recover one maneuver of his choice. In addition, he can substitute ranged attacks for maneuvers that would normally require melee attacks.
Penetrating Shot (Moderate Archetype Feature)
The deadeye ignores 5 points of his opponent’s damage reduction when using ranged attacks.
Disengage (Greater Archetype Feature)
The deadeye may take 10ft steps instead of 5ft steps.
On the Move (Lesser Archetype Feature)
A peltast gains the Skirmish ability, and he may draw new thrown weapons as a free action.
Hit and Run (Moderate Archetype Feature)
The peltast may make a full attack as a standard action, but only with ranged weapons and only after moving at least ten feet in the same round.
Piercethrough (Greater Archetype Feature)
The peltast may also attack two opponents at once – if he hits his opponent with a ranged weapon, any opponent that occupies the square behind it (i.e., in the opposite direction that the attack originated from) is also treated as being attacked. The peltast only makes one attack roll, and the result is used against both opponents. If he misses the first opponent, the second opponent is not harmed, even if it would normally have been a hit.
Silent and Deadly (Lesser Archetype Power)
A sniper who is Avoiding Notice or Avoiding Detection does not alert an opponent to the square the sniper is in when he attacks that opponent. He also treats his pace as one category lower when Avoiding Notice or Avoiding Detection in an open space.
Extreme Range (Moderate Archetype Feature)
The sniper doubles the length of all range increments for attacks and visual Perception checks.
Ambush Master (Greater Archetype Feature)
If the sniper successfully attacks an opponent who is completely unaware of his presence, the attack automatically threatens a critical.
Favored Enemy (Lesser Archetype Feature)
A stalker selects one type of creature. He gains a +2 bonus on all attack rolls, damage rolls, and skill checks made against those creatures. The stalker automatically discerns the type of a creature if it’s his favored enemy and can use the Creature Insight ability to identify it further, even if he is untrained in the appropriate skill and without the -5 untrained penalty. Each day, he may replace his favored enemy with a different choice.
Feel Them Coming (Moderate Archetype Feature)
The stalker gains uncanny dodge, and can sense his favored enemies as though he had blindsense to a range of 60ft.
Enemy to All (Greater Archetype Feature)
The stalker increases his favored enemy bonuses to +4, and can change his favored enemies as a full-round action.
** (Lesser Archetype Feature)
** (Moderate Archetype Feature)
** (Greater Archetype Feature)
|Mystic Classes:||Black Mage||Blue Mage||Green Mage||Red Mage||White Mage|