Wandering Marksman

Hunter Archetype

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Fortitude
High
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Will
Low
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Reflex
High
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Base Attack Bonus
Average
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HP per level
+5 (d8)
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Skill Points
+4
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Max level of Spells
6
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Caster ability
Wisdom
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Caster type
Casting Spontaneously

Class Initial Features

Class Skills

Wandering Marksman is a Hunter archetype in Pathfinder: Wrath of the Righteous.

The wandering marksman is used to divert enemy attention from him to his animal companion and then strike from a distance.

  

Wandering Marksman Information

Stats

  • Alignment Requirement: Any
  • Hit Die: +5
  • Skill Points per Level: 4
  • Level 1 Base Attack Bonus: +0

Skills

 

Wandering Marksman Features

 

 

Wandering Marksman Progression

 

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 +0 +2 +2 0 Animal Companion, Animal Focus, Nature Sense
Level 2 +1 +3 +3 0 Precise Companion
Level 3 +2  +3 +3 +1 Planned Distraction
Level 4 +3  +4 +4 +1  
Level 5  +3 +4 +4 +1  
Level 6 +4  +5 +5 +2 Self-reliance
Level 7 +5  +5 +5 +2  
Level 8  +6/+1 +6 +6 +2 Second Animal Focus
Level 9  +6/+1 +6 +6 +3 Emergency Swap
Level 10  +7/+2 +7 +7 +3 Raise Animal Companion
Level 11  +8/+3 +7 +7 +3  
Level 12  +9/+4 +8 +8 +4  
Level 13  +9/+4 +8 +8 +4  
Level 14  +10/+5 +9 +9 +4  
Level 15  +11/+6/+1 +9 +9 +5 Imminent Attack
Level 16  +12/+7/+2 +10 +10 +5  
Level 17  +12/+7/+2 +10 +10 +5 One with the Wild
Level 18  +13/+8/+3 +11 +11 +6  
Level 19  +14/+9/+4 +11 +11 +6  
Level 20  +15/+10/+5 +12 +12 +6 Master Hunter

 

Wandering Marksman Abilities

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Weapon and Armor Proficiency

A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Precise Companion

At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat.

Self-Reliance

At 6th level, whenever the animal companion is 10 feet or more away from the hunter, it gets a morale bonus to AC equal to +1 for each hunter's 4 levels. 

 

Second Animal Focus

At 8th level, whenever a hunter uses her animal focus ability, she selects two different animal aspects for herself instead of one, and can assign two aspects to her companion instead of one.

Emergency Swap

At 9th level once per encounter level for a standard action, the wandering marksman can swap his animal companion and himself without provoking Attack Of Opportunity if they are within 30 feet range to each other.

Raise Animal Companion

At 10th level, a hunter gains raise animal companion as a spell-like ability. At 16th level, this functions as resurrection instead of raise dead, but otherwise operates as normal.

Imminent Attack

At 15th level hunter as a standard action can shoot an ammunition 3 times per day, which marks all enemies is 10 feet area as prey. Against such creatures the animal companion gets a +3 morale bonus to attack and damage, and its attacks bypass DR N/cold iron, N/mithral, N,/adamantine, and hardness. Whenever the animal companion kills a marked enemy, all its attacks' critical range increases by 1 until the end of combat. Multiple applications of this effect stack.

 

One with the Wild

At 17th level, the hunter's animal companion are respected or even feared by other animals. The hunter and her companion can attempt to demoralize all animals in 30 feet radius as a swift action, as if using dazzling display.

Master Hunter

At 20th level, a hunter becomes a master hunter. He gains the ability to receive the animal focus benefits any amount of times per day. 

Animal Companion

Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion.

Planned Distraction

At 3rd level, whenever the hunter attacks the enemy who is engaged in melee combat with his animal companion, the hunter gets a +1 circumstance bonus to attack and damage. This bonus increases to +2 at 12th level and to a +3 at 18th level. 

 

Nature Sense

A hunter gains a +2 bonus on Lore (Nature) checks.

 

 

 

 




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