| Enhancement | Description |
|---|---|
Mark Target
|
+1 to Spot and Listen. You gain the ability to Mark one target at a time. Targets you Mark have -2 AC. (Debuffs to Marked Targets from these Core abilities do not stack with other players' Marks - Only the highest set of debuffs will apply.) |
Improved Marking
|
Your Marked Targets get -10% Fortification. The AC penalty your Marked Targets take increases to -4. You also gain +3 Maximum Dexterity Bonus while wearing Light Armor. |
Haste
|
Your exposure to planar energy allows you to cast a Spell-Like Ability of Haste for no Spell Points. Haste: Quickens allies, causing them to attack 15% faster than normal. In addition the recipient gains a +1 enhancement bonus to attack rolls, a +1 bonus to Reflex Saving Throws, and +1% Dodge. Passive: Your Market Targets get -2 to Saving Throws. Their Fortification penalty increases to -20%, and AC penalty increases to -6. |
Dauntless Marking
|
Your Marked Target's Saving Throw penalty increases to -4, Fortification penalty increases to -25%, and AC penalty increases to -10. You also gain +3 Maximum Dodge. |
Dimension Door
|
Once per rest, you can cast Dimension Door. Passive: Your Marked Targets get -20% to movement speed. |
Horizon
|
+2 to all Ability Scores. +2 Maximum Manyshot charges. You gain Favored Enemy: Marked Target: You consider all Marked Targets to be Favored Enemies, dealing bonus damage against them. (Note: If your Marked Target is also a Favored Enemy type you have from another Feat, you get Favored Enemy bonuses twice.) |
| Enhancement | Description |
|---|---|
Eye for Accuracy
|
Rank 1 +1 to Attack with Weapons.Rank 2 +2 to Attack with Weapons.Rank 3 +3 to Attack with Weapons. |
Opening Shot
|
Rank 1 Bow Attack: Deals 1d6 Force damage on hit. This damage scales with Ranged Power.Rank 2 Bow Attack: Deals 2d6 Force damage on hit. This damage scales with Ranged Power.Rank 3 Bow Attack: Deals 3d6 Force damage on hit. This damage scales with Ranged Power. |
Planar Dodge
|
Rank 1 +1% Dodge.Rank 2 +2% Dodge.Rank 3 +3% Dodge |
Skills
|
Rank 1 +1 to Tumble, Spot and Listen.Rank 2 +2 to Tumble, Spot and Listen.Rank 3 +3 to Tumble, Spot and Listen. +1 Reflex Saving Throw |
Conjure Arrow
|
Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time. Antirequisite: This enhancement cannot be taken at the same time as Conjure Arrows in other trees. |
| Enhancement | Description |
|---|---|
Walker Training I
|
+1 to Attack and +1 to Damage with Longbows and Shortbows. |
Take the Opening
|
If Opening Shot hits a creature that is at 100% of their hitpoints, it deals an extra 1d10 Force damage per Character Level. This damage scales with 200% Ranged Power. Additionally, your Force damage from Opening Shot is now applied twice when used against Marked Targets. |
Protection from Evil and Good
|
Rank 1 You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil creatures.Rank 2 You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil and Good creatures.Rank 3 You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil and Good creatures. You are also warded from magical mental control and compulsions. |
Skilled Navigator
|
Rank 1 +2 to Saving Throws vs. TrapsRank 2 +4 to Saving Throws vs. TrapsRank 3 +6 to Saving Throws vs. Traps |
Favored Enemy: Evil Outsider
|
Favored Enemy: Evil Outsider |
| Enhancement | Description |
|---|---|
No Step Missed
|
Rank 1 Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for 30 seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge.Rank 2 Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for 60 seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge.Rank 3 Battle Trance: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for 120 seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge. |
Two Places at Once
|
When you use Manyshot or Scattershot, you gain Displacement for 12 seconds. |
Hunter's Focus
|
If Archer's Focus is enabled, remaining stationary for 6 seconds grants you 1d4+4 stacks of Archer's Focus. This can trigger once per time you remain stationary. |
Tenacious Hunter
|
Rank 1 Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +2 damage with Longbows and Shortbows.Rank 2 Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +4 damage with Longbows and Shortbows.Rank 3 Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +6 damage with Longbows and Shortbows. |
Ability Score
|
|
| Enhancement | Description |
|---|---|
Walker Training II
|
+2 to Attack and +2 to Damage with Longbows and Shortbows. |
Corner the Quarry
|
Rank 1 Bow Attack: If this is used against Marked Targets, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is instead Stunned with no save. On bosses, this does not immobilize or stunRank 2 Bow Attack: If this is used against Marked Targets, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is instead Stunned with no save. On bosses, this does not immobilize or stunRank 3 Bow Attack: If this is used against Marked Targets, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is instead Stunned with no save. On bosses, this does not immobilize or stun |
Walker's Guidance
|
You and targeted ally gain Evasion, Improved Evasion, and +5 to Saving Throws vs. Traps for 12 seconds. |
Scattershot
|
AOE Ranged Bow Attack: Expend one charge to take a shot with +1 Critical Threat Range and Multiplier that shatters on impact, dealing your attack damage to all enemies in a small area around the enemy hit. This feat has 3 charges, you regain 1 charge every 12 seconds you don't use Scattershot or Manyshot. (Requires a Longbow or Shortbow to use). Shares charges and a cooldown with Manyshot. |
Ability Score
|
|
| Enhancement | Description |
|---|---|
Feywild Attunement
|
+1 Competence Bonus to Threat Range and Multiplier with Longbows and Shortbows. You have Base Attack Bonus equal to your Character Level while using Longbows and Shortbows. |
Banish the Quarry
|
If Corner the Quarry is used against a Marked Target, they take an additional 1d10 Force Damage per Character Level. This damage scales with 200% Ranged Power. If the creature is Extraplanar, it must make a Will Save (d20+your Listen skill) or be Banished. (Bosses cannot be banished). |
Misty Step
|
Rush forward. You have +5 to Reflex Saves and 20% stacking incorporeality while Stepping. (Shares a cooldown with other abundant steps). Additionally, when you tumble or use Misty Step, you gain Ranged Power equal to your Character Level for 12 seconds. |
Powershot
|
Whenever you Critically Hit an enemy with Manyshot or Scattershot, that enemy takes 1d10 Force damage per Character Level that scales with 200% Ranged Power. |
Improved Archer's Focus
|
Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10% Doubleshot. |