Practitioner Modifier: Intelligence
Martial Tradition: Canny Hunter.
Any DC is 13+ Int mod unless otherwise indicated
AlchemyGain 5 ranks in Craft (Alchemy) per talent, max ranks of total hit dice.
Formulae - All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are 16 + Int mod. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 3 + the number of formulae talents you possess. You may craft 1 additional formulae as part of the same 30/15 minute time period.
Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.
Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Appraise) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Appraise check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp. In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels. You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Craft (alchemy) ranks or having increased the crafting DC.
Instant Foam (formulae) (Craft DC: 15) - You create a single-use jar filled with a durable chemical foam that expands to fill an area when shattered. This item can be thrown as a ranged touch attack with a range increment of 10 feet into an unoccupied square capable of supporting an object as a standard action.
The foam fills an area with a radius of 40 feet with semi-solid foam. A 5-foot block of foam possesses a break DC equal to your Alchemy sphere DC and has 6 hit points. A creature may attempt to move through the foam during their turn, requiring a successful break attempt for every 5 feet they pass through. On a failed break attempt they can no longer move through the foam and their movement ends. Creatures in the radius are allowed a Reflex save to be pushed to a square at the edge of the radius to avoid entrapment. Creatures that fail their Reflex save may attack the foam or try other means of escape as described above.
The foam also serves a cushioning function preventing 15 feet of fall damage for every 5 feet of foam exists between the ground and the point where the falling individual touches the foam. This foam is porous to oxygen, and cannot be used to suffocate a creature, and too light to deal damage as a falling object. The foam dissipates on its own after 1 minute.
You can increase the Craft DC of this item in increments of 10; each time you do so, each 5-foot square of foam gains 5 additional hit points, and lasts for an additional minute.
Panacea (formulae) - You create a vial of liquid that can be used as a potion, removing a single negative condition the drinker is currently suffering from. The conditions that a panacea can remove are determined by the Craft DC used for its creation:
DC 20: Deafened, fatigued, shaken, sickened.
DC 30: Diseased, exhausted, nauseated, poisoned, staggered.
DC 40: Frightened, blinded, paralyzed, stunned.
Controlled Rupture - Whenever you throw a splash weapon, you can select a number of squares equal to your practitioner modifier that are not affected by the splash damage from it. If the splash weapon misses, this talent has no effect.
EquipmentHuntsman Training - Additional proficiencies, only take –1 penalty per full range increment between you and your target when using a ranged weapon.
Fast Draw - You can draw a weapon as part of the action used to make an attack with it. This can be used with splash weapons, but not with other items such as potions, scrolls, or wands. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
ScoutGain 5 ranks in Stealth per talent, max ranks of total hit dice.
Scout - As a swift action, identify a creature’s weaknesses (DC 10/15 + creature’s CR) as described under the Knowledge skill, but may substitute a Perception check for the appropriate Knowledge check at a -5 penalty. This only reveals the target’s weaknesses, or lack thereof, (such as damage reduction types and vulnerabilities), and does not reveal any additional information about the target. Once you have succeeded at a scout attempt or Knowledge check against a target, any talents or effects that require you to scout a target may be used against the target for the next 24 hours; after this period you must successfully use the scout ability against the target again to continue benefiting from related effects.
If the scholar succeeds on a Knowledge check to identify a creature that the have successfully scouted, they may spend a move action to instruct their allies on how best to take it down, granting them a +2 bonus on combat maneuver checks and to the DCs of any abilities used against the creature for 1 minute.
Great Senses - Gain 5 ranks in Perception per talent, max ranks of total hit dice.
Lurker - Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. Lurker foils divination spells and Divination sphere sense abilities in the manner described above, but has no effect on spell, sphere, spell-like, or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as when scrying or using the Divination sphere‘s divine abilities.
Unimpeded Positioning - As long as you have martial focus, you ignore non-magical difficult terrain. Whenever you draw or reload a weapon as a move action, you may move up to 10 ft. as a free action that does not provoke attacks of opportunity.
Sniper (+2 BAB for all Sniper effects, but not attacks)
No penalty for making ranged attacks vs targets engaged in melee.
Deadly Shot - As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.
In addition, you may expend your martial focus to increase the damage dealt by the attack by 2d10, or 2d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total.
Focusing Reload - You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow). If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit.
Hindering Projectiles (snipe) - Your successful deadly shot leaves the weapon or ammunition used for the attack lodged in the wound, making it difficult for the target to move and react. The target takes a -2 penalty to attack rolls, AC, and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per projectile lodged in the target. The target may remove a single projectile as a move action, or may remove multiple as a full-round action.
Unblockable - Whenever you make a ranged attack using the attack action and a spell or ability (such as wind wall or the Deflect Arrows feat) would allow a creature to prevent or deflect it, that creature must succeed at a caster level check (if the blocking effect is a spell or supernatural ability) or a combat maneuver check against your attack roll. Failure on this check means that your attack is not impeded by the ability.