NeoSeraphi
2011-10-22, 01:35 AM
The Sharpshooter
Alignment: Any
Hit Dice: d6
Class Skills: The sharpshooter’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points: 6+Int per level, x4 at first level
{table=head]Level|Fort|Ref|Will|Special
1st|+0|+2|+0|Eyes of the Hunter
2nd|+0|+3|+0|Claws of the Eagle, Poison Use
3rd|+1|+3|+1|Shoot into the Fray
4th|+1|+4|+1|Called Shot: Eyes, Uncanny Dodge
5th|+1|+4|+1|Wild Instincts
6th|+2|+5|+2|Called Shot: Arms, Manyshot
7th|+2|+5|+2|Cautious Shooting
8th|+2|+6|+2|Called Shot: Legs
9th|+3|+6|+3|Long Shot, Improved Uncanny Dodge
10th|+3|+7|+3|Called Shot: Throat, Penetrating Shot
11th|+3|+7|+3|Greater Manyshot
12th|+4|+8|+4|Called Shot: Heart
13th|+4|+8|+4|Greater Wild Instincts
14th|+4|+9|+4|Called Shot: Weak Spot
15th|+5|+9|+5|Long-Ranged Accuracy
16th|+5|+10|+5|Called Shot: Head
17th|+5|+10|+5|Freedom of Movement
18th|+6|+11|+6|Called Shot: Vitality
19th|+6|+11|+6|Arrows of the Hunter
20th|+6|+12|+6|Kill or Be Killed
[/table]
Weapon and Armor Proficiency: A sharpshooter is proficient with all ranged weapons, including all exotic ranged weapons. He is not proficient with any melee weapons or shields. He is proficient with light armor.
Eyes of the Hunter (Ex): The sharpshooter does not fight like any other character in the game. The world through his eyes is a complete standstill. All creatures’ movements are slowed to a stop, and the sharpshooter is able to aim his shots with deadly precision. The sharpshooter does not have a Base Attack Bonus. He does not increase his Base Attack Bonus progression from any previous classes, and does not add his Base Attack Bonus from previous or future classes to his ranged attack rolls.
Whenever the sharpshooter would make a ranged attack roll, he makes a Spot check instead. The DC is equal to the target's AC. Any bonuses to Spot checks apply, but bonuses to attack rolls (such as from the Weapon Focus feat or from a magic weapon) do not aid the Spot check. (A sharpshooter with both the Alertness feat and the Weapon Focus feat would get a +2 bonus to his Spot check to hit a creature with a ranged attack roll)
If the sharpshooter’s Spot check exceeds his target’s AC by 7 or more, he is considered to have threatened a critical hit. (The weapon’s threat range does not affect this in any way) If he confirms his critical with another successful Spot check, the weapon deals critical damage.
As this is still a skill check rather than an attack roll, the sharpshooter does not automatically miss on a natural 1, nor does he automatically hit on a natural 20.
The sharpshooter is able to make iterative attacks. For every 5 class levels he has beyond the first, he receives an additional attack per round. His Spot checks take the normal iterative penalties (-5, -10, -15) for iterative attacks.
The sharpshooter qualifies for feats that require a minimum Base Attack Bonus as if he had a Base Attack Bonus equal to his class level. He does not qualify for any prestige classes with a minimum Base Attack Bonus.
If the sharpshooter attempts to hit a target farther away than his weapon allows, he takes penalties to his Spot check as normal (same penalties that would apply to his attack rolls)
The sharpshooter receives no bonus from his eyes for melee attack rolls. A 20th level sharpshooter making an attack roll with a longsword would receive a bonus to hit equal to his Strength modifier+the weapon’s enhancement bonus, and nothing more.
Claws of the Eagle: A sharpshooter is able to put his devastating accuracy to use. Starting at 2nd level, when the sharpshooter successfully strikes a target with a ranged attack, he adds his total ranks in the Spot skill to his damage rolls.
Poison Use (Ex): A 2nd level sharpshooter does not risk poisoning himself when he applies poison or ravages to the tip of his ammunition. He still risks it when applying it to a melee weapon.
Shoot into the Fray (Ex): A sharpshooter either hits or he misses. He never hits by accident. With the careful aim the sharpshooter uses, the only way his arrows miss is if his foe is simply too prepared.
At 3rd level, the sharpshooter gains Precise Shot as a bonus feat. He need not meet the prerequisites. Additionally, he is treated as if he had the Point Blank Shot feat for the purposes of meeting all feat and prestige class prerequisites, though he does not gain the benefit of that feat.
Called Shot (Ex): A sharpshooter isn't just an assassin. He can also use his deadly arrows to inflict targeted pain to his opponents and interfere with their abilities. As a swift action, a sharpshooter may take a -4 penalty to his next Spot check made to attack a target. He then declares where he is aiming, and if he hits, he deals his normal damage and adds the additional listed effect. A sharpshooter starts out at level 4 by being able to aim for the eyes, and gains an additional option target at 6th level, and every two levels later, stopping at 16th level. If a called shot misses, the use is wasted. (A called shot only applies to the first Spot check made each round, unless the sharpshooter has more than one swift action to spend)
In order for any of the injuries to take effect, the creature in question must receive damage from the attack. If all the damage from the attack is prevented, the creature is not injured.
Eyes: The first target a sharpshooter aims at is the easiest. If the sharpshooter hits, his target is blinded. Unlike the spell blindness, however, this is mundane blindness that comes from losing an eye, and so it is both partial and unhealable by magical means.
For example, if a creature has two eyes, and the sharpshooter puts one out, the creature is 'half-blind'. (Attackers get a +2 bonus to hit it, and the creature suffers a 25% miss chance on all its attack rolls). Additionally, the targeted eye may no longer make gaze attacks or use eye rays. If a sharpshooter puts out every one of the creature's eyes, the creature suffers the full effects of blindness.
Remove Blindness does not cure this condition. The only magical way to restore a creature's sight is with the regrowth or regenerate spells, or some variation (of the wish/miracle type)
Arms: A creature who is struck in the arm takes a -2 penalty on all attack rolls made with that arm (natural or manufactured weapons). Additionally, a creature wielding a two-handed weapon while using that arm treats it as one-handed for all purposes, including resisting Disarm, bonus damage from Power Attack, and adding only 1x its Strength modifier to weapon damage rolls. A creature who is wielding a one-handed weapon in that hand instead treats it as a light weapon. A creature wielding a light weapon is unaffected. (For the purposes of this class feature, natural weapons are all considered one-handed before the arm is shot)
A creature that is injured in every arm is unable to make full-attack actions, and may only make its standard attack routine every round until it receives magical healing equal to the damage dealt to one of its arms. (For example, if the sharpshooter dealt 13 damage to all of a creature's arms, once it received at least 13 points of magical healing (or fast healing) it would regain use of one arm)
The above method of recovering use in an arm is applicable to all injuries sustained this way, not just if the creature lost all its arms.
Legs: A creature who is struck in the leg is unable to make attacks with that leg (including rake attacks) and moves at half movement speed. If all a creature's legs are disabled, the creature's movement speed using those limbs (including land, swim, and burrow, but not including flight) are reduced to 0' until at least one leg has received full healing from a mundane or magical source. (See the example above)
Throat: A creature that is struck in the throat begins to bleed uncontrollably. Every round the creature takes hit point damage equal to the sharpshooter's class level. (This damage is untyped and cannot be prevented, even by the regeneration ability). Additionally, the creature is unable to speak. All abilities that require sound, such as verbal components, bardic music, and sonic abilities are unable to be used by a creature who was struck in the throat.
This injury persists until the original amount of damage from the attack is healed. Multiple applications of this injury do not stack.
Heart: Because I had to make a Cupid reference. Sue me. A creature struck in the heart acts as if the sharpshooter had charmed it, and completely forgets the arrow sticking out of its chest. Instead of a caster level, the duration of this spell is simply until the injury is healed, or until the creature realizes there is an arrow sticking out of its chest (it cannot do so on its own, but if any other creature points it out to the charmed creature, the effect ends instantly)
This is a mind-affecting, supernatural ability that follows all the rules of the charm condition.
Weak Spot: Attacking a creature's weak spot allows the sharpshooter to ignore all its forms of damage reduction.
Head: A creature that is shot in the head suffers a disruption to its actions. The creature is dazed for 1 round (no save). This does not work on creatures immune to critical hits.
In order for the dazed effect to work, the creature must have taken at least 25 points of damage (after damage reduction and other damage prevention methods applied) with that single shot.
Vitality: A creature that is shot in its vital organ (varies with the creature) must make a Fortitude save (DC 10+damage dealt) or die. A sharpshooter may only make a Vitality called shot once per encounter.
Uncanny Dodge (Ex): As the barbarian class feature
Wild Instincts: Starting at 5th level, the sharpshooter can react to any attack, magical or otherwise, without even thinking. He gains the evasion class feature, as the monk, though it only functions if he is in light or no armor and is not helpless.
Manyshot (Ex): At 6th level, the sharpshooter gains the Manyshot feat as a bonus feat. He need not meet the prerequisites. He uses the Manyshot feat as if he had a Base Attack Bonus equal to his class level+his Base Attack Bonus from other classes.
Cautious Shooting (Ex): A 7th level sharpshooter no longer provokes attacks of opportunity for making ranged attacks while threatened.
Long Shot (Ex): A Sharpshooter has very good eyes. Starting at 9th level, he takes only a -1 penalty per range increment he fires, and he can fire up to 20 range increments.
Improved Uncanny Dodge (Ex): As the barbarian class feature
Penetrating Shot (Ex): A sharpshooter can, with difficulty, fire an arrow that can even pierce magical defenses, such as wind wall. As a full-round action, he may fire at such a defense, taking a -2 penalty to hit on his Spot check per CL of the spell. If he hits, he deals damage to the barrier as normal. If the barrier does not have hit points (such as a wind wall spell) its hit points are treated as 1/CL. If the sharpshooter drops a barrier's hit points to 0, it is destroyed.
Greater Manyshot (Ex): An 11th level sharpshooter gains the Greater Manyshot feat as a bonus feat. He need not meet the prerequisites.
Greater Wild Instincts (Ex): A 13th level sharpshooter is very aware of his surroundings. He gains the improved evasion ability of a monk, though it only functions if he is wearing light or no armor and is not helpless.
Long-Ranged Accuracy (Ex): A 15th level sharpshooter doubles the range of any ranged weapon he is using before he starts taking penalties to his shots (for example, a 15th level sharpshooter using a shortbow could hit a target 120 feet away without taking a penalty on his Spot check)
If the sharpshooter has the Far Shot feat, his total range is triple the weapon's listed range (a sharpshooter with Far Shot and Long-Ranged Accuracy could hit a target 180 feet away with no penalty when using a shortbow)
Freedom of Movement (Ex): Starting at 17th level, a sharpshooter is able to evade and dodge against any form of mundane or magical attempt to restrict his movement, as if he were under a continuous freedom of movement effect. This is an extraordinary ability.
Arrows of the Hunter (Ex): A 19th level sharpshooter develops a powerful technique that allows him to craft a deadly set of arrows.
This does not require a Craft check, but it does require enough gp to make a set of masterwork arrows, as well as 8 hours of uninterrupted work time. (This bonus can be applied to any ammunition. Arrows just sound better)
A sharpshooter may only craft up to fifty of these arrows at one time. (One 8 hour sitting creates 50 arrows).
These special arrows, when they connect with a target, render the target incapable of using any supernatural or spell-like abilities, or casting any spells, for one round. This does not interrupt any ongoing effects, nor does it interrupt supernatural qualities.
These special arrows are destroyed after landing, whether they hit their target or not. They cannot be enchanted, made into magic ammunition, or have poison/ravages applied to them.
Kill or Be Killed (Ex): A 20th level sharpshooter has a scent for danger. He is always aware of his surroundings, and is the first to draw his bow. The sharpshooter gains the benefits of a continuous foresight effect. This is an extraordinary ability.
Additionally, if the sharpshooter slays a creature while at full hit points, he gains a morale bonus to his Spot checks made to hit a target and to his damage rolls equal to that creature's hit dice. This benefit lasts until the sharpshooter is no longer at full hit points or until the end of the encounter. This ability stacks with itself, but cannot increase any higher than the sharpshooter's total ranks in the Spot skill.
Alignment: Any
Hit Dice: d6
Class Skills: The sharpshooter’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points: 6+Int per level, x4 at first level
{table=head]Level|Fort|Ref|Will|Special
1st|+0|+2|+0|Eyes of the Hunter
2nd|+0|+3|+0|Claws of the Eagle, Poison Use
3rd|+1|+3|+1|Shoot into the Fray
4th|+1|+4|+1|Called Shot: Eyes, Uncanny Dodge
5th|+1|+4|+1|Wild Instincts
6th|+2|+5|+2|Called Shot: Arms, Manyshot
7th|+2|+5|+2|Cautious Shooting
8th|+2|+6|+2|Called Shot: Legs
9th|+3|+6|+3|Long Shot, Improved Uncanny Dodge
10th|+3|+7|+3|Called Shot: Throat, Penetrating Shot
11th|+3|+7|+3|Greater Manyshot
12th|+4|+8|+4|Called Shot: Heart
13th|+4|+8|+4|Greater Wild Instincts
14th|+4|+9|+4|Called Shot: Weak Spot
15th|+5|+9|+5|Long-Ranged Accuracy
16th|+5|+10|+5|Called Shot: Head
17th|+5|+10|+5|Freedom of Movement
18th|+6|+11|+6|Called Shot: Vitality
19th|+6|+11|+6|Arrows of the Hunter
20th|+6|+12|+6|Kill or Be Killed
[/table]
Weapon and Armor Proficiency: A sharpshooter is proficient with all ranged weapons, including all exotic ranged weapons. He is not proficient with any melee weapons or shields. He is proficient with light armor.
Eyes of the Hunter (Ex): The sharpshooter does not fight like any other character in the game. The world through his eyes is a complete standstill. All creatures’ movements are slowed to a stop, and the sharpshooter is able to aim his shots with deadly precision. The sharpshooter does not have a Base Attack Bonus. He does not increase his Base Attack Bonus progression from any previous classes, and does not add his Base Attack Bonus from previous or future classes to his ranged attack rolls.
Whenever the sharpshooter would make a ranged attack roll, he makes a Spot check instead. The DC is equal to the target's AC. Any bonuses to Spot checks apply, but bonuses to attack rolls (such as from the Weapon Focus feat or from a magic weapon) do not aid the Spot check. (A sharpshooter with both the Alertness feat and the Weapon Focus feat would get a +2 bonus to his Spot check to hit a creature with a ranged attack roll)
If the sharpshooter’s Spot check exceeds his target’s AC by 7 or more, he is considered to have threatened a critical hit. (The weapon’s threat range does not affect this in any way) If he confirms his critical with another successful Spot check, the weapon deals critical damage.
As this is still a skill check rather than an attack roll, the sharpshooter does not automatically miss on a natural 1, nor does he automatically hit on a natural 20.
The sharpshooter is able to make iterative attacks. For every 5 class levels he has beyond the first, he receives an additional attack per round. His Spot checks take the normal iterative penalties (-5, -10, -15) for iterative attacks.
The sharpshooter qualifies for feats that require a minimum Base Attack Bonus as if he had a Base Attack Bonus equal to his class level. He does not qualify for any prestige classes with a minimum Base Attack Bonus.
If the sharpshooter attempts to hit a target farther away than his weapon allows, he takes penalties to his Spot check as normal (same penalties that would apply to his attack rolls)
The sharpshooter receives no bonus from his eyes for melee attack rolls. A 20th level sharpshooter making an attack roll with a longsword would receive a bonus to hit equal to his Strength modifier+the weapon’s enhancement bonus, and nothing more.
Claws of the Eagle: A sharpshooter is able to put his devastating accuracy to use. Starting at 2nd level, when the sharpshooter successfully strikes a target with a ranged attack, he adds his total ranks in the Spot skill to his damage rolls.
Poison Use (Ex): A 2nd level sharpshooter does not risk poisoning himself when he applies poison or ravages to the tip of his ammunition. He still risks it when applying it to a melee weapon.
Shoot into the Fray (Ex): A sharpshooter either hits or he misses. He never hits by accident. With the careful aim the sharpshooter uses, the only way his arrows miss is if his foe is simply too prepared.
At 3rd level, the sharpshooter gains Precise Shot as a bonus feat. He need not meet the prerequisites. Additionally, he is treated as if he had the Point Blank Shot feat for the purposes of meeting all feat and prestige class prerequisites, though he does not gain the benefit of that feat.
Called Shot (Ex): A sharpshooter isn't just an assassin. He can also use his deadly arrows to inflict targeted pain to his opponents and interfere with their abilities. As a swift action, a sharpshooter may take a -4 penalty to his next Spot check made to attack a target. He then declares where he is aiming, and if he hits, he deals his normal damage and adds the additional listed effect. A sharpshooter starts out at level 4 by being able to aim for the eyes, and gains an additional option target at 6th level, and every two levels later, stopping at 16th level. If a called shot misses, the use is wasted. (A called shot only applies to the first Spot check made each round, unless the sharpshooter has more than one swift action to spend)
In order for any of the injuries to take effect, the creature in question must receive damage from the attack. If all the damage from the attack is prevented, the creature is not injured.
Eyes: The first target a sharpshooter aims at is the easiest. If the sharpshooter hits, his target is blinded. Unlike the spell blindness, however, this is mundane blindness that comes from losing an eye, and so it is both partial and unhealable by magical means.
For example, if a creature has two eyes, and the sharpshooter puts one out, the creature is 'half-blind'. (Attackers get a +2 bonus to hit it, and the creature suffers a 25% miss chance on all its attack rolls). Additionally, the targeted eye may no longer make gaze attacks or use eye rays. If a sharpshooter puts out every one of the creature's eyes, the creature suffers the full effects of blindness.
Remove Blindness does not cure this condition. The only magical way to restore a creature's sight is with the regrowth or regenerate spells, or some variation (of the wish/miracle type)
Arms: A creature who is struck in the arm takes a -2 penalty on all attack rolls made with that arm (natural or manufactured weapons). Additionally, a creature wielding a two-handed weapon while using that arm treats it as one-handed for all purposes, including resisting Disarm, bonus damage from Power Attack, and adding only 1x its Strength modifier to weapon damage rolls. A creature who is wielding a one-handed weapon in that hand instead treats it as a light weapon. A creature wielding a light weapon is unaffected. (For the purposes of this class feature, natural weapons are all considered one-handed before the arm is shot)
A creature that is injured in every arm is unable to make full-attack actions, and may only make its standard attack routine every round until it receives magical healing equal to the damage dealt to one of its arms. (For example, if the sharpshooter dealt 13 damage to all of a creature's arms, once it received at least 13 points of magical healing (or fast healing) it would regain use of one arm)
The above method of recovering use in an arm is applicable to all injuries sustained this way, not just if the creature lost all its arms.
Legs: A creature who is struck in the leg is unable to make attacks with that leg (including rake attacks) and moves at half movement speed. If all a creature's legs are disabled, the creature's movement speed using those limbs (including land, swim, and burrow, but not including flight) are reduced to 0' until at least one leg has received full healing from a mundane or magical source. (See the example above)
Throat: A creature that is struck in the throat begins to bleed uncontrollably. Every round the creature takes hit point damage equal to the sharpshooter's class level. (This damage is untyped and cannot be prevented, even by the regeneration ability). Additionally, the creature is unable to speak. All abilities that require sound, such as verbal components, bardic music, and sonic abilities are unable to be used by a creature who was struck in the throat.
This injury persists until the original amount of damage from the attack is healed. Multiple applications of this injury do not stack.
Heart: Because I had to make a Cupid reference. Sue me. A creature struck in the heart acts as if the sharpshooter had charmed it, and completely forgets the arrow sticking out of its chest. Instead of a caster level, the duration of this spell is simply until the injury is healed, or until the creature realizes there is an arrow sticking out of its chest (it cannot do so on its own, but if any other creature points it out to the charmed creature, the effect ends instantly)
This is a mind-affecting, supernatural ability that follows all the rules of the charm condition.
Weak Spot: Attacking a creature's weak spot allows the sharpshooter to ignore all its forms of damage reduction.
Head: A creature that is shot in the head suffers a disruption to its actions. The creature is dazed for 1 round (no save). This does not work on creatures immune to critical hits.
In order for the dazed effect to work, the creature must have taken at least 25 points of damage (after damage reduction and other damage prevention methods applied) with that single shot.
Vitality: A creature that is shot in its vital organ (varies with the creature) must make a Fortitude save (DC 10+damage dealt) or die. A sharpshooter may only make a Vitality called shot once per encounter.
Uncanny Dodge (Ex): As the barbarian class feature
Wild Instincts: Starting at 5th level, the sharpshooter can react to any attack, magical or otherwise, without even thinking. He gains the evasion class feature, as the monk, though it only functions if he is in light or no armor and is not helpless.
Manyshot (Ex): At 6th level, the sharpshooter gains the Manyshot feat as a bonus feat. He need not meet the prerequisites. He uses the Manyshot feat as if he had a Base Attack Bonus equal to his class level+his Base Attack Bonus from other classes.
Cautious Shooting (Ex): A 7th level sharpshooter no longer provokes attacks of opportunity for making ranged attacks while threatened.
Long Shot (Ex): A Sharpshooter has very good eyes. Starting at 9th level, he takes only a -1 penalty per range increment he fires, and he can fire up to 20 range increments.
Improved Uncanny Dodge (Ex): As the barbarian class feature
Penetrating Shot (Ex): A sharpshooter can, with difficulty, fire an arrow that can even pierce magical defenses, such as wind wall. As a full-round action, he may fire at such a defense, taking a -2 penalty to hit on his Spot check per CL of the spell. If he hits, he deals damage to the barrier as normal. If the barrier does not have hit points (such as a wind wall spell) its hit points are treated as 1/CL. If the sharpshooter drops a barrier's hit points to 0, it is destroyed.
Greater Manyshot (Ex): An 11th level sharpshooter gains the Greater Manyshot feat as a bonus feat. He need not meet the prerequisites.
Greater Wild Instincts (Ex): A 13th level sharpshooter is very aware of his surroundings. He gains the improved evasion ability of a monk, though it only functions if he is wearing light or no armor and is not helpless.
Long-Ranged Accuracy (Ex): A 15th level sharpshooter doubles the range of any ranged weapon he is using before he starts taking penalties to his shots (for example, a 15th level sharpshooter using a shortbow could hit a target 120 feet away without taking a penalty on his Spot check)
If the sharpshooter has the Far Shot feat, his total range is triple the weapon's listed range (a sharpshooter with Far Shot and Long-Ranged Accuracy could hit a target 180 feet away with no penalty when using a shortbow)
Freedom of Movement (Ex): Starting at 17th level, a sharpshooter is able to evade and dodge against any form of mundane or magical attempt to restrict his movement, as if he were under a continuous freedom of movement effect. This is an extraordinary ability.
Arrows of the Hunter (Ex): A 19th level sharpshooter develops a powerful technique that allows him to craft a deadly set of arrows.
This does not require a Craft check, but it does require enough gp to make a set of masterwork arrows, as well as 8 hours of uninterrupted work time. (This bonus can be applied to any ammunition. Arrows just sound better)
A sharpshooter may only craft up to fifty of these arrows at one time. (One 8 hour sitting creates 50 arrows).
These special arrows, when they connect with a target, render the target incapable of using any supernatural or spell-like abilities, or casting any spells, for one round. This does not interrupt any ongoing effects, nor does it interrupt supernatural qualities.
These special arrows are destroyed after landing, whether they hit their target or not. They cannot be enchanted, made into magic ammunition, or have poison/ravages applied to them.
Kill or Be Killed (Ex): A 20th level sharpshooter has a scent for danger. He is always aware of his surroundings, and is the first to draw his bow. The sharpshooter gains the benefits of a continuous foresight effect. This is an extraordinary ability.
Additionally, if the sharpshooter slays a creature while at full hit points, he gains a morale bonus to his Spot checks made to hit a target and to his damage rolls equal to that creature's hit dice. This benefit lasts until the sharpshooter is no longer at full hit points or until the end of the encounter. This ability stacks with itself, but cannot increase any higher than the sharpshooter's total ranks in the Spot skill.