Hit Die: d8.
To qualify to become a balistarius, a character must fulfill all the following criteria.
Skills: Bluff 5 Ranks, Martial Lore 1 Rank
Feats: Point Blank Shot, Precise Shot
Martial Maneuvers: Must know at least one martial maneuver, including one strike.
Martial Stances: Must know at least one martial stance.
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Maneuvers Known||Maneuvers Readied||Special|
|1st||+0||+0||+2||+0||+1||+0||Martial Shot (30 ft)|
|2nd||+1||+0||+3||+0||+0||+0||Deceptive Shot (30 ft)|
|3rd||+2||+1||+3||+1||+1||+1||Safe Shot, Martial Shot (60ft)|
|4th||+3||+1||+4||+1||+0||+0||Improved Deceptive Shot (60ft)|
|5th||+3||+1||+4||+1||+1||+0||Bolt from the Blue|
The balistarius’s class skills (and the key ability for each skill) are Acrobatics (Dex), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Martial Lore (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.
All of the following are features of the balistarius prestige class.
Weapon and Armor Proficiency: Balistariuses gain proficiency with all simple weapons, all martial ranged weapons (not including thrown weapons), and all types of crossbows. Balistariuses gain no proficiency with any armor.
Maneuvers: At each odd level, you gain a new maneuver known from the Desert Wind, Shadow Hand, or Diamond Mind disciplines. You must meet a maneuver’s prerequisite to learn it. You add your full balistarius levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
At 3rd level, you gain an additional maneuver readied per day.
Martial Shot (Ex): You can initiate a strike from the Desert Wind, Shadow Hand, or Diamond Mind disciplines at range. The strike must be one that has a target of one creature. The range on the strike changes from "Melee" to "30 ft". A strike that targets multiple creatures or objects cannot be used with martial shot. You must use a ranged weapon (not including thrown weapons) for this strike.
At 3rd level, the range of this ability increases to 60 ft.
Deceptive Shot (Ex): Starting at 2nd level, you can feint at range. If you are within 30 feet of a target, you can use the Bluff skill to feint in combat. (This feint attempt is otherwise treated like a normal feint attempt.) In addition to the normal benefits of a feint, the target is also denied its Dexterity bonus (if it has one) to AC for the next attack you make against it with a ranged weapon (not including thrown weapons). You must remain within 30 feet of the target, and the attack must be made on or before your next turn.
Safe Shot (Ex): Starting at 3rd level, you do not provoke attacks of opportunity when attacking using a ranged weapon (not
including thrown weapons).
Improved Deceptive Shot (Ex): Starting at 4rd level, you can feint in combat as a move action instead of a standard action. If you have the Improved Feint feat, you can now feint in combat as a swift action.
In addition, the range of your Deceptive Shot ability increases to 60 feet.
Bolt from the Blue (Ex): Starting at 5th level, you are capable of firing off single powerful shot using the skills of multiple disciples. As a full-round action, you can combine the effects of two different strikes into a single ranged attack. The strikes must be from the Desert Wind, Shadow Hand, or Diamond Mind disciplines, must be from different disciplines, must take no longer than a standard action to initiate, and must require an attack roll. The target must be within 60 ft., and you must use a ranged weapon (not including thrown weapons) for this strike. Only one attack roll is necessary for both strikes to hit, and both strikes deal full damage. Any saving throws are rolled separately.