Deepwood Sniper II
Usage: Passive
Cost: 2 Action Points
Prerequisite: Deepwood Sniper I, 34 Action Points spent.
Effect: +2 to hit while using bows. +1 bonus to Move Silently, Spot, and Hide. Also grants the ability to take an aimed 'Piercing Shot' with a bonus to hit, ability to bypass damage resistance, and fortitude.
Piercing Shot
Usage: Active
Cost:0 Action Points
Cooldown: 10 seconds
Effect: Performs a ranged attack with a +4 bonus to hit, bypasses 10 points of damage resistance, and ignores half of the targets fortitude.
Deepwood Sniper III
Usage: Passive
Cost: 4 Action Points
Prerequisite: Deepwood Sniper II, 56 Action Points spent.
Effect: +2 to hit while using bows, bringing the total up to +4. +1 bonus to Move Silently, Spot, and Hide. Also grants the ability to take an aimed 'Debilitating Shot' with a bonus to hit, ability to lower Strength and Constitution, and slow the target.
Debilitating Shot
Usage: Active
Cost: 0 Action Points
Cooldown: 20 seconds
Effect: Effect: Performs a ranged attack with a +4 bonus to hit, rolls 1d4 of Strength and Constitution damage on successful hit, and has a chance to slow the target.
That's my suggestion for the Deepwood Sniper enhancement line, opinions? I was trying my best to make it useful but not overpowered, and to take into account Manyshot, but Debilitating Shot might be a bit overboard while using manyshot(which is why it gets a 20 second timer)