-Baldur-
2009-06-11, 08:19 PM
The War Host Leader crept steadily along the wall, his elven warrior comrades moving ever-silent behind him. The way was clear ahead, no foe within sight. He smirked silently to himself, stupid humans, oh how they're young would perish. Suddenly a noise behind him caused him to swivel, meeting a sight of gore and bloodshed, the final two members of his War Party lay dead, elegant crossbow bolts through each eye.
His head ripped around, looking for the soon-to-be-dead attacker. No one was visible, he peeked around the corner of the building to find nothing but darkness. As he turned back the two warriors in front of him slumped to the ground. Neat little holes emitting light from the sunshine onto the soil that was quickly turning red with gore. Suddenly he was knocked from his feet and hurled ten feet backward, his hand rising to his head and coming away with part of his eye dripping from his fingertips. His final sight, a glint of metal 300 ft away.
The sniper stood, jogging quickly, relocating his position, another group of elves was trying to come up the side path of the small human encampment. Soon-to-be-dead elves he thought to himself stoically, shaking his head at the grim determination as he lay prone in the soil.
Sniper Hit Die: D6
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Ranged Sneak Attack +1d6, Relocate
2nd|
+1|
+0|
+3|
+0|Distant Shot +20ft,
3rd|
+2|
+1|
+3|
+1|Ranged Sneak Attack +2d6, Snipers Weapon
4th|
+3|
+1|
+4|
+1|Distant Shot +40ft
5th|
+3|
+1|
+4|
+1|Ranged Sneak Attack +3d6, Marked Shot
6th|
+4|
+2|
+5|
+2|Distant Shot +60ft
7th|
+5|
+2|
+5|
+2|Ranged Sneak Attack +4d6, Called Shot-Abdomen
8th|
+6/+1|
+2|
+6|
+2|Distant Shot +80ft
9th|
+6/+1|
+3|
+6|
+3|Ranged Sneak Attack +6D6, Hide in Plain Sight
10th|
+7/+2|
+3|
+7|
+3|Distant Shot+100ft, Called Shot-Leg.
11th|
+8/+3|
+3|
+7|
+3|Ranged Sneak Attack +7D6, Steady Hand 1/day
12th|
+9/+4|
+4|
+8|
+4|Distant Shot +120ft, Unseen Demon.
13th|
+9/+4|
+4|
+8|
+4|Ranged Sneak Attack +8D6, Called Shot-Arm
14th|
+10/+5|
+4|
+9|
+4|Distant Shot +140 ft, Steady Hand 2/day
15th|
+11/+6/+1|
+5|
+9|
+5|Ranged Sneak attack +9D6, Called Shot-Head
16th|
+12/+7/+2|
+5|
+10|
+5|Distant Shot +160ft, Mechanical Precision
17th|
+12/+7/+2|
+5|
+10|
+5|Ranged Sneak Attack +10D6, Undeath to Death
18th|
+13/+8/+3|
+6|
+11 |
+6|Distant Shot +180ft
19th|
+13/+9/+4|
+6|
+11|
+6|Assassins Bolt
20th|
+15/+10/+5 |
+6|
+12|
+6|Distant Shot +200ft, Divine Shot, Exceptional Reflexes[/table]
Class Skills (4+ Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeon) (Int), Knowledge (Anatomy)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Class Features
Weapon and Armor Proficiency: Snipers are proficient with a very small range of weapons, these being only inclusive of Daggers, the long bow, short bow, hand crossbow, crossbow, heavy crossbow and the Snipers Crossbow.
Snipers are proficient in Light Armor only, and if they choose to wear heavier they may no longer make Distant shots or Ranged Sneak attacks. They also incur a further 20% miss chance on their called shots.
Ranged Sneak Attack: As long as the target cannot see the Sniper, he may make his Sneak Attack at range, please note the Sniper cannot activate his Sneak Attack ability in Melee. Even if the target is flatfooted, the Sniper cannot make a Sneak Attack if the Target has line of sight to the Sniper. This ability begins at +1d6 extra damage, and increases by 1D6 per every other level until +10D6 at seventeenth.
Relocate: The sniper may fire his weapon and then relocate, effectively hiding him again in the same turn as attacking. This can only be attempted once per attack, is considered a swift action, and can only be attempted if the Sniper was hidden prior to attacking.
Distant Shot: As the sniper progresses in experience and through many years of practice, he is able to increase the effective range at which he can pick off a target. This ability begins at 20ft to his effective range with any ranged weapon, and continues to raise every other level to +200ft at 20th, making him effectively the longest range attacker in the game.
Snipers Weapon: The snipers weapon is a crossbow, made primarily for firing at targets a long distance away; it is equipped with a fold out tripod that when placed on the ground, with the sniper in a prone position, adds +2 to the attack role of all the snipers ranged attacks from that weapon. It also has a stock that sits against the Snipers shoulder to further enhance his aim, adding +1 to his attack roll when unfolded. The weapon requires 1 round to unfold the stock and one round to unfold the tripod. The Sniper can travel with the pieces unfolded, at a penalty of -5ft to his movement. The weapon deals 1D10(+Dex bonus) damage as long as it is fired from a range more than 30ft from the target. Otherwise it deals 1D6, and acts as if the bolt has passed straight through the body, causing little harm. The crossbow is fired like a repeating crossbow, and has a “Bolt Pack” that can only be crafted by the sniper. Each bolt pack costs 100GP to forge and carries 10 specially crafted bolts. It costs 4000GP to craft a Snipers Crossbow, and it acts as if it is a +3 weapon for purposes of dealing damage to creatures with damage reduction. The Snipers crossbow has an effective range of 220ft.
Marked Shot: Once per encounter (combat encounter) the Sniper can mark a target. He may only mark one target, and switching to another target is not an option. The sniper must study the target for 1 full round before marking him. Marking a target adds an additional +2 to the attack roll for the sniper against that target, as well as +1 damage.
Called shots: Abdomen, Leg, Arm, Head. The sniper is now adept at anatomy, and as he rises in experience, he can effectively aim for a certain body part, disenabling the target to function properly. The target must make a successful Fortitude Save or lose the use of that body part. This ability cannot be used in conjunction with any other sniper ability.
Called Shot, Abdomen The target is struck squarely in the chest, knocking the breath from their bodies. The target suffers -2 on attack and damage, as well as being unable to move more than 5ft without becoming fatigued.
Called Shot, leg: The target loses use of the leg, and movement rate is halved for 3 rounds. If both legs have Called Shots, the target is knocked prone, and may not stand until one leg recovers.
Called Shot, arm The sniper designates an arm that he is making the called shot on, the target then loses use of that arm, dropping anything held, and being made unable to swing a weapon or even lift that arm for 3 rounds.
Called shot, head The target is knocked unconscious, if the Fortitude save is successful and the shot strikes, a Will save must be made or the target comes under effects equivalent to the “Fear” spell.
Hide in Plain Sight: The Sniper has become so adept at hiding his presence, that he may now do so even while being looked at. This uses the hide check modifier at a -2 penalty.
Steady Hand: The sniper ingests a plant toxin that completely calms his nerves, his hands becoming perfectly steady. His body however can only handle a certain amount. Thus this ability can only be used once a day at 11th, and twice a day at 14th level. If the Sniper attempts the ability more than the advised amount, he suffers a 30% cumulative effect of Instant Death. The drug adds an additional +10 to the next ranged shot over 50ft.
Unseen Death: The snipers perfect accuracy now causes shock in all that view his amazing skill with his weapons, making them so nervous that they are completely unable to discern the origin of the shot. This ability allows the Sniper to remain hidden, even if the attack is seen by others, so long as the target dies from the shot.
Mechanical Precision: The Sniper, having become precise to a pin point at killing humans, has shifted his focus to include constructs. As long as the Sniper is behind a construct, and more than 50ft away, he may now apply his Ranged Sneak attack damage to constructs at a -4 penalty to attack rolls, showing the difficulty in injuring a machine.
Undeath to Death: The sniper has located the precise area where he should place his shots to disassemble the undead. His shots now unerringly seek out the major joints in the undead body. The sniper may now use his Ranged Sneak Attack ability against undead without discernible anatomy.
Assassins Bolt: Once per day the Sniper may attempt to instantly slay a creature. His shot strikes the exact point within an individual’s body that would cause complete system shut down. The target must make a fortitude save or be slain outright. This ability cannot be used in conjunction with Undeath to Death or Mechanical Precision, the target must have a discernable anatomy.
Divine Shot: The Sniper has become the perfect weapon, able to judge angles, surface gradients and distances as close to perfection as possible. The Sniper can now ricochet his shots to strike multiple surfaces to hit a missed target; the Sniper may (at-will) reroll any missed shot to strike at another creature within 40ft of his initial target one time per creature per encounter.
Exceptional Reflexes: The snipers reflexes have become inhumane, almost god-like. Time slows as if the world had stopped for everyone but the Sniper. His breathing calm, his hands steady, he picks off his targets as if they were cans on a fence no more than 2 ft away. Once per day, the Sniper may make each attack he is granted, applicable to every creature within his visible range up to a limit of 5 creatures per each attack. Following use of this ability, the Sniper falls unconscious for two rounds due to the magnificent amount of focus required from such an effort. This ability cannot be used with any other Sniper ability than Distant Shot.
His head ripped around, looking for the soon-to-be-dead attacker. No one was visible, he peeked around the corner of the building to find nothing but darkness. As he turned back the two warriors in front of him slumped to the ground. Neat little holes emitting light from the sunshine onto the soil that was quickly turning red with gore. Suddenly he was knocked from his feet and hurled ten feet backward, his hand rising to his head and coming away with part of his eye dripping from his fingertips. His final sight, a glint of metal 300 ft away.
The sniper stood, jogging quickly, relocating his position, another group of elves was trying to come up the side path of the small human encampment. Soon-to-be-dead elves he thought to himself stoically, shaking his head at the grim determination as he lay prone in the soil.
Sniper Hit Die: D6
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Ranged Sneak Attack +1d6, Relocate
2nd|
+1|
+0|
+3|
+0|Distant Shot +20ft,
3rd|
+2|
+1|
+3|
+1|Ranged Sneak Attack +2d6, Snipers Weapon
4th|
+3|
+1|
+4|
+1|Distant Shot +40ft
5th|
+3|
+1|
+4|
+1|Ranged Sneak Attack +3d6, Marked Shot
6th|
+4|
+2|
+5|
+2|Distant Shot +60ft
7th|
+5|
+2|
+5|
+2|Ranged Sneak Attack +4d6, Called Shot-Abdomen
8th|
+6/+1|
+2|
+6|
+2|Distant Shot +80ft
9th|
+6/+1|
+3|
+6|
+3|Ranged Sneak Attack +6D6, Hide in Plain Sight
10th|
+7/+2|
+3|
+7|
+3|Distant Shot+100ft, Called Shot-Leg.
11th|
+8/+3|
+3|
+7|
+3|Ranged Sneak Attack +7D6, Steady Hand 1/day
12th|
+9/+4|
+4|
+8|
+4|Distant Shot +120ft, Unseen Demon.
13th|
+9/+4|
+4|
+8|
+4|Ranged Sneak Attack +8D6, Called Shot-Arm
14th|
+10/+5|
+4|
+9|
+4|Distant Shot +140 ft, Steady Hand 2/day
15th|
+11/+6/+1|
+5|
+9|
+5|Ranged Sneak attack +9D6, Called Shot-Head
16th|
+12/+7/+2|
+5|
+10|
+5|Distant Shot +160ft, Mechanical Precision
17th|
+12/+7/+2|
+5|
+10|
+5|Ranged Sneak Attack +10D6, Undeath to Death
18th|
+13/+8/+3|
+6|
+11 |
+6|Distant Shot +180ft
19th|
+13/+9/+4|
+6|
+11|
+6|Assassins Bolt
20th|
+15/+10/+5 |
+6|
+12|
+6|Distant Shot +200ft, Divine Shot, Exceptional Reflexes[/table]
Class Skills (4+ Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeon) (Int), Knowledge (Anatomy)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).
Class Features
Weapon and Armor Proficiency: Snipers are proficient with a very small range of weapons, these being only inclusive of Daggers, the long bow, short bow, hand crossbow, crossbow, heavy crossbow and the Snipers Crossbow.
Snipers are proficient in Light Armor only, and if they choose to wear heavier they may no longer make Distant shots or Ranged Sneak attacks. They also incur a further 20% miss chance on their called shots.
Ranged Sneak Attack: As long as the target cannot see the Sniper, he may make his Sneak Attack at range, please note the Sniper cannot activate his Sneak Attack ability in Melee. Even if the target is flatfooted, the Sniper cannot make a Sneak Attack if the Target has line of sight to the Sniper. This ability begins at +1d6 extra damage, and increases by 1D6 per every other level until +10D6 at seventeenth.
Relocate: The sniper may fire his weapon and then relocate, effectively hiding him again in the same turn as attacking. This can only be attempted once per attack, is considered a swift action, and can only be attempted if the Sniper was hidden prior to attacking.
Distant Shot: As the sniper progresses in experience and through many years of practice, he is able to increase the effective range at which he can pick off a target. This ability begins at 20ft to his effective range with any ranged weapon, and continues to raise every other level to +200ft at 20th, making him effectively the longest range attacker in the game.
Snipers Weapon: The snipers weapon is a crossbow, made primarily for firing at targets a long distance away; it is equipped with a fold out tripod that when placed on the ground, with the sniper in a prone position, adds +2 to the attack role of all the snipers ranged attacks from that weapon. It also has a stock that sits against the Snipers shoulder to further enhance his aim, adding +1 to his attack roll when unfolded. The weapon requires 1 round to unfold the stock and one round to unfold the tripod. The Sniper can travel with the pieces unfolded, at a penalty of -5ft to his movement. The weapon deals 1D10(+Dex bonus) damage as long as it is fired from a range more than 30ft from the target. Otherwise it deals 1D6, and acts as if the bolt has passed straight through the body, causing little harm. The crossbow is fired like a repeating crossbow, and has a “Bolt Pack” that can only be crafted by the sniper. Each bolt pack costs 100GP to forge and carries 10 specially crafted bolts. It costs 4000GP to craft a Snipers Crossbow, and it acts as if it is a +3 weapon for purposes of dealing damage to creatures with damage reduction. The Snipers crossbow has an effective range of 220ft.
Marked Shot: Once per encounter (combat encounter) the Sniper can mark a target. He may only mark one target, and switching to another target is not an option. The sniper must study the target for 1 full round before marking him. Marking a target adds an additional +2 to the attack roll for the sniper against that target, as well as +1 damage.
Called shots: Abdomen, Leg, Arm, Head. The sniper is now adept at anatomy, and as he rises in experience, he can effectively aim for a certain body part, disenabling the target to function properly. The target must make a successful Fortitude Save or lose the use of that body part. This ability cannot be used in conjunction with any other sniper ability.
Called Shot, Abdomen The target is struck squarely in the chest, knocking the breath from their bodies. The target suffers -2 on attack and damage, as well as being unable to move more than 5ft without becoming fatigued.
Called Shot, leg: The target loses use of the leg, and movement rate is halved for 3 rounds. If both legs have Called Shots, the target is knocked prone, and may not stand until one leg recovers.
Called Shot, arm The sniper designates an arm that he is making the called shot on, the target then loses use of that arm, dropping anything held, and being made unable to swing a weapon or even lift that arm for 3 rounds.
Called shot, head The target is knocked unconscious, if the Fortitude save is successful and the shot strikes, a Will save must be made or the target comes under effects equivalent to the “Fear” spell.
Hide in Plain Sight: The Sniper has become so adept at hiding his presence, that he may now do so even while being looked at. This uses the hide check modifier at a -2 penalty.
Steady Hand: The sniper ingests a plant toxin that completely calms his nerves, his hands becoming perfectly steady. His body however can only handle a certain amount. Thus this ability can only be used once a day at 11th, and twice a day at 14th level. If the Sniper attempts the ability more than the advised amount, he suffers a 30% cumulative effect of Instant Death. The drug adds an additional +10 to the next ranged shot over 50ft.
Unseen Death: The snipers perfect accuracy now causes shock in all that view his amazing skill with his weapons, making them so nervous that they are completely unable to discern the origin of the shot. This ability allows the Sniper to remain hidden, even if the attack is seen by others, so long as the target dies from the shot.
Mechanical Precision: The Sniper, having become precise to a pin point at killing humans, has shifted his focus to include constructs. As long as the Sniper is behind a construct, and more than 50ft away, he may now apply his Ranged Sneak attack damage to constructs at a -4 penalty to attack rolls, showing the difficulty in injuring a machine.
Undeath to Death: The sniper has located the precise area where he should place his shots to disassemble the undead. His shots now unerringly seek out the major joints in the undead body. The sniper may now use his Ranged Sneak Attack ability against undead without discernible anatomy.
Assassins Bolt: Once per day the Sniper may attempt to instantly slay a creature. His shot strikes the exact point within an individual’s body that would cause complete system shut down. The target must make a fortitude save or be slain outright. This ability cannot be used in conjunction with Undeath to Death or Mechanical Precision, the target must have a discernable anatomy.
Divine Shot: The Sniper has become the perfect weapon, able to judge angles, surface gradients and distances as close to perfection as possible. The Sniper can now ricochet his shots to strike multiple surfaces to hit a missed target; the Sniper may (at-will) reroll any missed shot to strike at another creature within 40ft of his initial target one time per creature per encounter.
Exceptional Reflexes: The snipers reflexes have become inhumane, almost god-like. Time slows as if the world had stopped for everyone but the Sniper. His breathing calm, his hands steady, he picks off his targets as if they were cans on a fence no more than 2 ft away. Once per day, the Sniper may make each attack he is granted, applicable to every creature within his visible range up to a limit of 5 creatures per each attack. Following use of this ability, the Sniper falls unconscious for two rounds due to the magnificent amount of focus required from such an effort. This ability cannot be used with any other Sniper ability than Distant Shot.