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Astraden
2009-07-20, 09:01 PM
This is a prestiege class meant to fill the gapeing hole thats currently situated between the standard greatsword slinging fighter, and supposed ranged weapon based classes like the "OotBI" (Order of the Bow Initiate) that don't really seem interested in fufilling any of the potential that comes with useing a RANGED weapon! I mean seriously guys, a class that even rips its NAME off of an existing range weapon that can only really deal impressive damage WITHIN 30 feet? WTF?:smallmad:

I just felt (and still feel :smallfrown:) that there was a startleing lack of options for the long range minded among us. I mean, after all...why kill from 5 or 10 feet away with a melee weapon...or less than 100 feet away with a misused ranged weapon when some weapons clearly have the capability to be deadly from FAR greater ranges? (ie. Range increments, the "Distance" enhancement).

I also wanted to keep this a more martially orientated class seeing as there are already classes out there that focus on the magial augmentation of shots (Arcane Archer) so this is going to be a very magiacally sparse class. Mostly relying on Extraordinary Abilities.

So here we are people, a class based soley on deadly accurate attacks at ACTUAL range. Kind of a mix between the "OotBI", that oddball class "DeepWood Sniper", and the traditional "Assassin" (seeing as I pulled ideas for this class from all three of those, rofl).

I tried to flavor it with ties to the little bits of sniper-culture and lingo I myself know of but if any of you have any more interesting ideas for names that have the right ring hear em'!

So tell me whatcha think gamers!

Combat Sniper


1st +1 +2 +2 +0 Insightful Marksman
2nd +2 +3 +3 +0 Enhanced Shot +1d8, Deft Shot
3rd +3 +3 +3 +1 Improved Cover/Improved Concealment
4th +4 +4 +4 +1 Enhanced Shot +2d8
5th +5 +4 +4 +1 Improved Projectile +1/+1, Improved Precise Shot
6th +6 +5 +5 +2 Enhanced Shot +3d8
7th +7 +5 +5 +2 Superior Marksmanship
8th +8 +6 +6 +2 Enhanced Shot +4d8
9th +9 +6 +6 +3 Improved Projectile +2/+2, Greater Cov’/Con’
10th +10 +7 +7 +3 One Shot-One Kill, Enhanced Shot +5d8

Hit Dice: d8

Requirements
To qualify as a Combat sniper, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Move Silently 4 Ranks, Hide 4 Ranks, Spot 4 Ranks, Listen 4 Ranks
Feats: Weapon Focus (Any Projectile Weapon with a base range increment of at least 60ft), Point Blank Shot, Precise Shot, Far Shot

Class Skills
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge Geography (Int), Knowledge Local (Int), Knowledge Nature (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex)

Skill Points at each Level: 6+ Int Modifier

Class Features
The following are class features of the Combat Sniper prestige class.
Weapon and Armor Proficiency: Combat Snipers do not gain any proficiency with armor or shields, but gain proficiency with all Basic and Martial projectile weapons. All weapon-related abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient, and only function when the character is wearing light or no armor, no shield and a light or no load.

Insightful Marksman (Ex): A combat sniper leans early on to use his intuition to his advantage. At first level he gains a number of Marksmanship points equal his current class level plus his wisdom modifier to spend per day. By spending one Marksmanship point he makes better use of his intuition and gains a +4 advantage on one attack roll (though this may never exceed his current class level), or to improve his damage for one attack (equal to his class level).
The use of a marksmanship point in either of these ways must be announced before the relevant attack roll or damage roll is made. Any number of attack rolls or damage rolls may be augmented in this way per round providing the Combat Sniper has enough Marksmanship points to do so.
A combat sniper may choose to add the bonuses to both his attack and damage rolls by spending an additional two Marksmanship points per augmented attack.

Deft Shot (Ex): Beginning at 2nd level a combat sniper gains the ability to probe weak points in a targets armor or natural protection. This ability functions as per the “Deft Strike” feat in the Complete Adventurer, except that range limitation on it is one current range increment of the Combat Sniper’s chosen weapon and can only be used with weapons of the same type by the sniper in question (Thus a sniper who has chosen a heavy crossbow for his weapon could use this ability with a light crossbow, but not with a shortbow).

Enhanced Shot (Ex): At 2nd level a Combat Sniper begins to assert the uncanny ability to locate vital places on a foes body, and inflict maximum punishment there. Beginning at 2nd level and increasing at every even numbered level afterward until 10th, the Combat Sniper may add +1d8 damage to one of his normal ranged attacks per round plus one additional enhanced attack per point of wisdom modifier.
Example: If a Combat Sniper is entitled to three attacks per round with his ranged weapon, and has a wisdom modifier of +2, two out of his three attacks become “Enhanced” and so he adds the “Enhanced Shot” damage appropriate to his level to the desired two attacks for that round.
This damage increases to +2d8 at 4th level, +3d8 at 6th level, +4d8 at 8th level and finally to +5d8 at 10th level. This stacks with any sneak attack, sudden strike, or skirmish damage a combat sniper already deals, and does not multiply on a critical hit.
This attack is not useable against creatures who cannot be critically hit.

Improved Cover/Improved Concealment (Ex): Beginning at 3rd level, one time per day plus the Combat Sniper’s intelligence modifier, he may choose to either make better use of cover, by giving himself an extra +2 bonus to his ranged attacks on top of the normal bonus the given cover grants, or he may opt to make himself less noticeable by adding an additional 10% concealment bonus to the already present concealment.
Setting himself up in this manner requires a move equivalent action. This ability may not be used in environments where there is no cover or concealment that as a physical presence already exists. This ability stacks with spells such as blur, or displacement. He may never use this ability more times per day than his Combat Sniper level.
The duration of this ability is as long as the Combat Sniper holds position. If he is moved or chooses to move from the original 5ft square he must reset himself, using one additional attempt of this ability to do so.
These bonuses increase to +4 Attack, or plus 20% concealment at 9th level as Greater Cover/Concealment.

Improved Projectile (Ex): Upon attaining 5th level, a Combat Sniper learns to harness the intricacies of his weapon to significantly increase the effectiveness of his already deadly attacks. This bonus is equal to +1/+1, and applies to the critical threat range and critical multiplier in all a Combat Sniper’s ranged attacks with his chosen weapon respectively.
Example: If a 5th level Combat Sniper with a heavy crossbow threatens a critical hit on 18-20 instead of 19-20, and his crossbow’s critical multiplier increases from x2, to x3. These bonuses increase to +2/+2 and 9th level.
This bonus stacks with the “Improved Critical” feat and with the effects of the keen edge spell. It does not, however; change the fact that keen edge and the “Improved Critical” feat do not stack with each other.

Improved Precise Shot (Ex): At 5th level a Combat Sniper also gains the use of the “Improved Precise Shot” feat per the feat described in the Players Handbook page 96, regardless of weather he meets the requirements for this feat.

Superior Marksmanship (Ex): At 7th level a Combat Sniper gains the ability to extend the range of his chosen weapon by an additional 50% through an innate understanding of ballistics and the way his weapon performs.
This increase stacks with the increase applied by the “Far Shot” feat, and other range enhancements and pertains to all attacks he performs with said weapon. Exception; “Practiced Marksmanship” does not stack with range bonuses given from other classes, for example, a Deepwood Sniper's 10ft per class level range increment bonus never stacks with this ability.

One Shot-One Kill(Ex): When a Combat Sniper attains 10th level he may choose to take one full round to do nothing but aim and focus his considerable abilities, then on the following round take a shot so deadly that only the stoutest of body have a hope of survival. If the attack taken hits its intended target and deals damage the Combat Sniper forces the target to make a Fortitude save DC 15 + one half the of his Combat Sniper level + the Combat Sniper’s intelligence modifier. If the target fails, he immediately drops below -10 hit points and dies. If the target succeeds on the save, he must then make an equal DC Will save or be “clobbered” (as per the variant rule in the DMG-pg. 27) for one round per point of intelligence modifier of the involved Combat Sniper. Every round the target is “clobbered” he can make a new will save to shake out the cobwebs and return to his previous state. This will save decreases in difficulty by -2 per round.
A Combat Sniper must expend 2 Marksmanship points to utilize this attack.
This attack is not useable against creatures who cannot be critically hit or creatures immune to death attacks.