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View Full Version : SW Saga: maintain stealth with feat/talent?



Grynning
2010-05-08, 06:58 PM
We're building a sniper character for my brother to play in a new game, and we were trying to find something that lets him stay hidden or make a new stealth check after attacking. Anyone have any suggestions?

FYI the big problem with re-stealthing for him is action economy, since as a sniper, he's going to want to aim every round if at all possible (to make use of Careful Shot and Deadeye).

Caewil
2010-05-09, 12:29 AM
The easiest is the Hidden Attacker scout talent from the KotOR campaign guide. It allows you to use the snipe action (hide after attacking) as a swift action instead of a move - but you still won't be able to aim and hide in the same round. The best would be 5 levels of Assassin (Scum and Villainy) to get Sniping Master (aim as a swift) and it's two prerequisite talents. It's an easy prestige class to get into.

RandomLunatic
2010-05-09, 10:42 AM
Since you are sniping, and thus presumably some distance away, you can use a bipod from Scum and Villany. Once you aim at a guy, furthur aim actions only require a single swift, leaving with a move to hide. And it does nto really cost you anything either,

Grynning
2010-05-10, 02:59 PM
Ahaa...good tip about the bipod, hadn't noticed that.
We'd already looked at assassin, but that won't be for several levels.

Dienekes
2010-05-10, 04:38 PM
There's a gun in one of the supplements somewhere that apparently leaves no beam to be followed. While technically RAW that's all it says and it adds no mechanical benefits, my group have just houseruled that it allows the fire-er to stay hidden. So, you may want your talk your GM into that rather than having a gimmick weapon with absolutely no stated benefit.