Mulletmanalive
2010-11-22, 04:30 PM
The Sniper
Note: I know this class has a vestigial class defence progression; it was simply more effort to strip that out than it was worth. Either ignore it or treat it as a Dodge bonus that applies only when lightly armoured and in cover. This was an attempt to modify my Mecha Victoriana Sniper class to be tactically interesting without resort to TOB style stuff, using WotC material [not because it's better but because people seem to like it being from them...]
Prerequisites:
In order to become a Sniper, a character must meet the following requirements:
BAB: +5
Skills: Craft [Gunsmith] 5 ranks, Concentration 2 ranks, Hide 8 ranks,
Feats: Point Blank Shot, Precise Shot, Any Ambush feat
Special: Sneak Attack +2d6
{table]Level |
Base Attack |
Defence |
Fortitude |
Reflex |
Will |Notes:
1 |
+1 |
+1 |
+2 |
+0 |
+0 |Lockdown (Standard), One Shot One Kill, Ranged Sneak Attack +1d6/+0d6, Efficiency
2 |
+2 |
+2 |
+3 |
+0 |
+0 |Adjust for Range, Bonus Feat
3 |
+3 |
+3 |
+3 |
+1 |
+1 |Ranged Sneak Attack +2d6/+1d6
4 |
+4 |
+4 |
+4 |
+1 |
+1 |Hidden Flash +4, Bonus Feat
5 |
+5 |
+5 |
+4 |
+1 |
+1 |Lockdown (Move), Ranged Sneak Attack +3d6/+1d6
6 |
+6 |
+5 |
+5 |
+2 |
+2 |Farthest Shore [x2], Bonus Feat
7 |
+7 |
+6 |
+5 |
+2 |
+2 |Ranged Sneak Attack +4d6/+2d6
8 |
+8 |
+7 |
+6 |
+2 |
+2 |Hidden Flash +8, Bonus Feat
9 |
+9 |
+8 |
+6 |
+3 |
+3 |Ranged Sneak Attack +5d6/+2d6
10 |
+10 |
+9 |
+7 |
+3 |
+3 |Lockdown (Swift), Farthest Shore [x3], Bonus Feat[/table]
Hit Dice: d8
Class Skills: Balance [Dex], Climb [Str], Craft , Concentration [Con], Hide [Dex], Listen [Wis], Move Silently [Dex], Spot [Wis], Survival [Wis], Swim [Str]
Skill points per level: 2 + Int modifier
Class Abilities:
Weapon and Armour Proficiencies: Snipers gain proficiency with all rifle type weapons on attaining this class. They gain no proficiency with any form of armour.
Lockdown [Ex]: As a Standard action, you may relocate your Threatened area to another point withing your One Shot, One Kill range. This manifests as a 15ft by 15ft square in which your enemies provoke Attacks of Opportunity as if you were a within melee range. Obviously, you make these Attacks of Opportunity as ranged attacks. Note that you relocate your threatened area; you don't threaten squares adjacent to you.
At 5th level, the action required to use this ability is reduced to a Move action.
At 10th, it becomes a Swift action.
One Shot One Kill [Ex]: Snipers are masters of making single shots count. As a Standard action, you may make a single devastating attack. For every 3 points of you BAB, add your weapon's base damage dice and Enhantment bonus as bonus damage; for example, if you have a BAB of +9 and were firing a Longbow, you would add +3d8 damage to a One Shot, One Kill attack. If you were making the same attack with a +3 bow, this would increase to +3d8+9 damage.
In addition, you may Sneak Attack out to any range as long as you suffer no penalty to hit due to range. This applies to all ranged attacks you make.
Ranged Sneak Attack: At each odd numbered level, the Sniper gains additional Sneak Attack damage dice. These are specifically Ranged Sneak attack dice. If used in melee, the Sniper may add half his Ranged Sneak Attack dice to his damage, not the full amount. See the Rogue ability for details of Sneak Attack.
Efficiency [Ex]: Extensive training with a great many ranged weapons makes for a surprising level of adaptability. From this point on, any ranged weapon wielded by a Sniper counts as dealingSlashing, Piercing and Bludgeoning damage with every hit and the Sniper counts as having the Weapon Focus feat with every ranged weapon he picks up for purposes of meeting feat prerequisites.
Adjust for Range [Ex]: By taking time to prepare the weapon's sight and adjust his positioning, a skilled marksman can ignore the difficulties posed by range. By spending a move action, a Sniper can reduce the ranged penalties they suffer by one range increment. A Sniper may do this multiple times, though the benefits are lost the moment the Sniper moves from his current position. If the target moves sufficiently that they change range categories, the Sniper must spend another move action adjusting their ranging.
Firing under these conditions is more difficult than otherwise. If the Sniper takes a standard action to fire, the benefits of the ability take effect but are then lost. In these circumstances, the Sniper usually takes the time to relocate before firing again. If the Sniper takes a Full-round action to fire a single shot, the bonus is preserved, though this is often as a detriment if the targets are able to determine the location from which the attack came. Any special attack forms such as Pristine Shots are considered to be the equivalent of standard actions for these terms.
A Sniper can ignore a total number of range categories equal to his sniper level.
Bonus Feat: At 2nd level and every even numbered level thereafter, the Sniper may select any one bonus feat from the list below whose prerequisites he meets:
Any Ambush Feat, Far Shot, Rapid Shot, Improved Rapid Shot, Multishot, Improved Multishot, Weapon Focus [Any ranged weapon], Sharpshooting, Improved Precise Shot, Plunging Shot, Ready Shot, Crossbow Sniper
In general, any feat that uses[I] Point Blank Shot as a prerequisite is suitable.
Hidden Flash [Ex]: Given the ranges they usually function at, Snipers are usually revealed by their muzzle flash rather than the noise of their rifle, which usually hits after the bullet. Through the use of tricks and careful positioning, Snipers are able to minimise their muzzle flash. At 4th level, they gain a +4 bonus on Hide checks to avoid being detected after firing. At 8th level, this bonus increases to +8.
Farthest Shore [Ex]: At 6th level, the Sniper increases the benefits of the Far Shot feat to the point where the range category of their weapon is doubled rather than increased by 50%. At 10th level, this goes even further as the range increases to triple the weapon's base range category.
What do people think? It's not overtly powerful but it does have a reasonable amount of battlefield control, especially if combined with Rapid Shot...
Note: I know this class has a vestigial class defence progression; it was simply more effort to strip that out than it was worth. Either ignore it or treat it as a Dodge bonus that applies only when lightly armoured and in cover. This was an attempt to modify my Mecha Victoriana Sniper class to be tactically interesting without resort to TOB style stuff, using WotC material [not because it's better but because people seem to like it being from them...]
Prerequisites:
In order to become a Sniper, a character must meet the following requirements:
BAB: +5
Skills: Craft [Gunsmith] 5 ranks, Concentration 2 ranks, Hide 8 ranks,
Feats: Point Blank Shot, Precise Shot, Any Ambush feat
Special: Sneak Attack +2d6
{table]Level |
Base Attack |
Defence |
Fortitude |
Reflex |
Will |Notes:
1 |
+1 |
+1 |
+2 |
+0 |
+0 |Lockdown (Standard), One Shot One Kill, Ranged Sneak Attack +1d6/+0d6, Efficiency
2 |
+2 |
+2 |
+3 |
+0 |
+0 |Adjust for Range, Bonus Feat
3 |
+3 |
+3 |
+3 |
+1 |
+1 |Ranged Sneak Attack +2d6/+1d6
4 |
+4 |
+4 |
+4 |
+1 |
+1 |Hidden Flash +4, Bonus Feat
5 |
+5 |
+5 |
+4 |
+1 |
+1 |Lockdown (Move), Ranged Sneak Attack +3d6/+1d6
6 |
+6 |
+5 |
+5 |
+2 |
+2 |Farthest Shore [x2], Bonus Feat
7 |
+7 |
+6 |
+5 |
+2 |
+2 |Ranged Sneak Attack +4d6/+2d6
8 |
+8 |
+7 |
+6 |
+2 |
+2 |Hidden Flash +8, Bonus Feat
9 |
+9 |
+8 |
+6 |
+3 |
+3 |Ranged Sneak Attack +5d6/+2d6
10 |
+10 |
+9 |
+7 |
+3 |
+3 |Lockdown (Swift), Farthest Shore [x3], Bonus Feat[/table]
Hit Dice: d8
Class Skills: Balance [Dex], Climb [Str], Craft , Concentration [Con], Hide [Dex], Listen [Wis], Move Silently [Dex], Spot [Wis], Survival [Wis], Swim [Str]
Skill points per level: 2 + Int modifier
Class Abilities:
Weapon and Armour Proficiencies: Snipers gain proficiency with all rifle type weapons on attaining this class. They gain no proficiency with any form of armour.
Lockdown [Ex]: As a Standard action, you may relocate your Threatened area to another point withing your One Shot, One Kill range. This manifests as a 15ft by 15ft square in which your enemies provoke Attacks of Opportunity as if you were a within melee range. Obviously, you make these Attacks of Opportunity as ranged attacks. Note that you relocate your threatened area; you don't threaten squares adjacent to you.
At 5th level, the action required to use this ability is reduced to a Move action.
At 10th, it becomes a Swift action.
One Shot One Kill [Ex]: Snipers are masters of making single shots count. As a Standard action, you may make a single devastating attack. For every 3 points of you BAB, add your weapon's base damage dice and Enhantment bonus as bonus damage; for example, if you have a BAB of +9 and were firing a Longbow, you would add +3d8 damage to a One Shot, One Kill attack. If you were making the same attack with a +3 bow, this would increase to +3d8+9 damage.
In addition, you may Sneak Attack out to any range as long as you suffer no penalty to hit due to range. This applies to all ranged attacks you make.
Ranged Sneak Attack: At each odd numbered level, the Sniper gains additional Sneak Attack damage dice. These are specifically Ranged Sneak attack dice. If used in melee, the Sniper may add half his Ranged Sneak Attack dice to his damage, not the full amount. See the Rogue ability for details of Sneak Attack.
Efficiency [Ex]: Extensive training with a great many ranged weapons makes for a surprising level of adaptability. From this point on, any ranged weapon wielded by a Sniper counts as dealingSlashing, Piercing and Bludgeoning damage with every hit and the Sniper counts as having the Weapon Focus feat with every ranged weapon he picks up for purposes of meeting feat prerequisites.
Adjust for Range [Ex]: By taking time to prepare the weapon's sight and adjust his positioning, a skilled marksman can ignore the difficulties posed by range. By spending a move action, a Sniper can reduce the ranged penalties they suffer by one range increment. A Sniper may do this multiple times, though the benefits are lost the moment the Sniper moves from his current position. If the target moves sufficiently that they change range categories, the Sniper must spend another move action adjusting their ranging.
Firing under these conditions is more difficult than otherwise. If the Sniper takes a standard action to fire, the benefits of the ability take effect but are then lost. In these circumstances, the Sniper usually takes the time to relocate before firing again. If the Sniper takes a Full-round action to fire a single shot, the bonus is preserved, though this is often as a detriment if the targets are able to determine the location from which the attack came. Any special attack forms such as Pristine Shots are considered to be the equivalent of standard actions for these terms.
A Sniper can ignore a total number of range categories equal to his sniper level.
Bonus Feat: At 2nd level and every even numbered level thereafter, the Sniper may select any one bonus feat from the list below whose prerequisites he meets:
Any Ambush Feat, Far Shot, Rapid Shot, Improved Rapid Shot, Multishot, Improved Multishot, Weapon Focus [Any ranged weapon], Sharpshooting, Improved Precise Shot, Plunging Shot, Ready Shot, Crossbow Sniper
In general, any feat that uses[I] Point Blank Shot as a prerequisite is suitable.
Hidden Flash [Ex]: Given the ranges they usually function at, Snipers are usually revealed by their muzzle flash rather than the noise of their rifle, which usually hits after the bullet. Through the use of tricks and careful positioning, Snipers are able to minimise their muzzle flash. At 4th level, they gain a +4 bonus on Hide checks to avoid being detected after firing. At 8th level, this bonus increases to +8.
Farthest Shore [Ex]: At 6th level, the Sniper increases the benefits of the Far Shot feat to the point where the range category of their weapon is doubled rather than increased by 50%. At 10th level, this goes even further as the range increases to triple the weapon's base range category.
What do people think? It's not overtly powerful but it does have a reasonable amount of battlefield control, especially if combined with Rapid Shot...