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View Full Version : {Pathfinder} Long Eye PrC {WIP} {PEACH}



Noctemwolf
2011-04-03, 08:58 PM
I have an Idea for a class. with the new gun rules in The Ultimate Combat Guide, I felt like building a sniper prestige glass. I would assume you enter this class either as pure rogue, Rogue/Gunslinger, or Rogue/Ranger.



The Long Eye


http://fc07.deviantart.net/fs24/f/2007/317/1/e/Tacterrian_Sniper_by_McGibs.jpg


“One Shot… One Kill.”

The Long Eye is the unseen opposition, the one that is never seen before an untimely demise. Well trained in stealth operations, the Long eye makes the perfect combat Assassin.

Prerequisites:

Sneak Attack +2d6

Bab +5

Stealth 4 ranks, Perception 4 Ranks, Knowledge (Geography) 4 Ranks

The Class abilities of the Long eye are:

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+0|
+2|
+2|
+0|Death Attack, Powerful Shot 1/day, Sneak Attack +1d6|0|-|-|-

2nd|
+1|
+3|
+3|
+0|Improved Sights, Eagles Eye|1|-|-|-

3rd|
+2|
+3|
+3|
+1|Powerful Shot 2/day, Sneak Attack +2d6|2|0|-|-

4th|
+3|
+4|
+4|
+1|Ghille Suit, Snipe and Hide|3|1|-|-

5th|
+3|
+4|
+4|
+1|Powerful Shot 3/day, Sneak Attack +3d6|3|2|0|-

6th|
+4|
+5|
+5|
+2|Hunter's Instinct, Nondetection|3|3|1|-

7th|
+5|
+5|
+5|
+2|Powerful shot 4/day, Sneak attack +4d6|3|3|2|0

8th|
+6|
+6|
+6|
+2|Hide in Plain Sight, Penetration|3|3|3|1

9th|
+6|
+6|
+6|
+3|Powerful Shot 5/day, Sneak attack +5d6|3|3|3|2

10th|
+7|
+7|
+7|
+3|Called Shot Mastery|3|3|3|3
[/table]

Spells:
Long Eyes are magical when it comes to their sniping abilities. Long Eye’s gain the ability to cast a small number of Arcane Spells. Due to the simplicity of the spells, Long Eyes can cast even in Light Armor, and cast their spells with no material, somatic, or Verbal Components. A sniper can cast any spell on his list of the appropriate level without preparation. A Long Eyes Caster Level is Equal to his levels in this class.

Death Attack: A Long Eye has the Ability to instantly kill an opponent with one well placed shot. If a Long Eye studies and opponent for three rounds, A Long eye can then make a melee or ranged attack. If the Attack successfully hits, it deals damage normally (This can include Sneak attack damage if the Long eye so Wishes). In addition, the sniper can have his attack either instantly slay the target or paralyze them, at the snipers choice. The sniper can choose not to use his sneak attack damage if he is afraid it might kill his target instead of paralyzing them. The DC for this attack is equal to 10 + Dex + Snipers level).

Powerful Shot: A sniper can Make sneak attacks at ridiculous ranges. 1/day at level 1, a sniper’s sneak attack range is equal to his maximum range of the weapon he wields.

Sneak attack: The sniper has a sneak attack progression.

Improved Sights: The sniper can aim as a standard action: All range penalties are cut in half, and then cut in half again. (Example: If a sniper is attack out to 7 range increments, a total of a -14 penalty, the penalty become -3 (From cut in half one is -7, cut that in half for -3 rounded down).

Eagle’s Eye: The sniper takes no penalties for perception checks up to 200 feet away. The sniper’s vision can still be impaired normally, and blocked (For example, if there is a building in the way!)
Hunter’s Instinct: Anytime someone moves within 30 feet of a sniper, he can sense their general direction. Treat this like a blindsense out to 30 feet. The blindsense does not work if the person takes only a 5 foot step and does nothing else that round. This improves to 60 feet at 10th level.

Ghille Suit: A sniper can make stealth checks even without having cover to hide behind. The Sniper must, however, be camouflaged for the environment he is in. This takes 5 Full-Round Actions to accomplish (Which represents the sniper finding bits and pieces of his surrounding to use as part of his suit.

Snipe and Hide: A sniper takes only a -10 penalty on hide checks after an attack, as opposed to the -20 normally. This penalty disappears at level 10.

Hunter’s Instinct: Anytime someone moves within 30 feet of a sniper, he can sense their general direction. Treat this like a blindsense out to 30 feet. The blindsense does not work if the person takes only a 5 foot step and does nothing else that round. This improves to 60 feet at 10th level.

Nondetection: A sniper is under a permanent Nondetection, as per the spell. This is a supernatural ability.

Hide in Plain Sight: As the Ability Hide in Plain sight.

Penetration: Your gun can Target Touch Armor to any range increment.

Called Shot Mastery:
A sniper can call shots on an opponent, and takes no penalty to do so. Targeting different body parts causes different effects. In addition, if the sniper calls a Death Attack on the opponent and a called shot from this ability, additional penalties are bestowed if the attack hits. These effects last for 24 hours unless healed by a DC (10+Dex+Long Eye level) or by a healing spell. However, the caster must still make a heal check in order to remove the affliction. Certain called shots may not work (Such as wings on a creature without wings). Any creature with Fast Healing or Regeneration heals from the affliction in 1d4 rounds.

Head: Confused as per the spell Confusion unless the opponent succeeds on a fortitude check (DC 10+Dex+Long Eye Level).
If Declared with Death Attack Paralyze: In addition to paralyzing, opponent must make another Fort Save (DC=10+Dex=Long Eye Levels) or be staggered and must in addition make concentration checks to cast any spell as though he was taking continuous damage equal to half the damage cause by the Long Eye's attack.
If Declared with a Death Attack Slay: the opponent gets no save on the Confusion effect. In addition, The Long Eye can trade Attack Bonus OR Sneak Attack bonus for Bonuses to the Death Attack's DC (Example: Trade 3 attack bonus Or 3 Sneak Attack dice for a +3 to the Death attack DC)

Arms: The opponent drops anything he is holding. In addition, the opponent can no longer use one arm for anything unless he succeeds on fortitude check (DC=10+Dex+Long Eye levels).
If Declared with a Death Attack Paralyze: The opponent gets no save against his arm becoming useless.
If Declared with a Death Attack Slay: If the opponent saves against the Death Attack, the must then make another Fortitude save or his arm is severed.
Legs Or Wings: The opponent falls prone or begins falling from the sky. In addition, he takes a movement penalty equal to ˝ his base move speed or base fly speed unless he succeeds on a fortitude Save. Paralyze? Opponent gets no save for the speed reduction. Death? The opponent must make a save or have the appendage severed.
Core: The opponent becomes staggered unless he succeeds on fortitude save. Paralyze? The opponent gets no save from become staggered, and in addition must make fortitude save or be dazed for 2 rounds. Death? If the opponent survives, He must make a fortitude save or take continuous bleed damage equal to ˝ the snipers level per round.

Spells List: