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View Full Version : [d20r, Style Feat] Sniper's Eye



Fax Celestis
2011-07-19, 12:06 PM
Sniper's Eye [Style]
Prerequisites: Point-Blank Shot, Dexerity 15+

Benefit: The Sniper's Eye feat allows the following options, with enough prowess expenditure:

http://img.photobucket.com/albums/v216/FaxCelestis/SnipersEyeTree.png

Prime Shot (0 prowess): When using a ranged missile weapon (such as a bow, crossbow, or sling, but not a ranged throwing weapon such as a dart or dagger), you gain a +1 insight bonus to damage rolls for each ability granted to you by this feat, to a maximum amount of bonus damage equal to your Base Attack Bonus.

Finding the Weak Spot (4 prowess): As a standard action, you may make a single ranged missile attack against a visible enemy within one range increment. If you hit, your target takes a -2 penalty to AC until the end of the encounter. Multiple applications of this ability do not stack, even if they come from different sources.

Arc Shot (4 prowess): When you make a ranged missile attack against an enemy who has cover provided by opponents or a wall, as long as you may trace an unobstructed path directly over any source of cover for the target, you may treat your target as if it does not have cover. If you use this ability, you may not apply your Strength modifier to your damage roll, even if your weapon would normally allow you to. The maximum distance your traced path may cover is equal to your weapon's maximum range, and is affected by range increments as normal.

Pierce (4 prowess): As a standard action, you may make a single ranged missile attack. However, instead of choosing a single target, your arrow creates a line effect (similar to a lightning bolt spell). This line is 60' long or the length of one range increment of your weapon, whichever is shorter. Make attack rolls against all creatures within the line's area, determining hits and damage as normal. If you gain bonus dice of damage (such as from Sneak Attack or Ambush), you may only apply them to one affected target of your choice.

Hinder (4 prowess): When you successfully damage an opponent with a ranged missile attack, they decrease all of their movement speeds by 10' for one round.

Targeting Arrow (4 prowess): As a standard action, you may make a single ranged missile attack against one enemy within one range increment of your weapon. If you successfully hit an opponent, you and your allies gain a bonus to hit and to track the struck target equal to your Wisdom modifier.

Hotshot (4 prowess): When you successfully damage an opponent with a ranged missile attack, you gain a +1 circumstance bonus to ranged missile damage until the end of your next turn. Each time you successfully damage an opponent in this way, you may increase the circumstance bonus, to a maximum equal to your Base Attack Bonus. If you do not damage an opponent before the end of your turn, the circumstance bonus resets to +0.

Covering Fire (4 prowess): As a move action, you may designate a 5' radius zone within one range increment of a ranged missile weapon. Enemies moving through this zone provokes an attack of opportunity from you.

Trick Shot (4 prowess): When making a ranged missile attack, you may designate a square within 5' plus 5' per ability granted to you by this feat. If you do so, you may determine your line of sight for ranged missile attacks from the designated square rather than the one you are actually in. Using this ability may allow you to ignore cover, concealment, or similar hazards.

Lightning Bolt (4 prowess): As a standard action, you may make a single ranged missile attack against a target within one ranged increment. If you do so, your attack becomes electrically charged mid-flight, converting all of its damage to electrical damage and dealing an additional 1d6 lightning damage per point of your Dexterity modifier.

Disrupt (5 prowess): As an immediate action, after being targeted by a ranged attack (including a targeted spell) but before determining whether or not it hits, you may attempt to disrupt the attack. Make a single ranged missile attack at your full Base Attack Bonus against the attacker: if you hit, they must make a Reflex save (DC 10 + your Hero Value + your Dexterity modifier) or automatically miss their attack on you. The attacker must be within one range increment of your ranged missile weapon to use this ability.

Guided Arrow (5 prowess): As a standard action, you may make a single ranged missile attack against a target within one range increment that you can see or know the position of. For this attack, you ignore any cover or concealment the target may have. Further, you may strike creatures that are ethereal.

Ricochet (5 prowess): Whenever you make an attack with a ranged missile weapon against a creature, you may select two targets for your first attack in a round with that weapon. Roll two attack rolls, as if you made two attacks, but any once-per-round or first-target only effects apply to both targets, including effects such as a spell-storing weapon, the Guided Arrow ability granted by this feat, and similar abilities.

Lightning Burst (5 prowess): As a standard action, you may fire a single ranged missile attack at a location within one range increment of your weapon. Your shot electrically charges mid-flight, and erupts into a coruscating burst of lightning energy on striking, dealing 1d6 electricity damage per point of Dexterity modifier to all creatures within 10' of the point of impact.

Improved Trick Shot (5 prowess): This ability functions as Trick Shot, except that you may choose a point within 25' plus 5' per ability granted to you by this feat.

Rain of Arrows (5 prowess): As a standard action, you may fire several projectiles to blanket an area. This ability functions as fireball, except the radius is 10' and the damage is the same type as your weapon. Substitute your Base Attack Bonus for your caster level, and use your Dexterity modifier to determine the saving throw DC. This ability can be used once per point of Dexterity modifier per day.

Improved Finding the Weak Spot (6 prowess): When using your Finding the Weak Spot ability, your attack also reduces the target's DR and any elemental resists they may have by 2 until the end of the encounter. Multiple applications of this ability do not stack, even if they come from different sources.

Volley (6 prowess): In any round in which you make at least one ranged missile attack, you may make a free ranged missile attack at your full Base Attack Bonus as a free action.

Improved Hinder (6 prowess): When using your Hinder ability, they must also make a Reflex save (DC 10 + your Hero Value + your Dexterity modifier) or be immobilized for one round.

Arrowstorm (6 prowess): As a full-round action, you may make a single ranged missile attack at your full Base Attack Bonus against all visible opponents within 60'. You may apply applicable sources of bonus damage to each target.

Thunderstorm (6 prowess): In any round in which you make at least one ranged missile attack, you may strike an opponent with a bolt of lightning from the sky. This ability functions like the Lightning Bolt ability granted by this feat, except that it is a free action and you need not fire a missile.

jiriku
2011-07-20, 01:48 AM
It seems possible to acquire Improved Hinder and Improved Finding the Weak Spot without first acquiring Hinder or Finding the Weak Spot. If that's unintentional, the flowchart may need an adjustment.

Fax Celestis
2011-07-20, 10:31 AM
The arrows indicate prerequisite abilities, not mobility paths. They function like Diablo II ability trees or Exalted charm trees, not like a flowchart.

Morty
2011-07-20, 11:04 AM
I like it, for the most part. Archers deserve more than they get in D&D 3rd edition. One thing I don't like are the lightning-based attacks... it's a purely aesthetical concern, really. I'm fine with martial characters performing blatantly impossible stuff, but things like shooting lightning don't appeal to me. Of course, it's pretty easy to simply describe it the way I like or just plain don't use them so it's not a big deal.
What I do like is inclusion of manuevers that truly feel sniper-y to me. In D&D, the best way to be efficient as an archer is to launch volleys of arrows each round. This feat makes it easier to build an archer that makes fewer but more focused shot. With that said, I think this style could use a "one shot, one kill" high-level manuever.