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ngilop
2013-10-25, 10:48 PM
Level
BAB
Fort
Ref
Will
Special


1st
+1
+0
+2
+0
Deadly Arrows, Sniper Shot, Range Bonus, Magic Weapon


2nd
+2
+0
+3
+0
Concealment Reduction, Projectile Improved Critical, Take Aim


3rd
+3
+1
+3
+1
Consistant Aim, Farsight


4th
+4
+1
+4
+1
True Strike, Called Shot,


5th
+5
+1
+4
+1
Weapon Specialization, Camouflage, Slow Missles


6th
+6
+2
+5
+2
Slip Away, Vital Strike


7th
+7
+2
+5
+2
Flora protection, Woodland Stride


8th
+8
+2
+6
+2
Prone Crawl, Imbue Projectile


9th
+9
+3
+6
+3
Projectile Cleave, Arboreal Ambush


10th
+10
+3
+7
+3
Perfect Shot, Arboreal Gate


Hit die d8

Requirements
Base Attack Bonus: +5

Skills: Hide 4 ranks , Move Silently 4 ranks , Spot 4 ranks

Feats: Far Shot , Weapon Focus (any bow or crossbow)

Skill points 4 + Int
CLASS SKILLS
The deepwood sniper’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex),Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex),Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival(Wis), Swim (Str), and Tumble (Dex).

Class Features

Weapon and Armor Proficiency: Deepwood snipers gain no weapon or armor proficiencies. All weapon-related abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient.

Deadly Arrows (Ex): At 1st level, all projectiles the deepwood sniper fires have their critical threat range increased by one. Thus, a normal arrow fired by a deepwood sniper has a threat range of 19—20 instead of 20. This ability does stack with any keen effect.

Sniper Shot (Ex): A Deepwood Sniper makes a spot check at DC 10+ twice the CR of the target as a full round action. If this spot check is successsful the Deepwood Sniper can make one attack ( with his take aim bonus included, if any) dealing an additional 1d6 points of damage per Deepwood Sniper level. The target must make a successful Fort save at 10+Deepwood Sniper Level+Wis Modifier or be Staggered for 1 round.

Range Increment Bonus (Ex): With each level the deepwood sniper gains, the range increments of her projectile weapons increase by +10 feet (added after all multipliers). Thus, a 10th-level deepwood sniper who has the Far Shot feat would have a 280-foot range increment with a heavy crossbow (120 feet x 1.5 + 100 feet).

Magic Weapon (Sp): At 1st level, the character can produce an effect identical to that of a magic weapon spell cast by a cleric of her deepwood sniper level. This ability is usable on projectile weapons only.

Concealment Reduction (Ex): When the deepwood sniper reaches 2nd level, her miss chance against opponents with concealment drops by 10%. Thus, she has a miss chance of 10% rather than 20% against an opponent with one-half concealment. Her miss chance drops by an additional 10% per four deepwood sniper levels she gains thereafter, but this ability never reduces her miss chance against any opponent below 0%.

Projectile Improved Critical (Ex): When the deepwood sniper reaches 2nd level, the critical damage multipliers of all her projectile weapons increase by +1. Thus, an arrow that normally deals damage ×3 on a critical hit instead does damage ×4 in her hands. When she reaches 7th level, these critical multipliers increase by an additional +1.

Take Aim (Ex): A 2nd-level deepwood sniper can, as a move action, gain a +2 bonus on her attack rolls against a target by aiming carefully. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 6th level, and again to +6 at 10th level.

Consistent Aim (Ex): Once per day plus a number of times per day equal to Wisdom modifier, a 3rd-level deepwood sniper can reroll one attack roll that she has just made with a projectile weapon. She must keep that result, even if it is worse than the original roll. She can use this ability twice per day at 6th level and three times per day at 9th level, though each use must relate to a different attack roll.

Farsight (Ex): A Deepwood Sniper enjoys great visual acuity. She suffers only half the normal penalty on her Spot checks because of distance (—1 per 20 feet of distance, rather than —1 per 10 feet). In addition, a Deepwood Sniper takes only half the normal penalty on ranged attacks per range increment (—1 per range increment, rather than —2).

Called Shot (Ex): While aiming ( a full round action) the Deepwood Sniper can attempt to strike a specific body part on a targeted creature within 30 feet, to cause various effects. The Deepwood Sniper must declare her intention to attempt a Called Shot and designate the specific target and body part (an arm, a leg, etc.) before the attack roll is made. The Deepwood Sniper then makes a single standard attack at the Deepwood Sniper's highest BAB. A successful attack deals weapon damage normally (but only half normal sniper shot damage), but if the Deepwood Sniper's attack roll is successful, she strikes the targeted body part and causes a debilitating secondary effects. Conditions and penalties incurred by called shot lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives the benefit of a lesser restoration spell or equivalent effect. Creatures immune to critical hits are immune to the effects of a Called Shot, and creatures with multiple limbs or eyes may suffer reduced effects. Multiple successful Called Shots against the same body part or body parts of a single creature have a cumulative effects:
Arm: An archer using this ability takes a -2 penalty to both damage rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize the arm struck. A target with more than four arms is immune to these penalties.
Hand: An archer using this ability takes a –5 penalty on her attack roll. The creature struck must succeed Reflex save DC verses damage taken or be disarmed and drop whatever it is holding with the hand struck. A successful hit also imparts a -2 penalty to both attack rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize that hand struck.
Eye: An archer using this ability takes a –10 penalty on her attack roll. The creature struck is partially blinded, suffering a -2 penalty to his AC, Spot checks, search checks and deals critical damage. If both or all of its eyes are partial blinded with Called Shots, the creature is permanently blinded. A creature with blindsight is immune to these penalties. Blindness and partial blindness represent condition more server than others covered under called shot and require the equivalent a of a remove blindness spell to be cured. In addition creatures with a gaze attack must make a successful Fortitude save at DC 10+Deepwood Sniper level+Wis mod, or be unable to use their gaze attack untill healed with a DC 25 heal check or the heal spell.
Torso: Creature struck by this attack is nauseated and takes a –2 to Fort saves, until the arrow is removed.
Leg: An archer using this ability takes a –2 penalty to attack rolls. A creature stuck by this ability can no longer use a five foot step and can no longer take the run, or charge actions. A successful hit also imparts a -2 penalty to both Reflex saves and skill checks (Climb, Jump, balance, tumble, swim, etc.) in which it utilize it’s legs. Bipeds also incur a –5 movement penalty. A creature with more then 4 legs is unaffected.
Neck: An archer using this ability receives a –5 penalty to attack rolls. A creature struck in the neck begins to bleed taking 2 points of Con at the beginning of each of it turn each round. In addtion a creature with a break weapon must make a fortitidue save at DC 10+Deepwood Sniper level+Wis mod, failure indicate the inability to use their breathe weapon untill a DC 15 heal check has been performed or the heal spell.
Wing: Reduces target’s creatures fly speed by 5 and their maneuverability by go down one step. A creature brought to 0 speed or below very poor maneuverability losses the ability to fly and falls.

True Strike (Sp): At 4th level, the deepwood sniper can produce an effect identical to that of a true strike spell cast by a cleric of her deepwood sniper level as a swift action. This ability is usable once per encounter on projectile weapons only.

Weapon Specialization (Ex): A Deepwood Sniper of 5th level or higher gains Weapon Specialization as a bonus feat. It must be applied to a bow or crossbow with which the sniper has taken the Weapon Focus feat. She gains this feat even if she does not meet the prerequisites.

Camouflage (Ex): A Deepwood Sniper of 5th level or higher can use the Hide skill in any sort of forrested terrain, even if the terrain doesn’t grant cover or concealment.

Slow Missles (Su): As a full round action all projectiles ( ranged weapons, thrown weapons, as well as spells that require attack rolls) slow in flight giving the Deepwood Sniper and any allies within 30 feet a +4 bonus to AC. This ability last for a number of rounds equal to 1+Wisdom Modifier.

Slip Away (Ex): The Deepwood Sniper is an expert at hiding even after their position has been given away. After attacking, the Deepwood Sniper must make an opposed Hide check at a -20 penalty to stay hidden.

Vital Strike (Ex): The Deepwood Sniper attacks have become more lethal to those unaware. If attacking a target who has been denied their dexterity bonus to AC the Deepwood Sniper deals an additional 2 points of damage per Deepwood Sniper level, this extra damage is doubled with a critical strike.

Flora Protection (Sp): A Deepwood Sniper knows that if a creature is able to get the drop on her, odds are not on her side. Once a day a Deepwood Sniper can use this ability which acts like the Entangle spell, except she is immune to the effects. A Deepwood Sniper gains another use of this ability at 10th level.

Woodland Stride (Ex): Starting at 7th level, a Deepwood Sniper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Prone Crawl (Ex): While prone, a Deepwood Sniper with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A Deepwood Sniper with this talent can take a 5-foot step while crawling.

Imbue Projectile (Su): At 8th level a Deepwood Sniper can call upon the powers of nature to enchant her projectiles. The Deepwood Sniper imbues the projectiles with the Flaming Burst, Icy Burst, or Shocking Burst. Up to 50 arrows or bolts can be enchanted with this ability and lasts for 1 hour per Deepwood Sniper level.

Projectile Cleave (Ex): A bow in the hands of a 9th level Deepwood Sniper becomes a weapon capable of shots with incredible power and precision. Whenever an Deepwood Sniper deals enough damage to a creature using an arrow or bolt to drop the creature below 0 points, the Deepwood Sniper receives a second attack against another creature within 30 feet of the first target. If the second target is dropped below 0 points by the attack, the Deepwood Sniper may take a third attack against another creature within 10 feet.

Arboreal Ambush (Su): A Deepwood Sniper can merge her body with a tree and temporarily hide within it. The Deepwood Sniper gains a +10 bonus to hide checks while within the tree, and may observe everything that happens around her as normal. A Deepwood Sniper may remian hiding in a tree in this manner for up to 1 hour per Deepwood Sniper level. Exiting from a tree is a move action, while moving to a nw tree takes up one hour of this ability. If the tree is harmed for whatever reason the Deepwood Sniper takes half the damage.

Perfect Shot (Ex): A Deepwood Sniper can make one deadly attack. When the Deepwood Sniper uses her Take Aim ability, she can declare her attack to be a Perfect Shot as a standard action. A perfect shot operates much as a Sniper Shot, except the foe is stunned for 1d4 rounds on a failed save. In addition, the Deepwood Sniper deals maximum weapon damage ( including any weapon enchantments).

Arboreal Gate (Su): A Deepwood Sniper may step into a tree and step out of any tree that is within 150 feet. Entering and exiting a tree in this manner takes a full round for each ( so it takes 2 full rounds to go from 1 tree to exiting the second) If a Deepwood Sniper exits a tree next to an enemy, that enemy is considered flanked until the Deepwood Sniper next action. Moving into and exiting a tree does not provoke attacks of opportunity.

ngilop
2013-10-27, 12:15 PM
Ok, think this is done. I did read Just to Browse's suggestion, and the ranged power attack option he suggested while good, unfortunately is already a deat in my campaign world. Guess that is motivation enough to include those and other feats on my list of fighter feats (http://www.giantitp.com/forums/showthread.php?t=268577).

gooddragon1
2013-10-28, 04:50 PM
Take Aim (Ex): carry over to following rounds? how many? expended after use? Synchronize with sniper shot?

Farsight (Ex): Say 3rd lvl in text, other abilities also need the level gained mentioned in the text. It's redundant but it's standard policy.

Called Shot (Ex): Full round action separate from sniper shot? Should probably say while taking a full round action to use sniper shot...

Arm: An archer using this ability takes a -2 penalty to the attack roll. This shot causes the target to take a -2 penalty to both damage rolls and skill checks (Climb, Sleight of Hand, Use Rope, etc.), which utilize the arm struck. A target with more than four arms is immune to these penalties.

Other ones also need to say "causes the target to take"

Slow Missles (Su): +4 to AC vs those attacks?

Imbue Projectile (Su): Assuming at will usage but is there an action requirement?

Projectile Cleave (Ex): Second and third attacks at same bonus probably?

Perfect Shot (Ex): are the bonus d6's from sniper shot-esque attachment maxed too?

Arboreal Gate (Su): Maybe until after the DS next action so they can benefit from it too? Flat footed would be even more awesome but maybe too powerful.

===

I like the class. It needs some clarifications on some stuff as mentioned above though. Now personally I'm hyper paranoid. I always worry about: what if you're in an antimagic field, what if you're firing against impossible wind effects (like wind wall), what if you're in melee range and can't get out but don't want to take an Attack of Opportunity from a bad guy (arrowmind solves this and you can get it at ranger lvl 4)?