Demonic Kitten
2015-04-26, 03:48 AM
Sniper
Some Rangers fire off lots of shots, volleys of arrows or bolts to hit their targets with as many shots as possible. Not so the Sniper. He knows that true attack power lies in taking one shot with the utmost focus and precision.
Snipers are ranged specialists, who function best at very long range. They offer great support as a backline warrior, and get along well with frontline classes they cover.
The Sniper is a Ranger archetype. A Ranger who take this archetype loses all spellcasting, and does not gain Track, Combat Style Feats, Swift Tracker, Quarry, Improved Quarry, or Master Hunter. In addition, he changes the progression of Favored Enemy and Favored Terrain so that whenever he would gain a Favored Enemy normally, he gains a Favored Terrain, and vice versa. Lastly, he must choose his companions for his Hunter's Bond.
Class Skills: Snipers gain Balance (Dex) and Disguise (Cha) as class skills, and lose Spellcraft (Int)
Hit Die: A Sniper's hit die becomes d6
Level
BAB
Fort
Ref
Will
Special
Snipe
1
+1
+2
+2
+0
Snipe, 1st Favored Terrain, Wild Empathy, Good Eye
3 Rounds/+0x
2
+2
+3
+3
+0
Far-Shot
3 Rounds/+0x
3
+3
+3
+3
+1
Endurance, 1st Favored Enemy
2 Rounds/+0x
4
+4
+4
+4
+1
Hunter's Bond, Critical Master
2 Rounds/+0x
5
+5
+4
+4
+1
2nd Favored Terrain, Sniper Talent
2 Rounds/+0x
6
+6/+1
+5
+5
+2
-
1 Round/+0x
7
+7/+2
+5
+5
+2
Woodland Stride, Critical Master
1 Round/+0x
8
+8/+3
+6
+6
+2
2nd Favored Enemy
1 Round/+0x
9
+9/+4
+6
+6
+3
Evasion
1 Round/+1x
10
+10/+5
+7
+7
+3
3rd Favored Terrain, Critical Mastery, Sniper Talent
1 Round/+1x
11
+11/+6/+1
+7
+7
+3
-
1 Round/+1x
12
+12/+7/+2
+8
+8
+4
Camouflage
1 Round/+2x
13
+13/+8/+3
+8
+8
+4
3rd Favored Enemy, Critical Mastery
1 Round/+2x
14
+14/+9/+4
+9
+9
+4
-
1 Round/+2x
15
+15/+10/+5
+9
+9
+5
4th Favored Terrain, Sniper Talent
1 Round/+3x
16
+16/+11/+6/+1
+10
+10
+5
Improved Evasion, Critical Mastery
1 Round/+3x
17
+17/+12/+7/+2
+10
+10
+5
Hide In Plain Sight
1 Round/+3x
18
+18/+13/+8/+3
+11
+11
+6
4th Favored Enemy
1 Round/+4x
19
+19/+14/+9/+4
+11
+11
+6
Critical Mastery
1 Round/+4x
20
+20/+15/+10/+5
+12
+12
+6
5th Favored Terrain, Sniper Talent, One Shot One Kill
1 Round/+4x
Proficiencies: Snipers are proficient in light and medium armor, all simple weapons, all martial and exotic ranged weapons, and all firearms.
Snipe: The primary ability of the Sniper. At 1st level, the Sniper may study an opponent without moving for three full rounds, at the end of which he may fire a single arrow, bolt, bullet, or thrown weapon at his highest base attack bonus at the studied foe. On a successful hit, the Sniper deals damage as if he had confirmed a critical hit. If the target he is studying ends its turn out of his line of sight during this time, the time already spent is wasted, and he must start again. If the target studied is one of his Favored Enemies, he adds his Favored Enemy bonus to the critical multiplier of his weapon for that hit. A Sniper may not opt to do nonlethal damage on a Snipe attack, not even with the usual -4 penalty.
At 3rd level, he need only study his opponent for 2 full rounds, and at 6th level for one full round.
At 9th level, and again every three levels thereafter, his critical multiplier when using this ability is treated as one higher. This stacks with all other critical enhancements. Add this bonus to his critical multiplier after all other modifiers have been calculated.
If the Sniper gets sneak attack dice (or a similar effect) from any source, he may make such an attack using Snipe so long as he still meets all prerequisites for it, but his sneak attack is not multiplied on a successful Snipe attack, nor is it modified by any Sniper Talents.
Creatures immune to critical hits are immune to being attacked with Snipe, but still take regular attack damage when hit. If the Sniper has taken a foe immune to critical hits as a Favored Enemy, he is treated as having the taken Eagle Eye Sniper Talent once for that type of enemy, granting him a 25% chance to do critical damage to them.
Good Eye: At 1st level, a Sniper gains a bonus equal to his class level on all Perception checks.
Long-Shot: At 2nd level, a Sniper gains Far Shot as a bonus feat, ignoring the prerequisites. Additionally, at 4th level and every even level thereafter, he adds +10 feet to the range of all bows, crossbows and firearms, and +5 feet to the range of all thrown weapons. Additionally, at 2nd level the Sniper counts his class levels as levels in Fighter for the purpose of qualifying for feats. Lastly, a Sniper never needs to meet the Point Blank Shot feat prerequisite of any feat he takes.
Critical Master: At 4th level, the Sniper gains the feat Critical Focus, ignoring the prerequisite.
At 7th level, and every three levels thereafter, the Sniper may pick one of the following critical feats, ignoring Base Attack Bonus prerequisites: Bleeding Critical, Sickening Critical.
At 10th level, he adds Crippling Critical, Deafening Critical, Destroy Identity, Staggering Critical, and Tiring Critical to the list he can choose from.
At 13th level, he adds Blinding Critical, Critical Mastery, and Exhausting Critical to the list he can choose from.
At 16th level, he adds Accursed Critical, Dispelling Critical, and Stunning Critical to this list, ignoring any spellcasting prerequisites. For the purposes of this class, the Sniper may make an Accursed Critical or Dispelling Critical on a ranged attack a number of times per day equal to one quarter his class level rounded down, and his caster level is equal to his Sniper level. (If you are playing with additional critical feats, add them in at appropriate levels.)
A Sniper may add any critical feat he knows to his attacks made using his Snipe ability, following the normal rules for critical hits and critical feats for such attacks. Critical Focus has no effect on his Snipe attack.
Sniper Talent: At 5th level, and every 5 levels thereafter, a Sniper gains a Sniper Talent. Each talent can only be taken once, unless stated otherwise in the talent's text. Sniper Talents are listed below.
One Shot, One Kill: At 20th level, a Sniper has perfected his shooting. He gains an additional Sniper Talent. In addition to this, any time he rolls within the threat range of his weapon when using his Snipe ability and actually hits, his foe must immediately make a Fortitude save (DC 10 + ½ Sniper class level + Dex modifier) or be slain instantly; treat this as a death effect. On a successful save, the target still takes damage as normal for the Snipe ability. Creatures who are immune to critical hits are immune to this ability, unless the Sniper has take the Eagle Eye talent.
_________________________________
Have I mentioned how much I despise the new tables? Because I despise the new tables.
Some Rangers fire off lots of shots, volleys of arrows or bolts to hit their targets with as many shots as possible. Not so the Sniper. He knows that true attack power lies in taking one shot with the utmost focus and precision.
Snipers are ranged specialists, who function best at very long range. They offer great support as a backline warrior, and get along well with frontline classes they cover.
The Sniper is a Ranger archetype. A Ranger who take this archetype loses all spellcasting, and does not gain Track, Combat Style Feats, Swift Tracker, Quarry, Improved Quarry, or Master Hunter. In addition, he changes the progression of Favored Enemy and Favored Terrain so that whenever he would gain a Favored Enemy normally, he gains a Favored Terrain, and vice versa. Lastly, he must choose his companions for his Hunter's Bond.
Class Skills: Snipers gain Balance (Dex) and Disguise (Cha) as class skills, and lose Spellcraft (Int)
Hit Die: A Sniper's hit die becomes d6
Level
BAB
Fort
Ref
Will
Special
Snipe
1
+1
+2
+2
+0
Snipe, 1st Favored Terrain, Wild Empathy, Good Eye
3 Rounds/+0x
2
+2
+3
+3
+0
Far-Shot
3 Rounds/+0x
3
+3
+3
+3
+1
Endurance, 1st Favored Enemy
2 Rounds/+0x
4
+4
+4
+4
+1
Hunter's Bond, Critical Master
2 Rounds/+0x
5
+5
+4
+4
+1
2nd Favored Terrain, Sniper Talent
2 Rounds/+0x
6
+6/+1
+5
+5
+2
-
1 Round/+0x
7
+7/+2
+5
+5
+2
Woodland Stride, Critical Master
1 Round/+0x
8
+8/+3
+6
+6
+2
2nd Favored Enemy
1 Round/+0x
9
+9/+4
+6
+6
+3
Evasion
1 Round/+1x
10
+10/+5
+7
+7
+3
3rd Favored Terrain, Critical Mastery, Sniper Talent
1 Round/+1x
11
+11/+6/+1
+7
+7
+3
-
1 Round/+1x
12
+12/+7/+2
+8
+8
+4
Camouflage
1 Round/+2x
13
+13/+8/+3
+8
+8
+4
3rd Favored Enemy, Critical Mastery
1 Round/+2x
14
+14/+9/+4
+9
+9
+4
-
1 Round/+2x
15
+15/+10/+5
+9
+9
+5
4th Favored Terrain, Sniper Talent
1 Round/+3x
16
+16/+11/+6/+1
+10
+10
+5
Improved Evasion, Critical Mastery
1 Round/+3x
17
+17/+12/+7/+2
+10
+10
+5
Hide In Plain Sight
1 Round/+3x
18
+18/+13/+8/+3
+11
+11
+6
4th Favored Enemy
1 Round/+4x
19
+19/+14/+9/+4
+11
+11
+6
Critical Mastery
1 Round/+4x
20
+20/+15/+10/+5
+12
+12
+6
5th Favored Terrain, Sniper Talent, One Shot One Kill
1 Round/+4x
Proficiencies: Snipers are proficient in light and medium armor, all simple weapons, all martial and exotic ranged weapons, and all firearms.
Snipe: The primary ability of the Sniper. At 1st level, the Sniper may study an opponent without moving for three full rounds, at the end of which he may fire a single arrow, bolt, bullet, or thrown weapon at his highest base attack bonus at the studied foe. On a successful hit, the Sniper deals damage as if he had confirmed a critical hit. If the target he is studying ends its turn out of his line of sight during this time, the time already spent is wasted, and he must start again. If the target studied is one of his Favored Enemies, he adds his Favored Enemy bonus to the critical multiplier of his weapon for that hit. A Sniper may not opt to do nonlethal damage on a Snipe attack, not even with the usual -4 penalty.
At 3rd level, he need only study his opponent for 2 full rounds, and at 6th level for one full round.
At 9th level, and again every three levels thereafter, his critical multiplier when using this ability is treated as one higher. This stacks with all other critical enhancements. Add this bonus to his critical multiplier after all other modifiers have been calculated.
If the Sniper gets sneak attack dice (or a similar effect) from any source, he may make such an attack using Snipe so long as he still meets all prerequisites for it, but his sneak attack is not multiplied on a successful Snipe attack, nor is it modified by any Sniper Talents.
Creatures immune to critical hits are immune to being attacked with Snipe, but still take regular attack damage when hit. If the Sniper has taken a foe immune to critical hits as a Favored Enemy, he is treated as having the taken Eagle Eye Sniper Talent once for that type of enemy, granting him a 25% chance to do critical damage to them.
Good Eye: At 1st level, a Sniper gains a bonus equal to his class level on all Perception checks.
Long-Shot: At 2nd level, a Sniper gains Far Shot as a bonus feat, ignoring the prerequisites. Additionally, at 4th level and every even level thereafter, he adds +10 feet to the range of all bows, crossbows and firearms, and +5 feet to the range of all thrown weapons. Additionally, at 2nd level the Sniper counts his class levels as levels in Fighter for the purpose of qualifying for feats. Lastly, a Sniper never needs to meet the Point Blank Shot feat prerequisite of any feat he takes.
Critical Master: At 4th level, the Sniper gains the feat Critical Focus, ignoring the prerequisite.
At 7th level, and every three levels thereafter, the Sniper may pick one of the following critical feats, ignoring Base Attack Bonus prerequisites: Bleeding Critical, Sickening Critical.
At 10th level, he adds Crippling Critical, Deafening Critical, Destroy Identity, Staggering Critical, and Tiring Critical to the list he can choose from.
At 13th level, he adds Blinding Critical, Critical Mastery, and Exhausting Critical to the list he can choose from.
At 16th level, he adds Accursed Critical, Dispelling Critical, and Stunning Critical to this list, ignoring any spellcasting prerequisites. For the purposes of this class, the Sniper may make an Accursed Critical or Dispelling Critical on a ranged attack a number of times per day equal to one quarter his class level rounded down, and his caster level is equal to his Sniper level. (If you are playing with additional critical feats, add them in at appropriate levels.)
A Sniper may add any critical feat he knows to his attacks made using his Snipe ability, following the normal rules for critical hits and critical feats for such attacks. Critical Focus has no effect on his Snipe attack.
Sniper Talent: At 5th level, and every 5 levels thereafter, a Sniper gains a Sniper Talent. Each talent can only be taken once, unless stated otherwise in the talent's text. Sniper Talents are listed below.
One Shot, One Kill: At 20th level, a Sniper has perfected his shooting. He gains an additional Sniper Talent. In addition to this, any time he rolls within the threat range of his weapon when using his Snipe ability and actually hits, his foe must immediately make a Fortitude save (DC 10 + ½ Sniper class level + Dex modifier) or be slain instantly; treat this as a death effect. On a successful save, the target still takes damage as normal for the Snipe ability. Creatures who are immune to critical hits are immune to this ability, unless the Sniper has take the Eagle Eye talent.
_________________________________
Have I mentioned how much I despise the new tables? Because I despise the new tables.