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Catch
2007-05-10, 09:43 AM
I'm upping this for a friend who's trying to make a sniper-style class. Right now, the Aimed Shot ability is what we're most concerned with in terms of balance, but feel free to nitpick as you will.

Hit Die: D6

Requirements: +5 Base Attack Bonus, Hide 8 ranks, Move Silently 8 Ranks, Spot 8 Ranks, Craft (Rifle) 5 Ranks, Exotic Weapon Proficiency (rifle)

Class Skills: Spot, Move Silently, Hide, Knowledge (firearms), Concentration, Tumble, Search, Disguise, Craft

Skill Points: 4 + Int modifier.

Weapon and Armor Proficiency: Snipers are proficient with all simple weapons and with light armor.

Table 1-1: The Marksman

The Marksman
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+0|
+2|
+0|Lethal Precision +1d6, Marksman's Eye

2nd|
+2|
+0|
+3|
+0|Bonus Feat, Speed of Thought

3rd|
+3|
+1|
+3|
+1|Lethal Precision +2d6

4th|
+4|
+1|
+4|
+1|Bonus Feat, Perception

5th|
+5|
+1|
+4|
+1|Lethal Precision +3d6

6th|
+6|
+2|
+5|
+2|Bonus Feat

7th|
+7|
+2|
+5|
+2|Lethal Precision, Aimed Shot

8th|
+8|
+2|
+6|
+2|Bonus Feat

9th|
+9|
+3|
+6|
+3|Lethal Precision +5d6
10th|
+10|
+3|
+7|
+3|Bonus Feat, Improved Aimed Shot[/table]

Class Abilities:

Aimed Shot: If the Marksman aims at his target for two rounds and then makes an attack with a rifle that deals damage, the enemy is considered to be caught flatfooted and bonus effects are added to the attack on a confirmed critical roll (see below). While studying the victim, the Marksman cannot undertake other actions and must keep his focus completely on the victim. Once the Marksman has completed two rounds of aiming, he must make the aimed shot with in the next two rounds. If the attack misses, the Marksman's focus changes or the Marksman does not launch the attack within the next round, another two new rounds of aiming are required before he can make another Aimed Shot. When an Aimed Shot deals damage, and if the attack is a confirmed critical, the Marksman rolls a Spot check and add the following to the attack:

{table=head]Die Result|Effect
1-10 | +1d6 damage
11-15 | 1 Str, Con or Dex damage
16-20| 2 Str, Con or Dex damage OR Blind OR Silence
21-30| 2 Str, Con or Dex damage OR Blind OR Silence OR Stun
31+ | 2 Str, Con or Dex damage OR Blind OR Silence OR Stun (Pick 2)
[/table]

Improved Aimed Shot: At level 10 Aimed Shot improves, requiring one less round to aim. The bonus effects added to the attack also uses the following table and no longer requires a confirmed critical:

{table=head]Die Result|Effect
1-10 | 1 Str, Con or Dex damage
11-15 | 2 Str, Con or Dex damage OR Blind OR Silence
16-20 | 2 Str, Con or Dex damage OR Blind OR Silence OR Stun
21-30 | 2 Str, Con or Dex damage OR Blind OR Silence OR Stun (Pick 2)
31+ | 2 Str, Con or Dex damage OR Blind OR Silence OR Stun (Pick 3)
[/table]

Speed of Thought (Ex): At 2nd level Marksmen gain the Speed of Thought feat as a bonus feat.

Bonus Feats: At 2nd level Marksmen gain one bonus sniping-oriented feat. This feat must be chosen from the list below.

Marksman's Eye (Ex): Marksmen can use Lethal Precision attacks with rifles as long as they are within one range increment of the target.

Perception (Ex): Marksmen are more perceptive than others and it shows. For every 10 ranks in Spot, a Marksman adds one to the threat range of the rifle he is using. At 10th level, this bonus is doubled.

Lethal Precision (Ex): Whenever a Marksman is able to attack an opponent who is denied their bonus to dexterity, even if they do not actually lose their dexterity, the Marksman adds 1d6 damage to his damage roll. This damage is increased by 1d6 every second level. Constructs, oozes, undead, and other creatures that do not take damage from critical strikes do not take damage from sudden shot. Lethal Precision can only be used with rifles. For the purpose of qualifying for feats or for being affected by spells or abilities treat Lethal Precision as being equal to sneak attack.

Bonus Feats:

Dodge
Mobility
Alertness
Deceitful
Improved Critical
Quick Draw
Stealthy
Track
Point Blank Shot
Far Shot
Rapid Shot†
Precise Shot
Ranged Pin
Ranged Disarm
Ranged Sunder
Shot on the Run
Sharp-Shooting

New Feats:

Quick Reload*

Prerequisites: Weapon Proficiency with type of firearm.
Benefits: The time it takes you to reload the chosen type of firearm is reduced to a standard action. Reloading a firearm still incurs an attack of opportunity.
Normal: Firearms require a full-round action to reload.

Lightning Reload*

Prerequisites: Quick Reload, Dex. 17 or higher, BAB +10
Benefits: The time it takes you to reload the chosen type of firearm is reduced to a move action. Reloading a firearm still incurs an attack of opportunity.

* New Feat
† Requires Lightning Reload

Matthew
2007-05-16, 10:28 AM
Yeah, I quite like this idea. You are quite correct to be concerned about Aimed Shot, though. It looks to me as though you thought up a powerful Damage Result Table and then tried to justify its existence with a Prestige Class and two Round aiming period. I would strongly recommend toning it down and simplifying it [i.e. Aiming for a Move Action = X, Aiming for a Full Round Action = Y, etc...]