Kneesniper

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I used to be an adventurer like you...
-- A Guard

Bane of all adventurers!

Adventures: Kneesnipers are driven by an irrational hatred of knees and a compulsion to hit them with arrows.

Characteristics: The Kneesniper can reduce the mightiest warrior to an incompetent commoner.

Alignment: Kneesnipers can be of any alignment, but they favor chaos.

Religion: Kneesnipers are not any more religious than any other group of people.

Background: Kneesnipers begin as any other archer might, however they discover the mystic properties of arrows hitting knees, and then singlemindedly pursue perfection in the art of knee destruction.

Races: Humans adapt well to the art of kneesniping, and elves are also naturally drawn to bows. Other races rarely produce Kneesnipers.

Other Classes: Kneesnipers appreciate what other classes can do for them, and other classes appreciate the kneesniper allowing them to continue being able to do those things.

Role: Ranged attacker and debuffer.

Adaptation: The Kneesniper can fit in any setting that has knees.

GAME RULE INFORMATION
Kneesnipers have the following game statistics.
Abilities: Dexterity is by far the Kneesniper's most important ability. His other abilities vary according to what secondary role he wants to fulfill
Alignment: Any
Hit Die: d8
Starting Age: As fighter
Starting Gold: As fighter

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st
+1
+2
+2
+0
Called Shot to the Knee
2nd
+2
+3
+3
+0
Feat Leach
3rd
+3
+3
+3
+1
Sneak Attack 1d6
4th
+4
+4
+4
+1
1d2 Negative Levels
5th
+5
+4
+4
+1
Insult to Injury
6th
+6
+5
+5
+2
Sniping (40')
7th
+7
+5
+5
+2
Sneak Attack 2d6
8th
+8
+6
+6
+2
1d3 Negative Levels
9th
+9
+6
+6
+3
Knees' Bane
10th
+10
+7
+7
+3
Sniping (50')
11th
+11
+7
+7
+3
Sneak Attack 3d6
12th
+12
+8
+8
+4
1d4 Negative Levels
13th
+13
+8
+8
+4
Where'd He Go?
14th
+14
+9
+9
+4
One Shot One Knee
15th
+15
+9
+9
+5
Sneak Attack 4d6
16th
+16
+10
+10
+5
1d6 Negative Levels
17th
+17
+10
+10
+5
Greater Sniping
18th
+18
+11
+11
+6
Dead Level
19th
+19
+11
+11
+6
Sneak Attack 5d6
20th
+20
+12
+12
+6
2d4 Negative Levels

Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: The Kneesniper is proficient with simple weapons and all bows, and light armor and shields, except for tower shields.

Called Shot to the Knee(Ex): The Kneesniper can take a -4 penalty on an attack with a bow to perform a called shot to the knee. If successful, the target takes normal damage and 1 negative level. Negative levels from this ability never result in death or level loss; instead if a target's negative levels from Called Shot to the Knee equal or exceed their HD, they trade all their class levels and racial hit dice for levels in commoner. The number of negative levels inflicted increases at 4th, 8th, 12th, 16th, and 20th level. Creatures without legs are immune to Called Shot to the Knee, but creatures not subject to critical hits or level drain are still vulnerable.

Feat Leach(Ex): At second level, the Kneesniper's Called Shot to the Knee causes the target to lose the use of one of his feats for 24 hours. The feat lost is the latest one gained. A single Called shot to the knee causes only one feat to be lost, no matter how many negative levels it inflicts.

Sneak Attack: At third level, the Kneesniper gains sneak attack as the Rogue ability. Sneak attack damage from different sources stack.

Insult to Injury: At 5th level, when the Kneesniper makes a Called Shot to the Knee that is also a Sneak Attack, it inflicts one more negative level.

Sniping: At 6th level, the Kneesniper can perform sneak attacks at a range of up to 40 feet instead of the usual 30 feet. This increases to 50 feet at 10th level.

Knees' Bane: At 9th level, the Kneesniper can perform a single Called Shot to the Knee as a full-round action and avoid the normal -4 penalty

Where'd He Go?:At 13th level, enemies suffering from the Kneesniper's Called Shot to the Knee ability have double the negative level penalty to Spot, Listen, and Search checks versus the Kneesniper who inflicted the negative levels on them.

One Shot One Knee: At 14th level, the Kneesniper can perform a single Called Shot to the Knee as a full-round action with the -4 penalty. If it hits, it deals quadruple the negative levels that it normally would, however these negative levels fade in 1 round (so unless they exceed the target's current levels in that round, they are ineffectual. If they do, the target suffers from his levels being converted to commoner).

Greater Sniping: At 17th level, the Kneesniper can perform ranged sneak attacks up to the first range increment of his weapon, or 50 feet, whichever is greater.

Dead Level: At 18th level, when a target suffers negative levels from the Kneesniper's Called Shot to the Knee, they lose the use of a class feature from their highest level for 24 hours, or from the highest level they gained a class feature from. With scaling class features, they retain the use at a lower level, so they could lose a dice of sneak attack damage, for instance. Class features with multiple uses per day lose one use. Class features such as an animal companion or familiar cause the creature to disappear for 24 hours