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Thread: Combat Sniper 2.0
- Join Date
- Mar 2008
Combat Sniper 2.0
Ok Folks, here it is. The redone, revamped and completly improved Combat Sniper PrC. Hope this one has less kinks, but as allways, It's here for your review.
I edited it from the last post according to all the feedback I got from the wonderfull people who liked this class enough to comment. I hope to have just as much, or more feedback on this one as the last one!
Lvl. Base Attack Fort Ref Will Special Abilities
Bonus Save Save Save
1st +1 +2 +2 +0 Patient Marksman, Shot on the Run
2nd +2 +3 +3 +0 Enhanced Shot +1d6
3rd +3 +3 +3 +1 Improved Cover/Improved Concealment
4th +4 +4 +4 +1 Enhanced Shot +2d6
5th +5 +4 +4 +1 Improved Projectile +1/+1, Improved Precise Shot
6th +6 +5 +5 +2 Enhanced Shot +3d6
7th +7 +5 +5 +2 Practiced Marksmanship
8th +8 +6 +6 +2 Enhanced Shot +4d6
9th +9 +6 +6 +3 Improved Projectile +2/+2, Greater Cov’/Con’
10th +10 +7 +7 +3 One Shot-One Kill, Enhanced Shot +5d6
Hit Dice: d8
To qualify as a Combat sniper, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Move Silently 4 Ranks, Hide 4 Ranks, Spot 4 Ranks, Listen 4 Ranks
Feats: Weapon Focus (Any Projectile Weapon with a base range increment of at least 60ft), Point Blank Shot, Precise Shot, Far Shot
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge Geography (Int), Knowledge Local (Int), Knowledge Nature (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)
Skill Points at each Level: 4+ Int Modifier
The following are class features of the Combat Sniper prestige class.
Weapon and Armor Proficiency: Combat Snipers do not gain any proficiency with armor or shields, but gain proficiency with all Basic and Martial projectile weapons. All weapon-related abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient, and only function when the character is wearing light or no armor, no shield and a light or no load.
Patient Marksman(Ex): Equal to a Combat Sniper’s wisdom modifier per day, he may take extra time to “feel the Shot” and increase his accuracy. By spending a number of move actions equal to the desired bonus, a Combat Sniper may add up to one half his class level + his wisdom modifier to his attack roll for a single attack.
Shot on the Run(Ex): At first level, a new Combat Sniper gains the “Shot on the Run” feat, per the Players Handbook, page 100, as a bonus feat, even if he does not meet the requirements for it.
Enhanced Shot (Ex): At second level a Combat Sniper begins to assert the uncanny ability to locate vulnerable places on a foes body, and strike there. Beginning at 2nd level and increasing at every even numbered level afterward until 10th, the Combat Sniper adds +1d6 damage to one of his normal ranged attacks per round, plus one more attack per point of wisdom modifier he has. Thus, if a Combat Sniper is entitled to three attacks per round with his ranged weapon, and has a wisdom modifier of +2, two out of his three attacks become “Enhanced” and so he adds the “Enhanced Shot” damage appropriate to his level to the desired two attacks for that round. The damage increases to +2d6 at 4th level, +3d6 at 6th level, +4d6 at 8th level and finally to +5d6 at 10th level. This stacks with any Sneak attack, sudden strike, or skirmish damage a combat sniper already does.
Improved Cover/Improved Concealment(Ex): Once per day, multiplied by the Combat Sniper’s intelligence modifier, he may decide to either make better use of cover, by giving himself an extra +2 bonus to his AC and ranged attacks on top of the normal bonus the given cover grants, or he may opt to make himself less noticeable by adding an additional 10% concealment bonus to the already present concealment. Setting himself up in this manner requires a move equivalent action. This ability may not be used in environments where there is no cover or concealment as a physical presence already. This ability stacks with spells such as blur, or displacement. He may never use this ability more times per day than his Combat Sniper level. The duration of this ability is as long as the Combat Sniper holds position, if he moves, he must reset himself. These bonuses increase to +4 AC/Attack, or plus 20% concealment at 9th level as Greater Cover/Concealment.
Improved Projectile(Ex): Upon attaining 5th level, a Combat Sniper learns to harness the intricacies of his weapon to significantly increase the effectiveness of his already deadly attacks. This bonus is equal to +1/+1, and applies to the critical threat range and critical multiplier in all a Combat Sniper’s ranged attacks with his chosen weapon. Example, a 5th level Combat Sniper with a heavy crossbow threatens a critical hit on 18-20 in stead of 19-20, and his crossbow’s critical multiplier increases from x2, to x3. These bonuses increase to +2/+2 and 9th level. This bonus stacks with the improved critical feat and with the effects of the keen edge spell. It does not, however; change the fact that keen edge and the improved critical feat do not stack with each other.
Improved Precise Shot(Ex): At 5th level a Combat Sniper also gains the use of the “Improved Precise Shot” feat per the feat described in the Players Handbook page 96.
Practiced Marksmanship(Ex): At 7th level a Combat Sniper gains the ability to extend the range of his weapon by an additional 50%. This increase stacks with the increase applied by the “Far Shot” feat, and other range enhancements and pertains to all attacks he performs with said weapon. Exception, “Practiced Marksmanship” does not stack with range bonuses given from other classes, for example, a Deepwood Sniper's 10ft per class level range increment bonus never stacks with this ability.
One Shot-One Kill(Ex): When a Combat Sniper attains 10th level, by taking a full round per 50ft the intended target is distanced away from the sniper to do nothing but aim and focus his considerable abilities, he may take a shot so deadly that only the stoutest of body have a hope of survival. If the attack taken at the end of the last round used to aim hits the target and deals damage, the Combat Sniper forces the target to make a Fortitude save DC 15 + One half the of his Combat Sniper level + the Combat Sniper’s intelligence modifier. If the target fails, he immediately drops below -10 hit points and dies. If the target succeeds on the save, he must then make an equal DC Will save or be stunned for one round per point of intelligence modifier of the involved Combat Sniper. A Combat Sniper may use this special attack 1 + his intelligence modifier times per day, and only once per day against any particular target. This attack is not useable against creatures such as undead, constructs, creatures with no discernable anatomy, or creatures invulnerable to death by massive damage or death attacks.
Last edited by Night Shrike; 2008-03-17 at 06:06 PM.
- Join Date
- Sep 2007
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Re: Combat Sniper 2.0
Heres a table for you:
1st|+1|+2|+2|+0| Patient Marksman, Shot on the Run
2nd|+2|+3|+3|+0|Enhanced Shot +1d6
3rd|+3|+3|+3|+1|Improved Cover/Improved Concealment
4th|+4|+4|+4|+1|Enhanced Shot +2d6
5th|+5|+4|+4|+1|Improved Projectile +1/+1, Improved Precise Shot
6th|+6|+5|+5|+2|Enhanced Shot +3d6
8th|+8|+6|+6|+2|Enhanced Shot +4d6
9th |+9|+6|+6|+3|Improved Projectile +2/+2, Greater Cov’/Con’
10th|+10|+7|+7|+3|One Shot-One Kill, Enhanced Shot +5d6[/table]