User:Idkwhatmynameis/Sandbox

= Sandbox =

-->

{{#set:Summary=
 * Base Attack Bonus Progression=good
 * Fortitude Save Progression=good
 * Reflex Save Progression=good
 * Will Save Progression=good
 * Class Ability=Divine Spellcasting

{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

Sniper
A sniper is adept at using ranged weapons like no other, he favors the sniper.

Making a Sniper
<-Strong points and weak points, and effectiveness with party members.->.

Abilities: Dexterity is the most important ability for a sniper.

Races: Any. Alignment: <-alignments allowed for this class, or write "Any"->.

Starting Gold: 4d4x10gp

Starting Age: Simple.

Class Features
All of the following are class features of the sniper.

Weapon and Armor Proficiency: A sniper is proficient with all simple weapons, and with light armor.He is also proficient with all ranged weapons(including exotic ones).

Special Bullets: A 1st level sniper can make special bullets based on his level as described in the table below.These can be applied to any type of projectily ammunition.

Aimed Shooting: At 1st level a sniper may add his Dexterity bonus to damage with all ranged weapons.

Point Blank Shot: At 1st level a sniper gains point blank shot as a bonus feat. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Snipe Attack: If a sniper is within 300 ft. but not too near(30 ft.), he may spend a swift action to gain a +1d6 damage to the attack. This bonus improves every level after that.

A druid must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the sniper must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sniper’s spell is 10 + the spell level + the sniper’s Wisdom modifier.

Like other spellcasters, a sniper can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Sniper. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A sniper prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A sniper may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Weapon Focus: At 1st level a sniper gains weapon focus with all ranged weapons. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Precise Shot: At 2nd level a sniper gains precise shot as a bonus feat. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Rapid Shot: At 2nd level a sniper gains rapid shot as a bonus feat. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Poison Use: At 2nd level a sniper gains the ability to use poison without any chance of poisoning himself.

Hide in Plain Sight (Ex): While in any sort of terrain, a sniper of 3rd level or higher can use the Hide skill even while being observed.

Longshot: At 3rd level a sniper gains the ability to double his weapons range increment.

Power Shot: At 3rd level a sniper gains the ability to power attack with ranged weapons.

Deft Strike: At 3rd level a sniper gains deft strike. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Shot on the Run: At 4th level the sniper gains shot on the run as a bonus feat even if he does not meet the prerequisites. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Weapon Specialization: At 4th level a sniper gains weapon specialization with all ranged weapons. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Evasion (Ex): At 4th level, a sniper can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the sniper is wearing light armor or no armor.

Fast Movement: At 5th level, a sniper gains a +10 ft. speed bonus to his base land speed. This improves by 10 ft. every 5 levels thereafter.

Quick Reconnoiter: At 5th level a sniper gains quick reconnoiter as a bonus feat. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Manyshot: At 6th level a sniper gains manyshot as a bonus feat. He also gains greater manyshot as a bonus feat. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Improved Critical: At 6th level a sniper gains the improved critical feat, but it only applies to ranged weapons. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Greater Weapon Focus: At 8th level a sniper gains greater weapon focus with all ranged weapons. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Improved Longshot: At 10th level a sniper gains the ability to triple his weapons range increment.

Penetrating shot: At 10th level, a sniper can make a shot that bypasses multiple enemies. This attack requires a standard action. When taken, your shot takes the form of a 120 ft. line, dealing normal damage to all enemies in it.\

Greater Weapon Specialization: At 12th level a sniper gains greater weapon specialization with all ranged weapons. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Staggering Strike: At 14th level a sniper gains staggering strike with ranged weapons as a bonus feat. If he already has this feat, he may choose any other feat he meets the prerequisites for.

Blindsight: At 20th level a sniper gains blindsight out to 60 ft. and tremor sense out to 300 ft.

Death Shot: At 20th level, you can declare 1 attack to automatically hit as a critical and deal x10 damage and your snipe attack damage also gets multiplied a number of times per day equal to 1/5 HD+2.

Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.

Epic <-class name->
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->



Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Feat ideas

Sacred/Profane Mark [Divine] Your god visibly marks you. Prerequisite: Devotion Benefit: Choose an ability score when you select this feat. Once per day per four levels, you may increase the named ability score by +2 for one minute. This feat stacks with Sacred/Profane Strength.

Sacred/Profane Strength [Divine] You can call on the otherworldly strength of your god. Prerequisite: Devotion, Sacred/Profane Mark Benefit: You may increase one of you physical attributes (Strength, Dexterity, Constitution) by +4. This effect lasts for one round + ½ your level. Special: If you ever renounce your god or commit an act against your god’s doctrine, you cannot use this ability until you atone for the deed.

Devotion [General] You have aligned yourself with a god or pantheon of gods. Prerequisite: Knowledge (Religion) 1+ ranks Benefit: Whenever a variable-number divine healing spell is cast on you by a cleric of the god(s) you worship, you receive at least 50% of the effective bonus. For example, Regdar, a human fighter, takes devotion to Pelor. Now, whenever Jozan, a cleric of Pelor, casts a cure light wounds on Regdar, the fighter gains at least 4 hit points, plus Jozan’s level, from the spell (50% of 1d8 + Cleric’s level). Special: If you ever renounce your god or commit an act against the god’s doctrine, you cannot use this ability until you atone for the deed.

Magically inclined [General] You have an affinity to cast magic spells Prerequisite: Chr 13+ Benefit: Choose a 0-level sorcerer spell. You may cast that spell at ½ your character level a number of times equal to 3 + Charisma modifier. If you are a spell-user, this is in addition to your normal spells per day and does not count against the maximum number of spells you may learn.

Magically skilled [General] You have unusual magical skill. Prerequisite: Magically Inclined Benefit: You gain sorcerer spell advancement as shown on the table below. Note that you will only be able to cast spells for which you have a charisma bonus. You must purchase, find or otherwise acquire any spells you wish to cast, as you do not gain them automatically for taking this feat or advancing a level. If you already gain sorcerer spells, this feat has no benefits (you don’t get to use your Charisma bonus twice for spells). Your casting level is ½ your character level.

Table 5: Magically Skilled Arcane Spells Level	0th 	1st	2nd	3rd	4th 1-2	0	-	-	-	- 3-4	0	0	-	-	- 5-6	0	0	-	-	- 7-8	0	0	0	-	-	9-10	0	0	0	-	- 11-12	0	0	0	0	- 13-14	0	0	0	0	- 15+	0	0	0	0	0

Power Shot [General] You can prepare a ranged attack to cause more damage. Prerequisites: Strength 13+ Benefit: You may take a penalty to hit of up to –5, but not greater than your base attack, and add the same amount as a bonus to damage you inflict with a ranged weapon. You cannot use this feat with crossbows, wands or gunpowder weapons. If you use Power shot in a round, it affects all of your attacks for the round.

Parry [General] You use your weapons to block opponent’s blows Prerequisite: Base attack 4+ Benefit: When taking a full-round attack action, you may use one of your attacks, including an off-hand attack, to prepare a parry. Use your attack bonus with this attack as a modifier to your armor class. The parry may be used against one attack before your next action. You cannot parry a flank attack, sneak attack, surprise attack or an attack of opportunity. For example, Tordek has an attack bonus of +11/+6/+1. He chooses to prepare his +6 attack as a parry, and performs two attacks, one at +11, and the other at +1. Later in the round, an orc attacks Tordek. Tordek decides to use the parry now to gain a +6 bonus to his AC. He may not then parry another attack directed at him until he prepares a parry again next round. Normal: A character not capable of the Parry feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Armor Class against all attacks.

Sacred/Profane Blessing [Divine] You have received the blessing of your god. Prerequisite: Devotion Benefit: You gain the permanent effect of a bless spell on yourself. You cannot gain the benefits of another bless spell cast on you by others. Special: If you ever renounce your god or commit an act against your god’s doctrine, you cannot use this ability until you atone for the deed.

Swift & Deadly Strike [General] You can combine your Dexterity and Speed to harm an opponent with a weapon. Prerequisites: Str 13+, Dex 13+ Benefit: Declare you are making a Swift & Deadly Strike (thus if you miss, you ruin the attempt). You may use your Strength and Dexterity bonuses on attack roll, and use both bonuses on damage rolls if the weapon permits a Strength damage bonus. The dexterity bonus to damage follows the same rules as Strength (1 ½ Dex modifier with two-handed weapons, ½ Dex modifier on off-hand weapons). You may make a Swift & Deadly strike once per day per three levels. Normal: You use your Strength bonus to hit and damage with melee weapons. You use your Dexterity bonus to hit with ranged weapons and Strength bonus to damage with ranged weapons, if the weapon allows for a bonus to damage.

IMPROVED SNEAK ATTACK [Special] You can sneak attack with uncanny precision. Prerequisites: Sneak Attack ability, Move Silently +8 Benefit: The die type for bonus damage dice from Sneak Attack is now d8. Normal: The die type for bonus damage dice from the Sneak Attack is normally d6.

===>

<-class name->
"<-Some quote from a character of this class->"

<-fluff about this prestige class->

Becoming a <-class name->
<-why characters persue this class, what other classes they typically have, and what abilities are important->

Class Features
All of the following are class features of the <-class name->.

each level after first? Xth and Yth levels?->, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one <-divine? arcane? prepared? spontaneous?-> spellcasting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

each level after first? Xth and Yth levels?->, you gain power points per day, an increase in manifester level, and new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a <-class name->, you must decide to which class to add each level for the purpose of determining powers, manifester level, and powers known.

Your bonus spells are based on your <- ability ->. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your <-abbreviated ability-> bonus (if any).

You cast spells as a <-similar spellcasting class-> does. Table: <-class name-> Spells Known, below, details how many spells you can learn at each level. An epic <-class name->’s number of spells per day does not increase after 10th level. Choose your spells from the following list:

0&mdash;<-this spell->, <-that spell->, <-and the other spell->.

1st&mdash;<-this spell->, <-that spell->, <-and the other spell->.

2nd&mdash;<-this spell->, <-that spell->, <-and the other spell->.

3rd&mdash;<-this spell->, <-that spell->, <-and the other spell->.

4th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

5th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

6th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

7th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

8th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

9th&mdash;<-this spell->, <-that spell->, <-and the other spell->.

Your base daily allotment of power points is given on Table: The <-class name->. In addition, you receive bonus power points per day if you have a high <-relevant ability-> score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. Your power points and bonus power points at each level do not increase automatically after 10th level.

Each time you achieve a new level, you unlock the power of a new power. You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night's sleep each day to regain all your spent power points.

The Difficulty Class for saving thows against <-class name-> powers is 10 + the power's level + your <-abreviated relevant ability-> modifier.

Your powers known at each level do not increase automatically after 10th level.

You choose your powers from the following list (Exception: The Expanded Knowledge and Epic Expanded Knowledge feats allow you to learn powers from the lists of other classes.):

1st&mdash;<-this power->, <-that power->, <-and the other power->.

2nd&mdash;<-this power->, <-that power->, <-and the other power->.

3rd&mdash;<-this power->, <-that power->, <-and the other power->.

4th&mdash;<-this power->, <-that power->, <-and the other power->.

5th&mdash;<-this power->, <-that power->, <-and the other power->.

6th&mdash;<-this power->, <-that power->, <-and the other power->.

7th&mdash;<-this power->, <-that power->, <-and the other power->.

8th&mdash;<-this power->, <-that power->, <-and the other power->.

9th&mdash;<-this power->, <-that power->, <-and the other power->.



To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.

 (Ex): <-class feature game rule information, including any differences in the class feature at epic levels->

' (Ps):''' <-class feature game rule information, including any differences in the class feature at epic levels->

' (Sp):''' <-class feature game rule information, including any differences in the class feature at epic levels->

 (Su): <-class feature game rule information, including any differences in the class feature at epic levels->



 <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->.

<-Lather, rinse...->

<-... repeat as necessary.->



The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> feats) every <-# of levels-> levels after <-usually the last non epic level->.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->

Ex-<-pluralized class name->
<-What happens (if anything) if characters of this class lose an entry requirement or violate their code of conduct (if this class has one). Delete this section if there are no contingencies for continuing in this class->