Difference between revisions of "Sniper (3.5e Prestige Class)"

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==Sniper==
 
==Sniper==
  
 
{{quote
 
{{quote
|"My Captain was talking with a barbarian commander.  Apparently something went wrong, because he coughed.  That was my signal, and I put a hole through the barbarian's loincloth.  ...In the end, they decided to spend their time raiding some other settlement."
+
|My Captain was talking with a barbarian commander.  Apparently something went wrong, because he coughed then snapped his fingers.  That was my signal, and I put a hole through the barbarian's loincloth.  ...In the end, they decided to spend their time raiding some other settlement.
 
|orig= Lieutenant Narkoth, Human Sniper
 
|orig= Lieutenant Narkoth, Human Sniper
 
}}
 
}}
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Characters who choose the path of the sniper are not concerned with pumping out damage over time from a range (Sharpshooting is the name of that other art), but rather prefer to enjoy an increased accuracy for the few shots they do take, as well as making those shots count.  Snipers are a martial class, drawing from the ranks of fighters, rangers, rogues, and other classes of similar persuasions.  Due to Snipers being a ranged class, and a class that prefers to stay out of melee (or even return fire), ability in archery is of primary importance.  The skills necessary to sneak around is also very helpful.
 
Characters who choose the path of the sniper are not concerned with pumping out damage over time from a range (Sharpshooting is the name of that other art), but rather prefer to enjoy an increased accuracy for the few shots they do take, as well as making those shots count.  Snipers are a martial class, drawing from the ranks of fighters, rangers, rogues, and other classes of similar persuasions.  Due to Snipers being a ranged class, and a class that prefers to stay out of melee (or even return fire), ability in archery is of primary importance.  The skills necessary to sneak around is also very helpful.
  
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
+
{| class="dragon monstats" cellspacing="0" cellpadding="0"
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|-
 
|-
 
! Skills:
 
! Skills:
| Concentrate - three ranks, Spot - three ranks.
+
| Concentrate 3 ranks, Spot 3 ranks.
 
|-
 
|-
 
! Feats:
 
! Feats:
Line 52: Line 52:
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ <div>{{Anchor|Table: The <-class name->}}</div>
+
|+ <div>{{Anchor|Table: The Sniper}}</div>
<p>Hit Die: d<-die size-></p>
+
<p>Hit Die: d8</p>
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
Line 59: Line 59:
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! rowspan="2" | [[#Spellcasting|Spellcasting]] or [[#Manifesting|Manifesting]]<!-- for classes that build on pre-existing spellcasting/manifesting ability-->
 
! colspan="10" | [[#Spells|Spells per Day]]<!-- for classes that have their own spellcasting progression-->
 
! rowspan="2" | [[#Power Points/Day|Power<br/>Points/Day]]
 
! rowspan="2" | [[#Powers Known|Powers<br/>Known]]
 
! rowspan="2" | [[#Maximum Power Level Known|Maximum Power<br/>Level Known]]
 
 
|-
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
 
|-  
 
|-  
| 1st || + || + || + || +
+
| 1st || +1 || +0 || +2 || +2
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Sniper's Patience|Sniper's Patience]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 2nd || + || + || + || +
+
| 2nd || +2 || +0 || +3 || +3
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Sniper's Instinct|Sniper's Instinct]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 3rd || + || + || + || +
+
| 3rd || +3 || +1 || +3 || +3
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Sniper's Patience|Sniper's Patience]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 4th || + || + || + || +
+
| 4th || +4 || +1 || +4 || +4
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Specialized Shot|Specialized Shot]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 5th || + || + || + || +
+
| 5th || +5 || +1 || +4 || +4
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Sniper's Patience|Sniper's Patience]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 6th || + || + || + || +
+
| 6th || +6/+1 || +2 || +5 || +5
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Intent Study|Intent Study]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 7th || + || + || + || +
+
| 7th || +7/+2 || +2 || +5 || +5
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Sniper's Patience|Sniper's Patience]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 8th || + || + || + || +
+
| 8th || +8/+3 || +2 || +6 || +6
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Extraordinary Precision|Extraordinary Precision]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 9th || + || + || + || +
+
| 9th || +9/+4 || +3 || +6 || +6
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Sniper's Patience|Sniper's Patience]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|-  
 
|-  
| 10th || + || + || + || +
+
| 10th || +10/+5 || +3 || +7 || +7
| class="left" | <-class features gained at this level->
+
| class="left" | [[#Sniper's Patience|Sniper's Patience]]
| class="left" | <-effects of existing spellcasting at this level-> || — || — || — || — || — || — || — || — || — || —
 
| — || — ||
 
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
'''Class Skills ([[Skill Points::<-number of skill points->]] + [[SRD:Intelligence|Int]] modifier per level.'''<br/>
+
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level.)'''<br/>  
<-class skills (and key abilities), simply delete those skills which your class does not have as class skills from the complete list below. ->
 
{{Property Link|Skill|SRD:Appraise Skill|Appraise}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),
 
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),  
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),  
+
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),  
+
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
{{Property Link|Skill|SRD:Control Shape Skill|Control Shape}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Decipher Script Skill|Decipher Script}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Disable Device Skill|Disable Device}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]),  
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Forgery Skill|Forgery}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),  
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
 
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),  
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),  
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),  
{{Property Link|Skill|SRD:Open Lock Skill|Open Lock}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Profession Skill|Profession}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),
 
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),  
{{Property Link|Skill|SRD:Sleight of Hand Skill|Sleight of Hand}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),  
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
+
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]).  
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Psionic Device Skill|Use Psionic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Rope Skill|Use Rope}} ([[SRD:Dexterity|Dex]]).
 
 
|}
 
|}
  
<!-- delete this table if the class has less than 10 pre-epic levels -->
 
{| class="zebra d20"
 
|+ {{Anchor|Table: The [[SRD:Epic Level Basics|Epic]] <-class name->}}
 
|-
 
! Level || Special
 
|-
 
| 11th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 12th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 13th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 14th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 15th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 16th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 17th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 18th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 19th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 20th|| class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|}
 
  
 
====Class Features====
 
====Class Features====
  
All of the following are class features of the <-class name->.
+
All of the following are class features of the Sniper.
  
'''{{Anchor|Spellcasting}}:''' At <-each level? 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.
 
  
'''{{Anchor|Manifesting}}:''' At <-each level? 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.
+
'''{{Anchor|Sniper's Patience}} ([[Ex]]):''' When you could make a ranged attack against an opponent, you may forfeit that attack, and keep your weapon trained on the target until your next attack, making it at the original bonus, and rolling your attack roll twice, taking the better roll. If you hit with a critical, you may apply the same number of bonus rolls to your confirmation.
  
'''{{Anchor|Spells}}:''' To cast a particular spell, you must have an <-relevant ability-> score of at least 10 + the spell's level.  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).
+
Losing sight of the target (target gains total concealment) wastes this ability.
  
You cast spells as a <-similar spellcasting class-> does[[#Table: <-class name-> Spells Known|Table: <-class name-> Spells Known]], below, details how many spells you can learn at each levelAn epic <-class name->’s number of [[SRD:Spells|spells]] per day does not increase after 10th level. Choose your spells from the following list:
+
Aiming at your opponent this way denies your dexterity bonus to AC, and if you are hit, you must make a concentration check (DC 10 plus damage taken minus your attack bonus) to continue to hold your aim steadyIf you move more than half your speed while aiming, you must make a concentration check (DC 10 plus each foot of distance traveled past half your speed)At the DM's discretion, additional concentration checks may be imposed for anything that may disrupt your aiming.
  
0&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
At level 3, you may roll two extra times by skipping two of your attacks, then at level 5 you may roll three extra times by skipping three of your attacks.  This increases every odd level to level 9, where you may skipping up to five attacks to roll your next attack roll five extra times in addition to your actual attack roll, and take the highest result.  At level 10, you may skip any number of attacks, and get that many bonus rolls to your next attack.
  
1st&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
  
2nd&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
'''{{Anchor|Sniper's Instinct}} ([[Ex]]):''' At level 2, the sniper can shoot at any moment, relying on his instincts to release his projectile in response to the slightest of cues.  Whenever the sniper is aiming at a target, using his Sniper's Patience ability, he may use the latest stored attack whenever he wants, as if his attack were an opportunity attack.  This uses any existing Sniper's Patience bonus rolls, but does not add the final extra roll - only the stored bonus rolls are being used.
 +
(Example: Mubasa the 6th level sniper is aiming at a prince through a window.  He has given up two attacks, and would like to wait until he has the perfect shot [Three bonus rolls plus the actual attack's roll, at his level].  However, the prince stands up, and decides to go to the restroom, which would break Mubasa's line of sight.  Mubasa releases his arrow then, attacking with the correct modifier, and rolling with the two stored bonus rolls for the better result of 2 d20s.)
  
3rd&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
 
  
4th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
'''{{Anchor|Specialized Shot}} ([[Ex]]):''' At level 4, the sniper is able to aim specifically at certain parts of the body to achieve certain effects. While it is harder to aim at specific body parts, with patience, the sniper can hit with precision.  Whenever you make a ranged attack, you may take a -2 penalty and one of the following special attacks:
  
5th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
''Vital Shot:'' Against creatures with discernible anatomies, the sniper can specifically aim at vital areas, doubling the threat range of his weapon.
  
6th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
''Laming Shot:'' Against creatures with a discernible mode of physical locomotion, the sniper can shoot them in the foot, leg, wing, fin, etc.  This reduces the relevant move speed by half, and if the creature is flying, reduces its manueverablity by one level.  This lasts until a DC 20 heal check, or magical healing equal to the damage taken in the attack.
  
7th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
''Felling Shot:'' By shooting the target at the right moment during their step (wingbeat, etc.), the sniper can cause the target to fall over.  On a hit, the target must make a reflex save (DC 10 + damage) or fall prone.
  
8th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
''Throat Shot:'' By shooting the target in the throat or lungs, (or wherever they store their ability to speak), you can eliminate enemies silently. If the target is killed by this attack, they will not make a sound. Otherwise, they lose the ability to speak for 1d4 rounds if they fail a (DC 10 + damage/2) fortitude save.
  
9th&mdash;''<-this spell->'', ''<-that spell->'', ''<-and the other spell->''<!-- repeat as necessary -->.
+
''Close Call Shot:'' The sniper shoots next to the target, obviously having chosen to miss (shooting off a hat, between the legs, etc).  The sniper shoots this attack as a ranged touch attack.  Upon a 'hit,' the sniper bequeaths an intimidation bonus to any allies equal to half his attack bonus plus his charisma modifier.  In the absence of anyone else claiming the arrow, the archer may make the Intimidate check herself through the intimidation of the shot alone (no other mods).  Sniper's instinct can shoot this shot to prop up a (bad) intimidate check if the sniper can observe the intimidate check - she may choose to shoot after seeing the intimidate result, though before it is applied.  The intimidate bonus is doubled on a critical.  Upon a miss, there is a 50% chance to accidentally hit at the target instead, attacking them with the same modifiers as your original attack.
  
{| class="zebra d20"
+
''Artery Shot:'' The sniper aims for a major artery. If the attack hits, it causes the target to bleed, taking 1 damage at the start of each of its turns. On a critical hit, the target also takes one point of Constitution damage. The bleeding lasts until a DC 15 heal check, or magical healing equal to the damage taken in the attack.
|+ {{Anchor|Table: <-class name-> Spells Known}}
 
|-
 
! rowspan="2" | Level !! colspan="10" | Spells Known
 
|-
 
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
 
|-
 
| 1st || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 2nd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 3rd || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 4th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 5th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 6th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 7th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 8th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 9th || — || — || — || — || — || — || — || — || — || —
 
|-
 
| 10th || — || — || — || — || — || — || — || — || — || —
 
<!-- repeat as necessary -->
 
|}
 
  
'''{{Anchor|Power Points/Day}}:''' Your ability to manifest [[SRD:Powers|powers]] is limited by the [[SRD:Power Points|power points]] you have available. Your base daily allotment of [[SRD:Power Points|power points]] is given on [[#Table: The <-class name->|Table: The <-class name->]]. In addition, you receive bonus [[SRD:Power Points|power points]] per day if you have a high <-relevant ability-> score (see [[SRD:Ability Scores#Ability Modifiers and Bonus Power Points|Table: Ability Modifiers and Bonus Power Points]]). Your race may also provide bonus [[SRD:Power Points|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.
+
''Maiming Shot:'' The sniper aims at a limb of the creature. If he hits, all skill checks, physical ability checks, and attack rolls that creature makes that use the damaged limb get a -3 penalty. This lasts until a DC 20 heal check, or magical healing equal to the damage taken in the attack.
  
'''{{Anchor|Powers Known}}:''' You begin play knowing X <-class name-> powers of your choice.  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.
+
'''{{Anchor|Intent Study}} ([[Ex]]):''' At level 6, the sniper is able to identify the chinks in armor, and weaknesses in the target's body.  The sniper may convert a bonus roll (from Sniper's Patience) into ignoring armor and attacking as if as a ranged touch attack.
  
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.
+
Additionally, for each round spent aiming or intently studying the target, the sniper gains a permanent +1 competence bonus to damage against the target, with a maximum bonus of her levels in sniper. This bonus is not based on discernible anatomy, but rather on the sniper understanding how to make her attack deal the most damage to the target on a holistic basis.  As a permanent bonus, the bonus damage may be applied whenever the sniper deals damage to the target, be it this year or the next - however, at the DM's discretion, gross physical alterations to the target may cause the sniper's knowledge to be outdated.  Note that a sniper's intent study is fairly obvious, and requires the same total concentration as would normal sniping.
  
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.
+
'''{{Anchor|Extraordinary Precision}} ([[Ex]]):''' At level 8, the sniper is able to aim with such precision that damage on a confirmed critical hit is additionally doubled on top of the normal effects of a critical.  The sniper may also convert a number of bonus rolls (from Sniper's Patience) equal to the number of range increments her or she is distant from the target to ensure a critical threat on a hit.
  
You choose your powers from the following list (Exception: The [[SRD:Expanded Knowledge|Expanded Knowledge]] and [[SRD:Epic Expanded Knowledge|Epic Expanded Knowledge]] feats allow you to learn powers from the lists of other classes.):
+
===Campaign Information===
  
1st&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
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====Playing a Sniper====
  
2nd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
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{{quote
 
+
|Boom! Headshot!
3rd&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
+
|orig= Anonymous, Red Team Human Sniper
 
+
}}
4th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
 
5th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
 
6th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
 
7th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
 
8th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
 
9th&mdash;''<-this power->'', ''<-that power->'', ''<-and the other power->''<!-- repeat as necessary -->.
 
 
 
'''{{Anchor|Maximum Power Level Known}}:''' This column determines the highest level power you can learn at this level.
 
 
 
To learn or manifest a power, you must have an <-relevant ability-> score of at least 10 + the power’s level.
 
 
 
'''{{Anchor|<-extraordinary class feature->}} ([[Ex]]):''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
 
'''''{{Anchor|<-psi-like class feature->}}'' ([[Ps]]):''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
 
'''''{{Anchor|<-spell-like class feature->}}'' ([[Sp]]):''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
 
'''{{Anchor|<-supernatural class feature->}} ([[Su]]):''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
 
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information, including any differences in the class feature at epic levels->
 
 
 
''{{Anchor|<-subclass feature->}} <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->:'' <-subclass feature game rule information->.
 
 
 
<-Lather, rinse...->
 
 
 
<-... repeat as necessary.->
 
 
 
'''{{Anchor|Bonus Feats}}:''' <- any bonus feats gained in pre-epic levels->.
 
 
 
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->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
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'''Combat:''' Snipers fight in combat by starting the battle with a well-aimed shot, hitting commanders to sow confusion, wizards and other enemy squishies before they can buff, etc., and any other high-impact shot. Alternatively, if the sniper is confident in her ability to stay hidden, her tendency towards quality over quantity gives her targets less chances to spot her.  Snipers are, of course, ideal for shooting a single unsuspecting target: assassination.
===Campaign Information===
 
  REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
  
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION
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In general combat, however, levels in sniper provide little advantage over shooting as often as possible, and such combats rely on the sniper's base class abilities.
====Playing a <-class name->====
 
  
'''Combat:''' <-Typical role in combat->
+
'''Advancement:''' The sniper class exists to specialize in a particular tactic - sniping.  Some characters may want pursue sniping in full, but others may only want to dabble in the art of precision.  Low entry requirements are friendly to dabblers, but the sniper is no more powerful than a base class - simply more specialized.
  
'''Advancement:''' <-Typical advancement options for characters with this classInclude desirable multiclass options->
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'''Resources:''' Sniping is a skill and a style, not an identityVery few sniper organizations exist - instead most snipers are part of military marksmanship academies, orders of assassins, etc.
 
 
'''Resources:''' <-What kind of assistance members of this class can expect from each other including possible organizations->
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A ... " SECTION -->
 
  
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
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  REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
 
  REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE GAME" SECTION -->
  
<!-- REMOVE THIS LINE BEFORE YOU SAVE! --> <nowiki>
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{{3.5e Prestige Classes Breadcrumb}}
 
{{3.5e Prestige Classes Breadcrumb}}
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[[Category:Class]]
 
[[Category:Class]]
 
[[Category:Prestige Class]]
 
[[Category:Prestige Class]]
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{{Navboxes}}

Latest revision as of 08:56, 19 September 2012

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Author: Aelaris (talk)
Date Created: 2/21/10
Status: Second Draft
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Sniper[edit]

My Captain was talking with a barbarian commander. Apparently something went wrong, because he coughed then snapped his fingers. That was my signal, and I put a hole through the barbarian's loincloth. ...In the end, they decided to spend their time raiding some other settlement.
—Lieutenant Narkoth, Human Sniper

Patience is a skill not possessed by all warriors, be they melee combatants or ranged attackers. Rewards come to those who wait, however - a sniper is a ranged attacker who has chosen the path of patience. Quality over quantity. Precision over power.

Becoming a Sniper[edit]

Characters who choose the path of the sniper are not concerned with pumping out damage over time from a range (Sharpshooting is the name of that other art), but rather prefer to enjoy an increased accuracy for the few shots they do take, as well as making those shots count. Snipers are a martial class, drawing from the ranks of fighters, rangers, rogues, and other classes of similar persuasions. Due to Snipers being a ranged class, and a class that prefers to stay out of melee (or even return fire), ability in archery is of primary importance. The skills necessary to sneak around is also very helpful.

Entry Requirements
Skills: Concentrate 3 ranks, Spot 3 ranks.
Feats: Far Shot, Precise Shot.
Special: Character must possess requisite patience.

Table: The Sniper

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Sniper's Patience
2nd +2 +0 +3 +3 Sniper's Instinct
3rd +3 +1 +3 +3 Sniper's Patience
4th +4 +1 +4 +4 Specialized Shot
5th +5 +1 +4 +4 Sniper's Patience
6th +6/+1 +2 +5 +5 Intent Study
7th +7/+2 +2 +5 +5 Sniper's Patience
8th +8/+3 +2 +6 +6 Extraordinary Precision
9th +9/+4 +3 +6 +6 Sniper's Patience
10th +10/+5 +3 +7 +7 Sniper's Patience

Class Skills (4 + Int modifier per level.)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis) Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str).


Class Features[edit]

All of the following are class features of the Sniper.


Sniper's Patience (Ex): When you could make a ranged attack against an opponent, you may forfeit that attack, and keep your weapon trained on the target until your next attack, making it at the original bonus, and rolling your attack roll twice, taking the better roll. If you hit with a critical, you may apply the same number of bonus rolls to your confirmation.

Losing sight of the target (target gains total concealment) wastes this ability.

Aiming at your opponent this way denies your dexterity bonus to AC, and if you are hit, you must make a concentration check (DC 10 plus damage taken minus your attack bonus) to continue to hold your aim steady. If you move more than half your speed while aiming, you must make a concentration check (DC 10 plus each foot of distance traveled past half your speed). At the DM's discretion, additional concentration checks may be imposed for anything that may disrupt your aiming.

At level 3, you may roll two extra times by skipping two of your attacks, then at level 5 you may roll three extra times by skipping three of your attacks. This increases every odd level to level 9, where you may skipping up to five attacks to roll your next attack roll five extra times in addition to your actual attack roll, and take the highest result. At level 10, you may skip any number of attacks, and get that many bonus rolls to your next attack.


Sniper's Instinct (Ex): At level 2, the sniper can shoot at any moment, relying on his instincts to release his projectile in response to the slightest of cues. Whenever the sniper is aiming at a target, using his Sniper's Patience ability, he may use the latest stored attack whenever he wants, as if his attack were an opportunity attack. This uses any existing Sniper's Patience bonus rolls, but does not add the final extra roll - only the stored bonus rolls are being used. (Example: Mubasa the 6th level sniper is aiming at a prince through a window. He has given up two attacks, and would like to wait until he has the perfect shot [Three bonus rolls plus the actual attack's roll, at his level]. However, the prince stands up, and decides to go to the restroom, which would break Mubasa's line of sight. Mubasa releases his arrow then, attacking with the correct modifier, and rolling with the two stored bonus rolls for the better result of 2 d20s.)


Specialized Shot (Ex): At level 4, the sniper is able to aim specifically at certain parts of the body to achieve certain effects. While it is harder to aim at specific body parts, with patience, the sniper can hit with precision. Whenever you make a ranged attack, you may take a -2 penalty and one of the following special attacks:

Vital Shot: Against creatures with discernible anatomies, the sniper can specifically aim at vital areas, doubling the threat range of his weapon.

Laming Shot: Against creatures with a discernible mode of physical locomotion, the sniper can shoot them in the foot, leg, wing, fin, etc. This reduces the relevant move speed by half, and if the creature is flying, reduces its manueverablity by one level. This lasts until a DC 20 heal check, or magical healing equal to the damage taken in the attack.

Felling Shot: By shooting the target at the right moment during their step (wingbeat, etc.), the sniper can cause the target to fall over. On a hit, the target must make a reflex save (DC 10 + damage) or fall prone.

Throat Shot: By shooting the target in the throat or lungs, (or wherever they store their ability to speak), you can eliminate enemies silently. If the target is killed by this attack, they will not make a sound. Otherwise, they lose the ability to speak for 1d4 rounds if they fail a (DC 10 + damage/2) fortitude save.

Close Call Shot: The sniper shoots next to the target, obviously having chosen to miss (shooting off a hat, between the legs, etc). The sniper shoots this attack as a ranged touch attack. Upon a 'hit,' the sniper bequeaths an intimidation bonus to any allies equal to half his attack bonus plus his charisma modifier. In the absence of anyone else claiming the arrow, the archer may make the Intimidate check herself through the intimidation of the shot alone (no other mods). Sniper's instinct can shoot this shot to prop up a (bad) intimidate check if the sniper can observe the intimidate check - she may choose to shoot after seeing the intimidate result, though before it is applied. The intimidate bonus is doubled on a critical. Upon a miss, there is a 50% chance to accidentally hit at the target instead, attacking them with the same modifiers as your original attack.

Artery Shot: The sniper aims for a major artery. If the attack hits, it causes the target to bleed, taking 1 damage at the start of each of its turns. On a critical hit, the target also takes one point of Constitution damage. The bleeding lasts until a DC 15 heal check, or magical healing equal to the damage taken in the attack.

Maiming Shot: The sniper aims at a limb of the creature. If he hits, all skill checks, physical ability checks, and attack rolls that creature makes that use the damaged limb get a -3 penalty. This lasts until a DC 20 heal check, or magical healing equal to the damage taken in the attack.


Intent Study (Ex): At level 6, the sniper is able to identify the chinks in armor, and weaknesses in the target's body. The sniper may convert a bonus roll (from Sniper's Patience) into ignoring armor and attacking as if as a ranged touch attack.

Additionally, for each round spent aiming or intently studying the target, the sniper gains a permanent +1 competence bonus to damage against the target, with a maximum bonus of her levels in sniper. This bonus is not based on discernible anatomy, but rather on the sniper understanding how to make her attack deal the most damage to the target on a holistic basis. As a permanent bonus, the bonus damage may be applied whenever the sniper deals damage to the target, be it this year or the next - however, at the DM's discretion, gross physical alterations to the target may cause the sniper's knowledge to be outdated. Note that a sniper's intent study is fairly obvious, and requires the same total concentration as would normal sniping.


Extraordinary Precision (Ex): At level 8, the sniper is able to aim with such precision that damage on a confirmed critical hit is additionally doubled on top of the normal effects of a critical. The sniper may also convert a number of bonus rolls (from Sniper's Patience) equal to the number of range increments her or she is distant from the target to ensure a critical threat on a hit.

Campaign Information[edit]

Playing a Sniper[edit]

Boom! Headshot!
—Anonymous, Red Team Human Sniper

Combat: Snipers fight in combat by starting the battle with a well-aimed shot, hitting commanders to sow confusion, wizards and other enemy squishies before they can buff, etc., and any other high-impact shot. Alternatively, if the sniper is confident in her ability to stay hidden, her tendency towards quality over quantity gives her targets less chances to spot her. Snipers are, of course, ideal for shooting a single unsuspecting target: assassination.

In general combat, however, levels in sniper provide little advantage over shooting as often as possible, and such combats rely on the sniper's base class abilities.

Advancement: The sniper class exists to specialize in a particular tactic - sniping. Some characters may want pursue sniping in full, but others may only want to dabble in the art of precision. Low entry requirements are friendly to dabblers, but the sniper is no more powerful than a base class - simply more specialized.

Resources: Sniping is a skill and a style, not an identity. Very few sniper organizations exist - instead most snipers are part of military marksmanship academies, orders of assassins, etc.




Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceModerate +
AuthorAelaris +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level1 +
Rated ByLanzerSA +
RatingRating Pending +
Reflex Save ProgressionGood +
SkillBalance +, Bluff +, Climb +, Concentration +, Disguise +, Gather Information +, Hide +, Intimidate +, Jump +, Listen +, Move Silently +, Search +, Sense Motive +, Spot +, Survival + and Swim +
Skill Points4 +
SummaryA ranged class specializing in precision for the patient. +
TitleSniper +
Will Save ProgressionGood +