Combat Style + Rogue = Coolness?

Alrighty. I want a very dextrous halfling noble-type with the ability to hide well, sneak around (and have sneak attacks), and use two light crossbows. Not a whole lot of other abilities matter.

(So, in essence, hide, move silently, diplomacy, and bluff as class skills; sneak attacks as a rogue; and enough feats or abilities to effectively use crossbows. [Point Blank Shot, Rapid Shot, Rapid Reload, eventually Shot on the Run, Crossbow Sniper {PHB2}, and Deadye Shot {PHB2}])

Having Evasion and Uncanny dodge abilities would, of course, certainly be nice, but not completely necessary (as it would most probably be overpowered with that many feats)

I would also even be willing to drop the HD down to a d4 if necessary.
 

log in or register to remove this ad


DragnLancr said:
...and use two light crossbows...

...and enough feats or abilities to effectively use crossbows. [Point Blank Shot, Rapid Shot, Rapid Reload, eventually Shot on the Run, Crossbow Sniper {PHB2}, and Deadye Shot {PHB2}])


Correct me if I'm wrong but don't all crossbows require two hands to load? What are you going to do after the initial alpha shot of both crossbows? Drop one and keep firing with the other?
 

igavskoga said:
Correct me if I'm wrong but don't all crossbows require two hands to load? What are you going to do after the initial alpha shot of both crossbows? Drop one and keep firing with the other?

That's where repeating light crossbows come in. And even without those, the DMs I play with allow a character with the Rapid Reload feat to juggle his crossbows to reload them one at a time with a good enough Sleight of Hand check. (I can't remember the exact DC)


EDIT: Ok, I've looked at taking a few levels in fighter, and, while it helps, it's not quite enough. The feat progression begins wonderfully, but tapers off at 6th level. What do you guys think about dropping trapfinding, trap sense, uncanny dodge, improved uncanny dodge, and reduced the HD to a d4; and replaced all that with bonus feats every 3rd level starting with second. (Bonus feats at 2nd, 5th, 8th, etc.) In essence, it would be a class with sneak attack every odd level, bonus feat every third from 2nd, and the Evasion abilities. (Evasion could also be pushed back to 4th level instead of second.)

EDIT (again): Heh, sorry. I didn't realize that even repeating crossbows took two hands to reload. Whoops. Well, even still, we have the house rule to juggle them while reloading.
 
Last edited:

I've turned what I've gathered from your input and my own thoughts together to form this new class. Rogue-like, it emphasizes ranged sneak attacking. I'm thinking about adding a special ability that allows a Sniper to sneak attack at a longer range, and/or one that allows sneak attacking mid-combat (such as ranged flanking or an opposed bluff [or other skill] check [like feint]). What do you guys think of what I have so far?

Code:
Sniper
Alignment: Any
Hit Die: d4
Skill Points: 6 + Intelligence modifier
Weapon/Armor Proficiency: Snipers are proficient with all simple weapons, 
plus the shortbow, hand crossbow, repeating crossbow (heavy and light), 
and short sword. Snipers are proficient with light armor, but not with shields.


 
Level	BAB	       Fort	Ref	Will           Special
1	+0	        +0 	+2	+0	Sneak Attack +1d6
2	+1	        +0 	+3	+0	Bonus Feat
3	+2	        +1 	+3	+1	Sneak Attack +2d6
4	+3	        +1 	+4	+1	Evasion
5	+3	        +1 	+4	+1	Sneak Attack +3d6, Bonus Feat
6	+4	        +2 	+5	+2	
7	+5	        +2 	+5	+2	Sneak Attack +4d6
8	+6/+1	        +2      +6	+2	Bonus Feat
9	+6/+1	        +3 	+6	+3	Sneak Attack +5d6
10	+7/+2	        +3 	+7	+3	Special Ability
11	+8/+3	        +3 	+7	+3	Sneak Attack +6d6, Bonus Feat
12	+9/+4           +4 	+8	+4	
13	+9/+4	        +4	+8	+4	Sneak Attack +7d6, Special Ability
14	+10/+5	        +4	+9	+4	Bonus Feat
15	+11/+6/+1	+5	+9	+5	Sneak Attack +8d6
16	+12/+7/+2	+5	+10	+5	Special Ability
17	+12/+7/+2	+5	+10	+5	Sneak Attack +9d6, Bonus Feat
18	+13/+8/+3	+6	+11	+6	
19	+14/+9/+4	+6	+11	+6	Sneak Attack +10d6, Special Ability
20	+15/+10/+5	+6	+12	+6	Bonus Feat


[B]Bonus Feats-[/B] Snipers attaining 2nd level and every 3rd level 
thereafter (5th, 8th, 11th, 14th, 17th, and 20th) receive bonus feats 
as class abilities. These bonus feats must be chosen from the following 
list:
	Crossbow Sniper (PHB II)
	Cunning Evasion (PHB II)	
	Deadeye Shot (PHB II)
	Dodge
	Far Shot
	Improved Initiative
	Improved Precise Shot
	Manyshot
	Mobility
	Penetrating Shot (PHB II)
	Point Blank Shot
	Precise Shot
	Rapid Reload
	Rapid Shot
	Ranged Weapon Mastery (PHB II)
	Run
	Shot on the Run
	Stealthy

[B]Special Abilities-[/B] Snipers attaining 10th level and every 3rd level 
thereafter (13th, 17th, 20th) gain a special ability of his choice from among 
the following options.
	[I]Crippling Strike (Ex):[/I] As the Rogue ability.
	[I]Defensive Roll (Ex):[/I] As the Rogue ability.
	[I]Improved Evasion (Ex):[/I] As the Rogue ability.
	[I]Uncanny Dodge (Ex): [/I] As the Rogue ability.
	[I]Weapon Specialization:[/I] The sniper must choose one weapon 
from among the following: Crossbow (hand, light, or heavy), Longbow, Shortbow, 
Sling, or Dart. This ability grants a sniper a +2 bonus on all damage rolls with 
the selected weapon.
	[I]Feat:[/I] A sniper may gain a bonus feat in place of a Special Ability. 
(This is not limited to the list of Bonus Feats the sniper gets in addition to his 
Special Abilities.)
 

New Sniper Class

Alright. I nearly scrapped the last class I put up, and I like this one more. It's more unique and styled. Only problem is, now I worry if it is too powerful.

Code:
Sniper

Abilities: Dexterity is very important to a sniper, increasing his ranged 
attack, and eventually damage, rolls in addition to providing extra protection 
for the lightly armored sniper. Dexterity also improves the DC against the 
sniper’s Draining Shot and increases many of his skills. Intelligence provides 
extra skill points, which can be useful for the skillful sniper. A high Constitution
also helps to outset the low hit point total from the d6 Hit Die.
Alignment: Any
Hit Die: d6
Class Skills: The sniper’s class skills (and the key ability for each skill) are:
Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha),
Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int),
Sleight of Hand (Dex), Spot (Wis), Tumble (Dex)
Skill Points: 6 + Intelligence modifier
Weapon/Armor Proficiency: Snipers are proficient with all simple weapons, and 
all categories of bows and crossbows. Snipers are proficient with light armor, 
but not with shields.


Class
Level   BAB          Fort   Ref    Will        Special
  1      +0           +0    +2    +0     Snipe Shot +1d6
  2      +1           +0    +3    +0     Weapon Style
  3      +2           +1    +3    +1     Snipe Shot +2d6
  4      +3           +1    +4    +1     Draining Shot (1d3)
  5      +3           +1    +4    +1     Snipe Shot +3d6, Shot From Nowhere (+5)
  6      +4           +2    +5    +2     Improved Weapon Style
  7      +5           +2    +5    +2     Snipe Shot +4d6, Draining Shot (1d4)
  8      +6/+1        +2    +6    +2     Evasion
  9      +6/+1        +3    +6    +3     Snipe Shot +5d6
  10     +7/+2        +3    +7    +3     Draining Shot (1d6), Shot From Nowhere (+10)
  11     +8/+3        +3    +7    +3     Snipe Shot +6d6, 
  12     +9/+4        +4    +8    +4     Dextrous Sniper
  13     +9/+4        +4    +8    +4     Snipe Shot +7d6, Draining Shot (1d8)
  14     +10/+5       +4    +9    +4     Weapon Specialization
  15     +11/+6/+1    +5    +9    +5     Snipe Shot +8d6, Shot From Nowhere (+15)
  16     +12/+7/+2    +5    +10   +5     Draining Shot (1d10)
  17     +12/+7/+2    +5    +10   +5     Snipe Shot +9d6, 
  18     +13/+8/+3    +6    +11   +6     Improved Evasion
  19     +14/+9/+4    +6    +11   +6     Snipe Shot +10d6, Draining Shot (1d12)
  20     +15/+10/+5   +6    +12   +6     Master Sniper, Shot From Nowhere (+20)



	Snipe Shot (Ex) - When using a ranged weapon against a foe that is 
denied its Dexterity bonus to AC, a sniper may inflict extra damage. When 
calculating damage for such an attack, the sniper may add 1d6 at first level and 
an additional 1d6 at every odd level thereafter (+2d6 at 3rd, +3d6 at 5th, etc). 
The sniper may not inflict non-lethal damage with this attack. A Snipe Shot can 
only work if the target is within 60 ft of the sniper, or the maximum range of the 
weapon being used, whichever is a shorter distance.

	Weapon Style (Ex) - At 2nd level, a sniper must select one of two weapon 
styles to pursue: bows or crossbows. This choice affects the character’s class 
features but does not restrict his selection of feats or special abilities in any way.
	If the sniper selects bows, he is treated as having the Rapid Shot feat, 
even if he does not have the normal prerequisites for this feat.
	If the sniper selects crossbows, he is treated as having the Rapid Reload 
feat.
	The benefits of the sniper’s chosen style apply only when he is wearing 
light or no armor. He loses all benefits of his weapon style when wearing medium or 
heavy armor.
	
	Draining Shot (Ex)- If a 4th level sniper studies his victim for 3 rounds and 
then takes a full-round action to make a snipe shot that successfully deals damage, 
the snipe shot has the additional effect of draining the life out of the target. While 
studying the victim, the sniper can undertake other actions so long as his attention 
stays focused on the target and the target does not detect the sniper. If the victim 
of such an attack fails a Fortitude save (DC 10 + one-half the sniper’s class level 
+ the sniper’s Dex modifier) against the draining effect, she receives 1d3 Constitution 
damage in addition to the normal snipe shot damage. This damage goes up with levels, 
becoming 1d4 at 7th level, 1d6 at 10th, 1d8 at 13th, 1d10 at 16th, and 1d12 at 19th. 
 If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once 
the sniper has completed his 3 rounds of study, he must make the draining shot within 
3 rounds. If a draining shot is attempted and fails (the victim makes her save) or if the 
sniper does not launch the draining shot within 3 rounds of completing the study, 3 new 
rounds of study are required before he can attempt another draining shot.
	
	Shot From Nowhere (Ex)- At 5th level, a sniper who has hidden at least 10 
feet away from his target can make one or more ranged attacks, then immediately hide 
as a free action with a +5 bonus. The sniper still suffers from the effects of the -20 to 
Hide checks as a result of attacking, so the +5 makes it essentially a -15. At 10th level 
this increases to a +10 (making it -10). At 15th level it is again increased to +15 
(creating a -5 penalty). At 20th level, the sniper gains a +20 to these Hide checks, 
effectively negating the -20 for attacking.

	Improved Weapon Style (Ex)- At 6th level, a sniper’s aptitude in his chosen
weapon style (bows or crossbows) improves. If he selected bows at 2nd level, he is 
treated as having the Manyshot feat, even if he does not have the normal prerequisites 
for that feat. 
	If the sniper selected crossbows at 2nd level, he is treated as having the 
Deadeye feat (See page 78 of the Player‘s Handbook II), even if he does not have 
the normal prerequisites for that feat. 
	As before, the benefits of the sniper’s chosen style apply only when he 
wears light or no armor. He loses all benefits of his weapon style when wearing medium 
or heavy armor. 

	Evasion (Ex)- At 8th level and higher, 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. A 
helpless sniper does not gain the benefit of evasion. 
	
	Dextrous Sniping (Ex)- At 12th level, a sniper has learned how to aim well 
enough to inflict a graver wound, even against moving opponents. He may add his 
Dexterity bonus (if any) to his damage rolls with ranged weapons as well as his 
attack rolls. Strength bonuses to composite longbows or thrown weapons do not 
stack with this Dex bonus.

	Weapon Specialization (Ex)- At 14th level, a sniper gains the feat Weapon
Specialization (Any bow or crossbow) as a bonus feat. (The sniper must choose one 
bow or crossbow type for the feat.)

	Improved Evasion- At 18th level, the sniper gains Improved Evasion. This 
ability works like evasion, except that while the sniper still takes no damage on a 
successful Reflex saving throw against attacks henceforth he takes only half damage 
on a failed save. A helpless sniper does not gain the benefit of improved evasion. 

	Master Sniper- At 20th level, the sniper becomes a Master Sniper, and can 
hide in any area that can provide cover or concealment even while being observed 
as a free action.
 

Only problem is, now I worry if it is too powerful

And you should. IMO that class is way over the top and the worst transgressions are the draining shot and the dexterity bonus to damage.


Anyway I dont see the need for a special class at all, you can accomplish you character with a combination of rogue and fighter levels. And that would be a lot easier for a new dm to cope with as well.

The following build looks to include most of what you described. Namely decent sneak attack, many skillpoints, shooting feats, crippling shots, 1/2 dex bonus to damage, evasion and weapon specialisation.

Level Class BAB Skillpoints Class abilities Feats
1 Rogue 1 +0 32 Sneak attack +1d6 Point blank shot
2 Fighter 1 +1 2 Weapon focus
3 Rogue 2 +2 8 Evasion Precise shot
4 Fighter 2 +3 2 Rapid reload
5 Rogue 3 +4 8 Sneak attack +2d6
6 Fighter 3 +5 2 Crossbow sniper
7 Rogue 4 +6 8 Uncanny dodge
8 Fighter 4 +7 2 Weapon specialist
9 Rogue 5 +7 8 Sneak attack +3d6 Deadeye shot
10 Rogue 6 +8 8
11 Rogue 7 +9 8 Sneak attack +4d6
12 Rogue 8 +10 8 Imp. unc. dodge Ranged weapon mastery
13 Rogue 9 +10 8 Sneak attack +5d6
14 Rogue 10 +11 8 Crippling strike
15 Rogue 11 +12 8 Sneak attack +6d6 ?
16 Rogue 12 +13 8
17 Rogue 13 +13 8 Sneak attack +7d6, Improved evasion
18 Rogue 14 +14 8 ?
19 Rogue 15 +15 8 Sneak attack +8d6
20 Rogue 16 +16 8 Special ability or feat
 


DragnLancr said:
I didn't realize that even repeating crossbows took two hands to reload. Whoops. Well, even still, we have the house rule to juggle them while reloading.


You realize, don't you, that that would be like trying to juggle rifles?
 


Remove ads

Top