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Developing a rogue-sniper PrC
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<blockquote data-quote="Ferrix" data-source="post: 1544243" data-attributes="member: 6115"><p>For one of my characters, I'm hoping to develop a 10 level sniper PrC. The deepwood sniper is too fighter-oriented, and I'm preferring something with a more roguish bent. I've got something half-worked up at home, but I'm in Seattle at the moment, so it'll wait.</p><p></p><p>Based slightly off of the assassin</p><p></p><p>Requirements:</p><p>Hide 8 ranks</p><p>Move Silently 8 ranks</p><p>Spot 4 ranks</p><p>Craft (poison) 8 ranks</p><p>Point Blank Shot</p><p>Prof w/Crossbow or Bow</p><p></p><p>Plethora of ideas:</p><p></p><p>HD: d4 or d6 (always trying to stay out of dangers reach)</p><p></p><p>BAB: rogue</p><p></p><p>Saves: as per rogue</p><p></p><p>Poison Use: no longer is at risk of poisoning oneself with poison</p><p></p><p>Ranged Sneak Attack: only at range, 1d6 at 1st level +1d6 every odd level</p><p>or</p><p>Precision Shot: sort of like OotBI, 1d8 at 1st level +1d8 every odd level, applicable only to a single attack per round</p><p></p><p>Extended Strike: extends point blank range allowing sneak attacks/precision shot to be inflicted over greater distances. Increases to first range increment or 60' whichever is longer, then two increments or 120', then any range.</p><p></p><p>Death Attack: as per assassin but only ranged</p><p></p><p>Camouflage: as per ranger but in any terrain</p><p></p><p>Adept Sniper: reduces the penalty to the hide check while sniping, -15, -10, -5.</p><p></p><p>Careful Aim: for every round spent aiming, gains a +2 to hit, max bonus equals level; can't move while gaining this bonus</p><p></p><p>Swift and Silent: the feat from Players Guide to Faerun</p><p></p><p>Anatomical Study: adds up to Int modifier to each die of sneak attack/precision damage, max int mod bonus of level/2.</p><p></p><p>Special Shot: can choose a type of shot from the shots below, all are full-round actions to perform, thus only one can be used at a time, some might have specific requirements to balance them to higher levels</p><p></p><p>Disabling Shot: inflicts half of sneak attack/precision damage against a construct or object</p><p></p><p>Fell Shot: ranged touch attack</p><p></p><p>Crippling Shot: switch out sneak attack/precision dice to inflict strength or dexterity damage</p><p></p><p>Tunneling Shot: shot penetrates target to strike a second target</p><p></p><p>Blinding Shot: blind a target with a successful sneak attack/precision, some sort of fortitude or reflex save involved</p><p></p><p>...more shot ideas</p><p></p><p>that's about all the ideas i have for now</p></blockquote><p></p>
[QUOTE="Ferrix, post: 1544243, member: 6115"] For one of my characters, I'm hoping to develop a 10 level sniper PrC. The deepwood sniper is too fighter-oriented, and I'm preferring something with a more roguish bent. I've got something half-worked up at home, but I'm in Seattle at the moment, so it'll wait. Based slightly off of the assassin Requirements: Hide 8 ranks Move Silently 8 ranks Spot 4 ranks Craft (poison) 8 ranks Point Blank Shot Prof w/Crossbow or Bow Plethora of ideas: HD: d4 or d6 (always trying to stay out of dangers reach) BAB: rogue Saves: as per rogue Poison Use: no longer is at risk of poisoning oneself with poison Ranged Sneak Attack: only at range, 1d6 at 1st level +1d6 every odd level or Precision Shot: sort of like OotBI, 1d8 at 1st level +1d8 every odd level, applicable only to a single attack per round Extended Strike: extends point blank range allowing sneak attacks/precision shot to be inflicted over greater distances. Increases to first range increment or 60' whichever is longer, then two increments or 120', then any range. Death Attack: as per assassin but only ranged Camouflage: as per ranger but in any terrain Adept Sniper: reduces the penalty to the hide check while sniping, -15, -10, -5. Careful Aim: for every round spent aiming, gains a +2 to hit, max bonus equals level; can't move while gaining this bonus Swift and Silent: the feat from Players Guide to Faerun Anatomical Study: adds up to Int modifier to each die of sneak attack/precision damage, max int mod bonus of level/2. Special Shot: can choose a type of shot from the shots below, all are full-round actions to perform, thus only one can be used at a time, some might have specific requirements to balance them to higher levels Disabling Shot: inflicts half of sneak attack/precision damage against a construct or object Fell Shot: ranged touch attack Crippling Shot: switch out sneak attack/precision dice to inflict strength or dexterity damage Tunneling Shot: shot penetrates target to strike a second target Blinding Shot: blind a target with a successful sneak attack/precision, some sort of fortitude or reflex save involved ...more shot ideas that's about all the ideas i have for now [/QUOTE]
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