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Developing a rogue-sniper PrC
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<blockquote data-quote="SteelDraco" data-source="post: 1544750" data-attributes="member: 359"><p>This is what I used a while ago when a rogue PC in my game wanted a sniper PrC.</p><p></p><p>Deepwood Sniper v3.5</p><p></p><p>Requirements: BAB +5, Hide 8 ranks, Move Silently 8 ranks, Spot 5 ranks, Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow).</p><p></p><p>BAB: Good</p><p>Saves: Fort poor, Ref good, Will poor</p><p>Hit Die: d8</p><p>Class skills: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str).</p><p>Skill Points per level: 4 + Int modifier</p><p></p><p>Special Abilities</p><p>1st: Sniper shot +1, take aim +2</p><p>2nd: Projectile Improved Critical +1, ranged precision</p><p>3rd: Poison Use</p><p>4th: Take aim +4</p><p>5th: Consistent aim 1/day, sniper shot +2</p><p>6th: Improved Precise Shot</p><p>7th: Projectile Improved Critical +2, take aim +6, </p><p>8th: Improved ranged precision</p><p>9th: Consistent aim 2/day</p><p>10th: Sniper shot +3, take aim +8</p><p></p><p>Take Aim (Ex): You can gain a +2 bonus to attack on a stationary target by aiming carefully. Taking aim is a full-round action, and if the target moves more than 5’ during that period, the bonus is lost. No additional bonus is gained by spending more than one round aiming. This bonus increases to +4 at 4th level, +6 at 7th level, and +8 at 10th level. This bonus applies to your first ranged attack in the next round, provided that the conditions for taking aim are still met. You can only use this ability with a weapon that you have taken the Weapon Focus feat with.</p><p></p><p>Sniper Shot (Ex): Your attacks are particularly deadly after you’ve taken the time to aim them properly. You gain the listed to your weapon’s threat range on shots on which you used the Take Aim ability. In addition, you gain the benefit of any sneak attack damage you may possess against the target, regardless of whether or not they’re flat-footed.</p><p></p><p>Projectile Improved Critical (Ex): Your critical damage multiplier for any ranged weapons that you have the Weapon Focus feat in are increased by +1. Thus, an arrow that normally deals x3 damage on a critical hit would deal x4 damage in your hands. This bonus increases to +2 at 7th level.</p><p></p><p>Ranged Precision (Ex): Your shots are almost unnaturally precise. You may use precision-based effects, such as sneak attack damage and weapon specialization, up to 60’ away. At 8th level, this distance increases an additional 30’.</p><p></p><p>Poison Use (Ex): You are trained in applying poison to your weapons, and don’t risk accidentally poisoning yourself.</p><p></p><p>Consistent Aim (Su): Once per day, you can reroll a single attack roll with a projectile weapon. You must accept the results of the new roll, even if they are worse than the original roll. You may use this ability twice per day at 9th level.</p><p></p><p>Improved Precise Shot (Ex): As the feat of the same name.</p><p></p><p>Feel free to criticize or adapt.</p></blockquote><p></p>
[QUOTE="SteelDraco, post: 1544750, member: 359"] This is what I used a while ago when a rogue PC in my game wanted a sniper PrC. Deepwood Sniper v3.5 Requirements: BAB +5, Hide 8 ranks, Move Silently 8 ranks, Spot 5 ranks, Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow). BAB: Good Saves: Fort poor, Ref good, Will poor Hit Die: d8 Class skills: Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points per level: 4 + Int modifier Special Abilities 1st: Sniper shot +1, take aim +2 2nd: Projectile Improved Critical +1, ranged precision 3rd: Poison Use 4th: Take aim +4 5th: Consistent aim 1/day, sniper shot +2 6th: Improved Precise Shot 7th: Projectile Improved Critical +2, take aim +6, 8th: Improved ranged precision 9th: Consistent aim 2/day 10th: Sniper shot +3, take aim +8 Take Aim (Ex): You can gain a +2 bonus to attack on a stationary target by aiming carefully. Taking aim is a full-round action, and if the target moves more than 5’ during that period, the bonus is lost. No additional bonus is gained by spending more than one round aiming. This bonus increases to +4 at 4th level, +6 at 7th level, and +8 at 10th level. This bonus applies to your first ranged attack in the next round, provided that the conditions for taking aim are still met. You can only use this ability with a weapon that you have taken the Weapon Focus feat with. Sniper Shot (Ex): Your attacks are particularly deadly after you’ve taken the time to aim them properly. You gain the listed to your weapon’s threat range on shots on which you used the Take Aim ability. In addition, you gain the benefit of any sneak attack damage you may possess against the target, regardless of whether or not they’re flat-footed. Projectile Improved Critical (Ex): Your critical damage multiplier for any ranged weapons that you have the Weapon Focus feat in are increased by +1. Thus, an arrow that normally deals x3 damage on a critical hit would deal x4 damage in your hands. This bonus increases to +2 at 7th level. Ranged Precision (Ex): Your shots are almost unnaturally precise. You may use precision-based effects, such as sneak attack damage and weapon specialization, up to 60’ away. At 8th level, this distance increases an additional 30’. Poison Use (Ex): You are trained in applying poison to your weapons, and don’t risk accidentally poisoning yourself. Consistent Aim (Su): Once per day, you can reroll a single attack roll with a projectile weapon. You must accept the results of the new roll, even if they are worse than the original roll. You may use this ability twice per day at 9th level. Improved Precise Shot (Ex): As the feat of the same name. Feel free to criticize or adapt. [/QUOTE]
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