New Prestige Class - The Combat Sniper

Tantalus

First Post
I'm working on a new prestige class for an archer ranger and wanted to get some other people's take on it. This is meant as a 3.5 prestige class and all of the abilities are taken from existing 3.0 or 3.5 prestige classes. Let me know what you think - too powerful, not powerful enough, or just dumb? This is my first shot at creating a prestige class so any insight whatsoever or even just a "looks good" would be much appreciated.

Thanks,

Tantalus


Combat Sniper

In the din of combat, few even notice the arrows falling around them. Such weapons seem paltry compared to the immediacy of swords and axes tearing them apart. But, one archer’s arrows seem to fly truer than the rest, hitting vitals with seemingly every shot. The archer fades in and out of the edges of battle, rarely seen and difficult to catch. When he is finally located, he stands his ground plowing arrows into his foes even after they have closed within striking distance.

A combat sniper strikes with a mix of arcane might and with deadly accuracy. He is a stealthy, long-range terminator who uses magic to augment his skill with the bow.

Because of their alertness, dexterity, patience, and affinity for the bow, elves of almost any character class make excellent combat snipers.

Hit Die: d8


The Combat Sniper
Class level Base
Attack Bonus Fort Ref Will Spellcasting Special
1st +1 +2 +2 +0 +1 level of ranger Keen arrows
2nd +2 +3 +3 +0 +1 level of ranger Woodland Stride
3rd +3 +3 +3 +1 +1 level of ranger Power Shot
4th +4 +4 +4 +1 +1 level of ranger Bonus Feat
5th +5 +4 +4 +1 +1 level of ranger Projectile Improved Critical
6th +6 +5 +5 +2 +1 level of ranger
7th +7 +5 +5 +2 +1 level of ranger Close Combat Shot
8th +8 +6 +6 +2 +1 level of ranger Bonus Feat
9th +9 +6 +6 +3 +1 level of ranger Greater Magic Weapon
10 +10 +7 +7 +3 +1 level of ranger true strike


Requirements
To qualify as a deepwood sniper, a character must fulfill the following criteria.
Base Attack Bonus: +5
Skills: Hide 4 ranks, Move Silently 4 ranks, Spot 4 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (any bow or crossbow).
Spells: Ability to cast Arrow Mind spell


Class Skills
The combat sniper’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (bowmaking) (Int), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier


Class Features
The following are class features of the combat sniper prestige class.
Weapon and Armor Proficiency: Combat sniper’s gain no weapon or armor proficiencies. All weapon-related abilities of this prestige class apply only to projectile ranged weapons with which the character is proficient.

Keen arrows (Ex): At 1st level, all projectiles the combat sniper fires behave as if they were keen weapons in addition to any other properties they may possess. Thus, a normal arrow fired by a combat sniper has a threat range of 19-20 instead of 20. This effect does not stack with any other keen effect.

Woodland Stride (Ex): Starting at 2nd level, a combat sniper may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Power Shot (Ex): At 3rd level, a combat archer gains the ability to subtract a number from all ranged attack rolls with a bow and add the same number to all ranged weapon damage rolls. This number may not exceed his base attack bonus. The penalty on attacks and bonus on damage apply until his next turn.

Bonus Feat: At 4th level and again at 8th level, a combat sniper gets a bonus archery-oriented feat. The combat sniper can choose from the following feats: Able Sniper, Rapid Shot, Manyshot, Improved Rapid Shot, Improved Precise Shot, Shot on the Run, Improved Critical (any bow), Weapon Specialization (any bow), Greater Weapon Focus (any bow), Ranged Weapon Mastery (any bow).

Projectile improved critical (Ex): When the combat sniper reaches 5th level, the critical damage multipliers of all his projectile weapons increases by +1. Thus, an arrow that normally deals x3 damage on a critical hit instead deals x4 in his hands.

Close Combat Shot (Ex): At 7th level, a combat sniper can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity.

Greater Magic Weapon: At 9th level a combat sniper adds Greater Magic Weapon to his spell list.

True Strike (Sp): At 10th level, the combat sniper can produce an effect identical to that of a true strike spell cast by a cleric of his combat sniper level. This ability is usable once per day on projectile weapons only.
 

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I like the concept, finally apperaed! I mean, there is no "Sniper" (Order of the Bow Initiate just doesn't make it for me) properly done.

I like what you've done here... I see it as well-balanced... but some might digress
 

Why does that remind me of the Deepwood Sniper from Masters of the Wild? Hmm. It's something that I like and may recommend for an elven archer that I play with in my group.
 

KeithCrimson said:
Why does that remind me of the Deepwood Sniper from Masters of the Wild? Hmm. It's something that I like and may recommend for an elven archer that I play with in my group.

Likely because much of this was based off the deepwood sniper class from 3.0. The keen arrows, projectile improved critical and true strike abilities are all taken from the deepwood sniper. I also modified some of the description from the deepwood sniper as well. Figured in my first attempt at making a prestige class, I was best off adapting as much existing material as I could.

Tantalus
 

Tantalus said:
Likely because much of this was based off the deepwood sniper class from 3.0. The keen arrows, projectile improved critical and true strike abilities are all taken from the deepwood sniper. I also modified some of the description from the deepwood sniper as well. Figured in my first attempt at making a prestige class, I was best off adapting as much existing material as I could.

Tantalus
Cool, also see the Archer Scout, another PrC based off of the Deepwoods Sniper PrC :D

Nice job, my friend :)
 

I like parts of it too, but there's a couple of switch-outs that could be done to emphasize more of a "sniper" PrC.

- increase the bow's range by 50%, allowing him to take better shots from farther away;
- a spin-off of sneak attack damage using a ranged attack; if the sniper holds his shot and aims at a single target for at least one round, he gains bonus damage to the attack;
- ...OR roll a standard sniper shot damage (say, 2d6) but increase the attack roll bonus for holding a shot, giving the sniper a better chance to hit the target when aiming

But it is cool. I will remember this one the next time I feel like picking off a few PCs. ;)
 

Hum... was it CRgreathouse's feats? I can't remember...

But far shot was modified to also allow precision damage (point blank shot, sneak attack) to add 50% to the range in which these were useful.
 

I like it. Just a couple comments.

Your bonus feat selection. I always like having options available like this. But Improved Critical probably doesn't need to be on there. It doesnt stack with keen effects, and you get that at first level anyway(unless you intend it to, in which case specify that in the Keen Arrows description). Also, you could add the Woodland Archer tactical feat from Races of the Wild to the list. The PHB2 feat Penetrating Shot(? the one that turns your ranged attack into a line), might be a good addition as well.

Close Combat shot is something I don't see as a valid tactic for a sniper. That being said, I dont think the ability unbalances the class either. Just a personal flavor choice.

Power Shot is an interresting take. On one hand, you're reducing your chance to hit, but the sniper is supposed to be an expert marksman. On the other hand, you're doing more damage, and the sniper is supposed to make his shots count like that. I think I like it.

One thing I am warry about is granting full ranger spellcasting progression. I know the ranger spells arent that hot, but its certainly got some usefull ones. You're already getting some pretty intense abilities with the PRC, especially the critical increases and close combat shot. I guess it's not a terribly unbalancing thing, but it might be a bit much.

Well done.
 


The deepwood sniper is overpowered, you know, and shouldn't be used as a good measuring stick for a ranger prestige class. I've seen a 3.5 ranger3/fighter4/deepwood sniper3-5 played in an ongoing campaign, and they're downright scary with a bow. Appropriate-CR dragons die before ever getting in an attack, if they strike from out in the open (the dragon only survived and did a bit of damage because it managed to get a bit of cover from trees during its approach and escape; the archer's abilities reduced cover/concealment benefits for the dragon, and gave him excellent range, on top of his excellent attack and damage bonuses and his attack rate of 3-4 arrows per round).

Anyway, as another poster said, Improved Critical is redundant for your prestige class, since in 3.5 Keen doesn't stack with Improved Critical. Likewise, Close Combat Shot seems antithetical to the prestige class' focus; snipers do NOT let opponents get close enough to strike with a melee weapon, snipers run and hide and snipe. Also, there's a typo, your PrC requirements mentions the deepwood sniper class rather than the combat sniper class.

BTW, what level is the Arrow Mind spell? I take it that it's something out of the Spell Compendium or some other non-core source? From your class' abilities and prerequisites, I'm guessing it's some 1st-level ranger spell, though. 3.5 rangers gain Woodland Stride at 7th-level, and yet your PrC grants it early on as well, so I'm guessing your PrC is meant for 5th-level or 6th-level rangers to take. Since snipers wouldn't get much use out of the short-ranged Multishot feat, I'm going to guess a 5th-level ranger is the 'target audience' so to speak.

So, a 5th-level ranger, 10th-level combat sniper gives up.... Improved Combat Style (Manyshot), 3rd and 4th Favored Enemies, Swift Tracker, Evasion, Combat Style Mastery (Improved Precise Shot), Camouflage, 2 skill points per level, and 1 point of base Will save. The last few ranger benefits don't matter since this PrC seems geared towards 5th-level rangers only, so they'd likely multiclass into fighter or something afterwards. In exchange, your PrC gains an extra +2 to base Fortitude and Reflex saves, two bonus feats (likely Weapon Specialization and something else they might not qualify for otherwise), an extra spell on the spell list, True Strike 1/day with a ranged weapon, free Keen Arrows, Power Shot, and Projectile Improved Critical.....

The feats work out to be a bit better and more versatile for the PrC, the minor benefits make up for the lack of Favored Enemy improvements at the very least, the Keen Arrows and Projectile Improved Critical make up for the lack of Evasion and Swift Tracker at least, and the Power Shot makes up for lack of Camouflage and the extra skill points at the very least.

With full BAB and feats/abilities like Greater Magic Weapon, Precise Shot, Improved Precise Shot, Weapon Specialization, Greater Weapon Focus, and whatnot, the sniper will have no problem wasting 5 or 10 points on Power Shot every round. Not to mention that at upper levels he'll probably be using the Hide skill's 'sniping' option, with the -20 Hide penalty, making his opponents flat-footed against every shot for lack of being able to see his hiding spot (a high Spot skill isn't all that common, especially with PC/NPC classed foes, since Spot is only a class skill for a few classes). The Keen and Greater Magic Weapon capabilities mean that the sniper will likely invest in just a magic +1 composite longbow and pile on the Flaming Burst, Icy Burst, Shocking Burst, and related special abilities, amping up his arrow damage insanely since he already has great hit chances and decent critical hit chances (with x3 or x4 critical damage multipliers depending on level, making those X Burst abilities really effective). Since he'll be getting off 3-5 arrows per round most likely, he'll have ample opportunity for a critical hit or two in every significant (i.e. not extremely brief) combat.
 

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