Continuing where my assassin mod (http://enworld.cyberstreet.com/showthread.php?s=&threadid=41295) left off:
Shadow Sniper
There are many kinds of assassins. Some excel in the use of poison dropped into an unsuspecting target's wine. Others favour the classic strategem of the knife in the back. The ranged takedown, however, is the domain of the shadow sniper. When it comes to getting into position, taking the shot, and getting out again, there are few who can equal them.
Shadow snipers often work for guilds, or as lone mercenaries for hire. They are often called evil, but this is not always a warranted description. The most infamous shadow snipers often serve evil masters, but even more benign characters or organisations often find a need for their skills. Similarly, while some shadow snipers may be cold-blooded killers, this is by no means true for all of them.
Rogues or multiclassed fighter/rogues are by far the most likely characters to become shadow snipers, because of the sneak attack prerequisite. Wizard/rogues or sorcerer/rogues are the next most likely to be found; many arcane spells such as invisibility, true strike or silence are a perfect complement for the shadow sniper's skills. Barbarians are possibly the least likely to become shadow snipers; the patience and low-key approach required for this occupation conflict directly with many barbarians' character traits.
Requirements
Base Attack Bonus: +4.
Skills: Hide 9 ranks, Move Silently 5 ranks, Spot 5 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (bow or crossbow).
Other: Sneak attack or ranged sneak attack class ability.
Class Statistics
Hit Die: d6.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis).
Skill Points/Level: 4 + Int modifier.
Special Abilities
All the following are class abilities of the shadow sniper.
Weapon and armour proficiency: The shadow sniper gains no additional proficiencies beyond what she already has.
Primary Weapon (Ex): At 1st level, the shadow sniper selects a type of bow or crossbow with which she has Weapon Focus to be her primary weapon. She gains a +1 competence bonus to attack rolls made with this weapon. At 5th level the competence bonus increases to +2, and at 9th level, to +3. (Stolen from Ambient's Libram Equitis, this basically balances out the BAB progression so the sniper gets fighter BAB with her primary weapon and rogue BAB with everything else.)
Ranged Sneak Attack (Ex): Any time the shadow sniper's target would be denied its Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), the shadow sniper's ranged attack deals extra damage. The extra damage is +1d6 at 1st level, and +1d6 for every two levels after that. Should she score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks only count as sneak attacks within 30 feet, except if the shadow sniper makes use of her Sniper Shot ability (see below).
Sniper Shot (Ex): The shadow sniper has the ability to target her enemies with deadly accuracy from range. If she spends at least 3 rounds studying a target within her primary weapon's first range increment, she can treat her next attack on that target as a sneak attack. She must still satisfy all the other requirements for a sneak attack (effectively, this ability lets the shadow sniper overcome the 30-foot range limitation on ranged sneak attacks). Once the shadow sniper has completed the 3 rounds of study, she must make her ranged attack within the next 3 rounds to gain any benefit from this ability. If the assassin fails to take out the target, 3 new rounds of study are required before she can attempt another sniper shot.
Studying a target is a full-round action that provokes attacks of opportunity. While studying a target, the shadow sniper also takes a –4 dodge penalty to AC for that round.
At 5th level, the shadow sniper can make a sniper shot on a target within two range increments with her primary weapon, and at 10th level, within three range increments. Making a precisely targeted attack at such distances is difficult, however. The shadow sniper loses 2 dice of sneak attack damage for every range increment beyond the first at which she makes a sniper shot.
Hide in Plain Sight (Su): At 2nd level, the shadow sniper can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, the shadow sniper can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. Hide in plain sight is a supernatural ability.
Concealment Reduction (Ex): At 2nd level, the shadow sniper's miss chance against opponents with concealment drops by 10%, to a minimum of 0%. Thus her miss chance against an opponent with one-half concealment is 10% instead of 20%. This reduction becomes 20% at 6th level, and 30% at 10th level.
Poison Use (Ex): At 3rd level, the shadow sniper can use poison without risking poisoning herself.
Great Sharpshooter (Ex): The most crowded city street or battlefield is an open book to a shadow sniper. At 4th level, she can ignore the first 4 points of cover bonus that her target has to AC, when using her primary weapon.
Chameleon (Su): At 6th level, the shadow sniper gains the supernatural ability to change her appearance at will, as if via the spell change self.
Shadow Jump (Su): At 8th level, the shadow sniper gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadow sniper can jump up to a total of 80 feet each day in this way. She can split this among many jumps, but each one, no matter how small, counts as a 10-foot increment (thus a shadow sniper who jumps 75 feet cannot jump again until the next day). This is a supernatural ability.
Comments?
Shadow Sniper
There are many kinds of assassins. Some excel in the use of poison dropped into an unsuspecting target's wine. Others favour the classic strategem of the knife in the back. The ranged takedown, however, is the domain of the shadow sniper. When it comes to getting into position, taking the shot, and getting out again, there are few who can equal them.
Shadow snipers often work for guilds, or as lone mercenaries for hire. They are often called evil, but this is not always a warranted description. The most infamous shadow snipers often serve evil masters, but even more benign characters or organisations often find a need for their skills. Similarly, while some shadow snipers may be cold-blooded killers, this is by no means true for all of them.
Rogues or multiclassed fighter/rogues are by far the most likely characters to become shadow snipers, because of the sneak attack prerequisite. Wizard/rogues or sorcerer/rogues are the next most likely to be found; many arcane spells such as invisibility, true strike or silence are a perfect complement for the shadow sniper's skills. Barbarians are possibly the least likely to become shadow snipers; the patience and low-key approach required for this occupation conflict directly with many barbarians' character traits.
Requirements
Base Attack Bonus: +4.
Skills: Hide 9 ranks, Move Silently 5 ranks, Spot 5 ranks.
Feats: Far Shot, Point Blank Shot, Weapon Focus (bow or crossbow).
Other: Sneak attack or ranged sneak attack class ability.
Class Statistics
Hit Die: d6.
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis).
Skill Points/Level: 4 + Int modifier.
Code:
[color=white]
Level BAB Fort Ref Will Special
1 +0 +0 +2 +0 Sniper shot (1 range increment), ranged sneak attack
+1d6, primary weapon +1
2 +1 +0 +3 +0 Hide in plain sight, concealment reduction 10%
3 +2 +1 +3 +1 Ranged sneak attack +2d6, safe poison use
4 +3 +1 +4 +1 Great sharpshooter
5 +3 +1 +4 +1 Sniper shot (2 range increments), ranged sneak attack
+3d6, primary weapon +2
6 +4 +2 +5 +2 Chameleon, concealment reduction 20%
7 +5 +2 +5 +2 Ranged sneak attack +4d6
8 +6 +2 +6 +2 Shadow jump (80 ft)
9 +6 +3 +6 +3 Ranged sneak attack +5d6, primary weapon +3
10 +7 +3 +7 +3 Sniper shot (3 range increments), concealment
reduction 30%
[/color]
Special Abilities
All the following are class abilities of the shadow sniper.
Weapon and armour proficiency: The shadow sniper gains no additional proficiencies beyond what she already has.
Primary Weapon (Ex): At 1st level, the shadow sniper selects a type of bow or crossbow with which she has Weapon Focus to be her primary weapon. She gains a +1 competence bonus to attack rolls made with this weapon. At 5th level the competence bonus increases to +2, and at 9th level, to +3. (Stolen from Ambient's Libram Equitis, this basically balances out the BAB progression so the sniper gets fighter BAB with her primary weapon and rogue BAB with everything else.)
Ranged Sneak Attack (Ex): Any time the shadow sniper's target would be denied its Dexterity bonus to AC (whether it actually has a Dexterity bonus or not), the shadow sniper's ranged attack deals extra damage. The extra damage is +1d6 at 1st level, and +1d6 for every two levels after that. Should she score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks only count as sneak attacks within 30 feet, except if the shadow sniper makes use of her Sniper Shot ability (see below).
Sniper Shot (Ex): The shadow sniper has the ability to target her enemies with deadly accuracy from range. If she spends at least 3 rounds studying a target within her primary weapon's first range increment, she can treat her next attack on that target as a sneak attack. She must still satisfy all the other requirements for a sneak attack (effectively, this ability lets the shadow sniper overcome the 30-foot range limitation on ranged sneak attacks). Once the shadow sniper has completed the 3 rounds of study, she must make her ranged attack within the next 3 rounds to gain any benefit from this ability. If the assassin fails to take out the target, 3 new rounds of study are required before she can attempt another sniper shot.
Studying a target is a full-round action that provokes attacks of opportunity. While studying a target, the shadow sniper also takes a –4 dodge penalty to AC for that round.
At 5th level, the shadow sniper can make a sniper shot on a target within two range increments with her primary weapon, and at 10th level, within three range increments. Making a precisely targeted attack at such distances is difficult, however. The shadow sniper loses 2 dice of sneak attack damage for every range increment beyond the first at which she makes a sniper shot.
Hide in Plain Sight (Su): At 2nd level, the shadow sniper can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, the shadow sniper can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. Hide in plain sight is a supernatural ability.
Concealment Reduction (Ex): At 2nd level, the shadow sniper's miss chance against opponents with concealment drops by 10%, to a minimum of 0%. Thus her miss chance against an opponent with one-half concealment is 10% instead of 20%. This reduction becomes 20% at 6th level, and 30% at 10th level.
Poison Use (Ex): At 3rd level, the shadow sniper can use poison without risking poisoning herself.
Great Sharpshooter (Ex): The most crowded city street or battlefield is an open book to a shadow sniper. At 4th level, she can ignore the first 4 points of cover bonus that her target has to AC, when using her primary weapon.
Chameleon (Su): At 6th level, the shadow sniper gains the supernatural ability to change her appearance at will, as if via the spell change self.
Shadow Jump (Su): At 8th level, the shadow sniper gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. The shadow sniper can jump up to a total of 80 feet each day in this way. She can split this among many jumps, but each one, no matter how small, counts as a 10-foot increment (thus a shadow sniper who jumps 75 feet cannot jump again until the next day). This is a supernatural ability.
Comments?