Sniper Prestige Class

The sniper is a deadly accurate shot, who can pick anyone off from far away, and in hiding.
This prestige class is high-powered, but lofty in its requirements.

Prerequisites: Far Shot, Point Blank Shot, BAB +6, Hide 8, Move Silently 8

Attack Progression: Full
Hit Die: d6
Good Saves: Ref
Proficiencies: Ranged Weapons, Light Armor
Skills: 4+ Int mod
Alignment: Any

Class Skills: Hide, Move Silently, Jump, Climb, Tumble, Spot, Listen, Sense Motive, Bluff, Gather Information, Knowledge (architecture), Profession, Search, Craft(weapons), Use Rope.

Level Powers:

Ranged Sneak Attack +d6 every odd numbered level (only works with ranged weapons, can work at any range the weapon can fire normally at, other limitations are as normal)

Hidden Critical: At 7th level, you are able to take aimed shots at your opponents. When using your Aim ability, you can negate the Aim attack bonus to instead gain half that bonus to your critical threat, rounded down. At 9th level (improved), you retain half of your aim attack bonus when you use Hidden Critical, rounded down. You can only use this at the time you take the shot.

1st- Aim +2 (One can spend a full round action to add a +2 circumstance bonus to their next ranged attack roll), Ranged Sneak Attack +d6
2nd- Improved Sniping (only -15 to hide checks after taking a shot), Camouflage
3rd- Aim +3, Ranged Sneak Attack +2d6
4th- Crippling Strike, Improved Critical
5th- Greater Sniping (only -10 to hide checks after taking a shot), Ranged Sneak Attack +3d6
6th- Opportunist, Aim +4
7th- Ranged Sneak Attack +4d6, Hidden Critical
8th- Incredible Sniping (Only a -5 penalty for hiding after an attack), Improved Precise Shot
9th- Aim +5, Ranged Sneak Attack +5d6
10th- Ranged Death Attack 1/day (As assassin's death attack, with ranged weapon only), Improved Hidden Critical

All Sniper class powers are (Ex). A sniper's ranged Inerrancy can't be used in conjunction with abilities that require active use outside of the sniper class.

It is powerful, I know. I hope the steep prerequisites counteract that fact.

Edit: Reduced Goodie count, upped prereqs

Edit: Applied TheLe's suggestions.

Edit: 8/01- Sniping penalties are reduced evenly, -5 per step, and ending at -5 at 8th.

Evened out goodie progression.
 
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Overpowered.

Human Rogue 9/Fighter 1 or Rogue 9/Ranger 1 can meet the prerequisites, so advancement in the PrC can be completed by 20th-level. It forces them to carefully allocate their feats, but is otherwise easy to qualify for.

Gets too many goodies, and too many effective ones. The opportunity cost of a few feats isn't too bad; they would still have enough feats left to choose to fill their role as a ranged attacker well.
 

Arkhandus said:
Overpowered.

Human Rogue 9/Fighter 1 or Rogue 9/Ranger 1 can meet the prerequisites, so advancement in the PrC can be completed by 20th-level. It forces them to carefully allocate their feats, but is otherwise easy to qualify for.

Gets too many goodies, and too many effective ones. The opportunity cost of a few feats isn't too bad; they would still have enough feats left to choose to fill their role as a ranged attacker well.

Maybe I can drop Inerrancy and raise attribute requirements. Apart from that, what else needs to go or change?

Edit: Knocked down goodie count, raised prereqs.
 
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well, in my opinion, an "overpowered class" is never offset by "high prerequisites".

What exactly do you want the class to be? Someone who shoots and hides?

`Le
 

TheLe said:
well, in my opinion, an "overpowered class" is never offset by "high prerequisites".

What exactly do you want the class to be? Someone who shoots and hides?

`Le

Well, yes, and one who's exceptional at it too. Shoots, hides, hits well, hits often.
 

>>The sniper is a deadly accurate shot, who can pick anyone off from
>>far away, and in hiding.

Ah. I see. It seems to me that you are better off starting with lower requirements. Let's say Far Shot, Point Blank Shot, and BAB +6 or so.

Now, give the sniper some early but unique abilities, and let it scale up according.

For example:
-------------------
Level 1: Aim (One can spend a full round action to add a +2 circumstance bonus to their next ranged attack roll). At 3rd level and every 3 sniper levels thereafter, this bonus increases by 1 (max of +5 at 9th level).

Level 2: Improved Sniping (only -10 to hide checks after taking a shot).
-------------------

Let's look at what I just did. His AIM bonus is low to begin with (+2), but can get as high as +5 by the time he reaches 9th level. This is done for several reasons: (a) It is no longer front loaded - it is a modest increase to start with, giving people a reason to take the prc, and (b) it gives the player a reason to keep taking levels in this prC, rather than taking it once and walking away.

Also notice that I took away the Improved Sniping and moved it to 2nd level. Once again, give the player a reason to keep taking levels in this prC. Think of it like this: you don't learn to shoot and hide at the same time. First you learn one, then learn the other, then learn them together.

Having "weak" abilities is good, because it helps keep the levels balanced. A class doesn't need "awesome abilities" at every single level. Every other level is fine.

Build from that!

`Le
 


I also think there should *always* be a penalty for hiding after an attack. However, lowing the penalties is fine. Always give a chance for the player to fail.

However, you can always add special abilities to that. For example:
-------------------
Hidden Sniper: At 3rd level, the Sniper is able to make deadly attacks while hiding at the cost of damage. When making an attack while hidden, you may give yourself a +1 bonus to your ranged attack rolls, a the cost of -2 to the damage. At 6th level and ever two levels thereafter, the attack bonus increases by 1, but the penalty remains unchanged (maximum of +4 at 10th level).

Hidden Critical: At 7th level, you are able to take aimed shots at your opponents. When using your Hidden Sniper ability, you can reduce the attack bonus by 1 to gain a +1 to your critical threat. The damage penalty remains unchanged. At 9th level you may reduce the attack bonus by 2 to gain a +1 to your critical threat.
-------------------

Now I have given him a reason to attack while hidden with a very small attack bonus (+1) and a bad damage penalty (-2). But if you are having troubles hitting someone, it could be a boon. And by 6th level, we are looking at +2 attack, -2 damage. Still a tough tradeoff, but it is fair and balanced since I lowered the pre-requisites for this class.

Now comes the Hidden Critical ability. By 7th level, you can use it and still get +1 attack, -2 damage, but your potential damage with a bow is 1d8-2 (threat 19-20, x3). By 9th level we are looking at +1 attack, 1d8-2 damage (threat 18-20, x3). By 10th level you now have a +2 to your attack.

Once again, some modest gains with some penalties. These kinds of tradeoffs makes the class more balanced and accessible, since you can take it much earlier.

Also keep in minds that they are still gaining feats normally, so you don't have to give it to them.

Just some ideas for you.

`Le
 

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