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| paths:sniper_path [2023/09/10 05:36] – created reon | paths:sniper_path [2025/04/30 06:04] (current) – [Key Skills] reon | ||
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| ====== Path of the Sniper ====== | ====== Path of the Sniper ====== | ||
| - | Followers of the Path of the Sniper | + | <WRAP center 50%> |
| + | {{: | ||
| + | </ | ||
| + | |||
| + | //Followers of the Path of the Sniper | ||
| + | |||
| + | |||
| + | ---- | ||
| ===== Key Skills ===== | ===== Key Skills ===== | ||
| Line 8: | Line 16: | ||
| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| - | * [[priority: | + | * [[priority: |
| * [[priority: | * [[priority: | ||
| * [[priority: | * [[priority: | ||
| <WRAP round box> | <WRAP round box> | ||
| + | |||
| ===== Ranged Sneak Attack ===== | ===== Ranged Sneak Attack ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | Your attacks 1d6 deal extra Precision damage anytime your target | + | Your attacks |
| The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Additionally, | The character must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Additionally, | ||
| - | Every time you increase both your Base Attack Bonus and ranks in Stealth, the precision damage increases by an additional | + | Every time you increase both your [[priority: |
| - | + | ||
| - | Ranged Sneak Attack is a Sneak Attack effect and cannot be combined with other Sneak Attack effects. | + | |
| + | This damage is treated as an Enhancement bonus. | ||
| <WRAP center round info 60%> | <WRAP center round info 60%> | ||
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| ==== Take Aim ==== | ==== Take Aim ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | By spending a swift action | + | |
| + | By spending a Swift Action, | ||
| + | |||
| + | Each stack of Aim provides a +1 circumstance bonus on Ranged Attack rolls. | ||
| <WRAP center round info 60%> | <WRAP center round info 60%> | ||
| - | Remember that a Move Action | + | As actions |
| </ | </ | ||
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| ==== Stay on Target ==== | ==== Stay on Target ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You gain the ability to maintain Take Aim as long as you do not move more the 5ft per round for as long as combat | + | |
| + | You now retain | ||
| </ | </ | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| ==== Deadeye ==== | ==== Deadeye ==== | ||
| Line 56: | Line 69: | ||
| * **Requirements: | * **Requirements: | ||
| - | When Take Aim is giving you a +5 to ranged attacks you may sacrifice | + | You may sacrifice |
| - | As a Standard | + | As a Half Action, you may make a single |
| </ | </ | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| ==== Headshot ==== | ==== Headshot ==== | ||
| Line 65: | Line 79: | ||
| * **Requirements: | * **Requirements: | ||
| - | After striking a target with a Deadeye attack you may sacrifice one stack of Take Aim to automactically | + | Before |
| </ | </ | ||
| Line 71: | Line 85: | ||
| ==== Rapid Targeting ==== | ==== Rapid Targeting ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may spend 1 TP to double the number of Take Aim stacks gained in one round or spend 4 TP to Triple the number of Take Aim stacks gained. | + | You may spend 1 [[game_systems: |
| </ | </ | ||
| Line 79: | Line 93: | ||
| ==== Deadly Aim ==== | ==== Deadly Aim ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| + | |||
| + | After confirming a critical hit, you may spend 1 [[game_systems: | ||
| + | </ | ||
| + | |||
| + | |||
| + | ===== The Sharpshooter' | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Distant Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You may treat any ranged weapon you are proficient with as having double the normal range increment. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Crackshot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | After unlocking this talent a character may make Trip, Disarm, Sunder and Reposition checks using any ranged weapon they are proficient with, within the first range increment of the weapon. You still provoke Attacks of Opportunity from creatures capable of doing so, as with making a normal ranged attack. | ||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Skip Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You may target any wall or object within range and resolve any attack as if the attack originated from that location instead of your own. The total distance from you and the location of Skip Shot are added up to determine the range increments used. | ||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Unseen Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | When using Skip Shot, you may attempt a [[priority: | ||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Called Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | When making a single ranged attack against an opponent you may designate it as a Called Shot. You may select any available and functional limb a creature has (which may vary depending on your target). Each limb confers a unique penalty on attacks against it. | ||
| + | |||
| + | * **Body:** -1 | ||
| + | * **Leg or Wing:** -2 | ||
| + | * **Arm or Tendril:** -3 | ||
| + | * **Head:** -4 | ||
| + | |||
| + | Upon a successful hit at the desired location, roll damage normally. However, instead of dealing damage to the target, the enemy must make a Fortitude save equal to (5 + Damage roll) to resist the resulting effect. The effect lasts for 1 round, plus 1d4 rounds for every 5 by which the target fails the Fortitude save. | ||
| + | |||
| + | <WRAP round box> | ||
| + | |||
| + | * **Body:** Target takes -2 on all d20 rolls. This effect can be applied more then once and stacks up to 5 times. | ||
| + | |||
| + | * **Leg:** Target falls prone and can only move at have speed (If a creature has more then 2 legs it loses move speed based on the number of limbs. Example: if used on a lion it would only lose 1/4 move speed upon failing once). Standing up requires a full round action that provokes attacks of Opprotunity. This ability can be used on a creature equal to a number of times equal to the number of legs it has. | ||
| + | |||
| + | * **Wing:** Target begins falling to the ground if flying at 60ft per round at the start of the creatures turn. The creature takes no damage upon contact to the ground but cannot fly until the effect is removed. This effect can be applied twice to a target twice. Upon the second application the creature begins plumetting to the ground if flying at a dangerous rate and takes falling damage normally. | ||
| + | |||
| + | * **Arm or Tendril:** The limb cannot be used in any fashion until the affect is ended. Held items are not dropped. | ||
| + | |||
| + | * **Head:** The target must make a Caster Level check to maintain any sustained spells equal to 10 + Damage dealt. Casting spells while afflicted with this debuff requires a Caster Level check equal to MP cost + 10. | ||
| + | |||
| + | * **Head Alternate: | ||
| + | |||
| + | </ | ||
| + | A [[priority: | ||
| + | |||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Improved Distant Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You may treat any ranged weapon you are proficient with as having triple the normal range increment, rather than double. | ||
| + | </ | ||
| + | |||
| + | ===== The Way of Precision ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Precise Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You ignore the -4 penalty to ranged attacks when firing into melee combat. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Accurate Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | When using a ranged weapon which you are proficient with, you may ignore up to 20% of your target' | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Improved Precise Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | When using a ranged weapon which you are proficient with, you may halve all numeric cover modifiers which your target possesses, if any. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Improved Accurate Shot ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | When using a ranged weapon which you are proficient with, you ignore all concealment aside from total concealment. You may also use Sneak Attack against foes with full concealment. | ||
| + | </ | ||
| + | <WRAP round box> | ||
| + | ==== Thread the Needle ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | When targeting a foe that is adjacent to 2 or more allies, that foe is treated as flat-footed for the purpose of Sneak Attack. | ||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Line Them Up ==== | ||
| + | |||
| + | * **Requirements: | ||
| - | After confirming a critical hit you may spend 1 TP to reroll all sneak attack | + | You may make an additional |
| </ | </ | ||
