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| paths:sniper_path [2023/09/11 17:56] – elfinlocks | paths:sniper_path [2025/04/30 06:04] (current) – [Key Skills] reon |
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| ====== Path of the Sniper ====== | ====== Path of the Sniper ====== |
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| Followers of the Path of the Sniper a dedicated to the art of dealing ranged death. Striving for lining up the perfect shot and masters of positioning themselves to maintain the advantage. Patient and stalwart killers the spend countless hours honing unseen slaughter. | <WRAP center 50%> |
| | {{:paths:pasted:20231120-214221.jpeg|You'll never see the Sniper coming, and that's just how they like it.}} |
| | </WRAP> |
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| | //Followers of the Path of the Sniper are dedicated to the art of dealing death from a distance. They are methodical and precise in their approach to line up every shot. Countless hours are spent perfecting their trade, and ensuring that for every shot, there is a kill. Be precise, be efficient, have a plan to kill everyone you meet.// |
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| ===== Key Skills ===== | ===== Key Skills ===== |
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| <WRAP round box> | <WRAP round box> |
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| ===== Ranged Sneak Attack ===== | ===== Ranged Sneak Attack ===== |
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| * **Requirements:** BaB 1, Stealth 1, 10 EXP | * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, Stealth 1, 10 EXP |
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| Your attacks 1d6 deal extra Precision damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). Should you score a critical hit with a sneak attack, this extra damage is not multiplied. You must attack the target with a Ranged weapon to Sneak Attack. Additionally, you may only produce one Sneak Attack against a specific creature per turn. | Your attacks with ranged weapons deal 1d6 extra Precision damage anytime your target has a Defense Penalty Status Affect. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. You must attack the target with a Ranged weapon to Sneak Attack. Additionally, you may only produce one Sneak Attack against a specific creature per turn. |
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| 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, you cannot sneak attack while striking a creature with concealment. | 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, you cannot sneak attack while striking a creature with concealment. |
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| Every time you increase both your Base Attack Bonus and ranks in Stealth, the precision damage increases by an additional d6, to a maximum of 10d6 at Base Attack Bonus 10 and 10 ranks in Stealth. | Every time you increase both your [[priority:prowess|Prowess]] **and** ranks in [[priority:skills:stealth|Stealth]], the precision damage increases by an additional 1d6, to a maximum of 10d6 at BaB 10 and 10 ranks in Stealth. |
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| Ranged Sneak Attack is a Sneak Attack effect and cannot be combined with other Sneak Attack effects. | |
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| | This damage is treated as an Enhancement bonus. |
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| <WRAP center round info 60%> | <WRAP center round info 60%> |
| ==== Take Aim ==== | ==== Take Aim ==== |
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| * **Requirements:** Perception 5, Preception 5, Sneak Attack 1d6, 9 EXP | * **Requirements:** [[priority:skills:perception|Perception]] 5, Sneak Attack 1d6, 10 EXP |
| By spending a swift action you may add one stack of Take Aim. These stacks persist until the character moves or makes a ranged attack. You may never have more then 20 Take Aim Stacks at a time. | |
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| Each stack of Take Aim provides a +1 on Ranged Attack rolls. As an example if you had spent the previous round and used your Swift, Move, and Standard action to increase Take Aim stacks you would end up with 3 stacks and +3 bonus to your next ranged attack. | By spending a Swift Action, you may gain one stack of Aim. These stacks persist until the character moves, or makes a ranged attack. You may never have more then 20 Aim Stacks at a time. |
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| | Each stack of Aim provides a +1 circumstance bonus on Ranged Attack rolls. |
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| <WRAP center round info 60%> | <WRAP center round info 60%> |
| Remember that a Move Action can be downgraded to a swift and even a Standard Action can be downgraded to a Move Action. Doing this essentially allows a character to sacrifice one round of action to gain +3 to the next rounds first attack. (or more if additional actions are spent and a characters Base Attack Bonus is high enough.) | As actions can be downgraded (see [[chargen:common_terms|Common Terms]] page), a character may effectively spend their Half actions and Swift Action on a given turn to obtain three stacks of Aim. As noted, you may gather up to 20 stacks of Aim in this manner. |
| </WRAP> | </WRAP> |
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| ==== Stay on Target ==== | ==== Stay on Target ==== |
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| * **Requirements:** Stealth 10, Perception 10 Take Aim, 11 EXP | * **Requirements:** Stealth 10, Perception 10, Take Aim, 10 EXP |
| 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 continues, so long as you make no more then 1 attack per turn. | |
| | You now retain Aim stacks when moving, as long as you do not move more than 5 feet per round of combat. |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ==== Deadeye ==== | ==== Deadeye ==== |
| * **Requirements:** Stealth 13, Perception 13, Stay on Target, 20 EXP | * **Requirements:** Stealth 13, Perception 13, Stay on Target, 20 EXP |
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| When Take Aim is giving you a +5 to ranged attacks you may sacrifice this bonus for a stack of Deadeye. Each stack of Deadeye lasts until combat is over or until the character moves more then 5ft in one round. A character can have a number of Deadeye stacks equal to 1/4 total Base Attack Bonus minimum 1 stack. | You may sacrifice 5 stacks of Aim for a stack of **Deadeye**. Each stack of Deadeye lasts until combat ends, or until the character moves more then 5 feet in one round. You may have a maximum number of Deadeye stacks equal to 1/4 your [[priority:prowess|Prowess]] (minimum 1). |
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| As a Standard Action make a ranged attack roll and roll an extra d20 per stack of Deadeye. You may select which ever dice result to be the attack roll result. | As a Half Action, you may make a single ranged attack roll, plus one additional roll per stack of Deadeye you possess. You may select any of such rolls as the "true result" of your attack. |
| </WRAP> | </WRAP> |
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| <WRAP round box> | <WRAP round box> |
| ==== Headshot ==== | ==== Headshot ==== |
| * **Requirements:** Stealth 15, Perception 15, Deadeye, 30 EXP | * **Requirements:** Stealth 15, Perception 15, Deadeye, 30 EXP |
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| After striking a target with a Deadeye attack you may sacrifice one stack of Take Aim to automactically sneak attack the target. Additionally you may spend 4 TP to treat any single ranged attack as a sneak attack once per round. | Before striking a target with a Deadeye attack, you may sacrifice one stack of Take Aim to automatically treat it as a sneak attack. Additionally, you may spend 4 [[game_systems:tactic_pool|TP]] to treat any single ranged attack as a sneak attack once per round. |
| </WRAP> | </WRAP> |
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| ==== Rapid Targeting ==== | ==== Rapid Targeting ==== |
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| * **Requirements:** Stealth 5, Perception 7, Take Aim, 16 EXP | * **Requirements:** Stealth 5, Perception 7, Take Aim, 15 EXP |
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| 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:tactic_pool|TP]] to double the number of Aim stacks gained in one round, or spend 4 TP to Triple the number of Aim stacks gained. |
| </WRAP> | </WRAP> |
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| ==== Deadly Aim ==== | ==== Deadly Aim ==== |
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| * **Requirements:** Stealth 10, Perception 10, Take Aim, 21 EXP | * **Requirements:** Stealth 10, Perception 10, Take Aim, 20 EXP |
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| After confirming a critical hit you may spend 1 TP to reroll all sneak attack dice that landed on 1 or 2 until another number is rolled and take the new result. | After confirming a critical hit, you may spend 1 [[game_systems:tactic_pool|TP]] to reroll all Sneak Attack dice that land on a 1 or 2 once. |
| </WRAP> | </WRAP> |
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| ===== The Sharp Shooter's Way ===== | ===== The Sharpshooter's Way ===== |
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| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Perception 5, Survival 5, 5 EXP | * **Requirements:** Perception 5, Survival 5, 5 EXP |
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| Any ranged weapon you are proficient with has its ranged increment treated as twice as far. | You may treat any ranged weapon you are proficient with as having double the normal range increment. |
| </WRAP> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Perception 5, Sneak Attack 3d6, 15 EXP | * **Requirements:** Perception 5, Sneak Attack 3d6, 15 EXP |
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| After unlocking this talent a character may make Trip, Disarm, Sunder and Reposition checks using any ranged weapon you are proficient with, within the first range increment of the weapon. This talent provokes attacks of opprotunity if an enenmy is adjacent and aware of you pressence the same way any other ranged attack would. | 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> | </WRAP> |
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| * **Requirements:** Crackshot, Sneak Attack 5d6, Perception 10, 15 EXP | * **Requirements:** Crackshot, Sneak Attack 5d6, Perception 10, 15 EXP |
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| 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 range increments used. | 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> | </WRAP> |
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| * **Requirements:** Skip Shot, Sneak Attack 7d6, Perception 10, Stealth 5, 30 EXP | * **Requirements:** Skip Shot, Sneak Attack 7d6, Perception 10, Stealth 5, 30 EXP |
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| When using Skip Shot you may attempt a Stealth check vs the targets Perception. If the target fails the Perception check they are considered flat-footed against the Skip Shot. | When using Skip Shot, you may attempt a [[priority:skills:stealth|Stealth]] check against your target. If the target fails the [[priority:skills:perception|Perception]] check, they are considered flat-footed against the Skip Shot. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Crackshot, Sneak Attack 7d6, Perception 9, Heal 7, 35 EXP | * **Requirements:** Crackshot, Sneak Attack 7d6, Perception 9, Heal 7, 35 EXP |
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| When making a single ranged attack against an opponent you may opt to use Called Shot. You may select any available and functional limb a crature has. Each limb confers a unique penalty on attacks against it. | 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. |
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| Body: -1 | * **Body:** -1 |
| Leg or Wing: -2 | * **Leg or Wing:** -2 |
| Arm or Tendril: -3 | * **Arm or Tendril:** -3 |
| Head: -4 | * **Head:** -4 |
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| Once hitting the desired location damage is rolled normally but instead of dealing damage a Fort save equal to 5 + Damage rolled to resist the effects. The negative effects last for 1 round +1d4 for every 5 a target fails by. | 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. |
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| Body: Target takes -2 on all d20 rolls. This effect can be applied more then once and stacks up to 5 times. | <WRAP round box> |
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| 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. | * **Body:** Target takes -2 on all d20 rolls. This effect can be applied more then once and stacks up to 5 times. |
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| 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. | * **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. |
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| Arm or Tendril: The limb cannot be used in any fashion until the affect is ended. Held items are not dropped. | * **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. |
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| 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. | * **Arm or Tendril:** The limb cannot be used in any fashion until the affect is ended. Held items are not dropped. |
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| Head Alternate: The target is blinded for the duration of the effect. | * **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. |
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| A restoration spell or more powerful resoritive magic can remove this effect, but not a mere cure spell. A heal check equal to the DC of the Called Shot can also remove the effect requiring a full round action. | * **Head Alternate:** The target is blinded for the duration of the effect. |
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| | </WRAP> |
| | A [[priority:magic:spells:tier4:restoration|Restoration]] spell or more powerful restorative magic can remove this effect, but not a mere cure spell. A [[priority:skills:heal|Heal]] check equal to the DC of the Called Shot can also remove the effect; this requires a full round action. |
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| </WRAP> | </WRAP> |
| * **Requirements:** Perception 10, Sneak Attack 3d6, 20 EXP | * **Requirements:** Perception 10, Sneak Attack 3d6, 20 EXP |
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| Any ranged weapon you are proficient with has its ranged increment treated as three times as far and does not stack with Distant Shot, but replaces it. | You may treat any ranged weapon you are proficient with as having triple the normal range increment, rather than double. |
| </WRAP> | </WRAP> |
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| <WRAP round box> | |
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| ===== The Way of Precision ===== | ===== The Way of Precision ===== |
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| * **Requirements:** Sneak Attack 1d6, 5 EXP | * **Requirements:** Sneak Attack 1d6, 5 EXP |
| You ignore the -4 penalty to attacks when firing into melee combat. | |
| | You ignore the -4 penalty to ranged attacks when firing into melee combat. |
| </WRAP> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Precise Shot, Perception 3, 10 EXP | * **Requirements:** Precise Shot, Perception 3, 10 EXP |
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| When using a ranged weapon, you reduce any concealment a target has by 20%. This can reduce a targets concealment no lower then 0%. | When using a ranged weapon which you are proficient with, you may ignore up to 20% of your target's concealment, to a minimum concealment of 0%. |
| </WRAP> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Perception 5, Sneak Attack 3d6, Precise Shot, 15 EXP | * **Requirements:** Perception 5, Sneak Attack 3d6, Precise Shot, 15 EXP |
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| When using a ranged attack you may ignore half of all cover modifiers. | When using a ranged weapon which you are proficient with, you may halve all numeric cover modifiers which your target possesses, if any. |
| </WRAP> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Accurate Shot, Perception 10, Sneak Attack 5d6, 20 EXP | * **Requirements:** Accurate Shot, Perception 10, Sneak Attack 5d6, 20 EXP |
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| You ignore all all concealment aside from total concealment. You may also sneak attack foes with full concealment. | 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> | </WRAP> |
| <WRAP round box> | <WRAP round box> |
| * **Requirements:** Precise Shot, Perception 10, Sneak Attack 5d6, 20 EXP | * **Requirements:** Precise Shot, Perception 10, Sneak Attack 5d6, 20 EXP |
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| When targetting a foe that is adjecent to 2 or more allies they are treated as flat-footed for the purpose of sneak attack. They are not denied Dexterity bonuses to AC. | 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. However, the target is **not** denied their Dexterity bonus to AC from this Talent. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Perception 10, Sneak Attack 7d6, 40 EXP | * **Requirements:** Perception 10, Sneak Attack 7d6, 40 EXP |
| You may make an additional attack at your highest Base Attack Bonus against any target in a straight line equal to your weapons ranged increment. Penalties for distance are calculated individually for each target attacked this way. This Talent can be used with Skip Shot and Unseen Shot as well. | |
| </WRAP> | You may make an additional attack at your highest Base Attack Bonus against any target in a straight line of distance equal to your weapon's ranged increment. Penalties for distance are calculated individually for each target attacked in this manner. This Talent can be used with Skip Shot and Unseen Shot. |
| </WRAP> | </WRAP> |