User Tools

This is an old revision of the document!


Path of the Sniper

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.

Key Skills

When you purchase the Path of the Sniper, you gain the following Key Skills:

Ranged Sneak Attack

  • Requirements: BaB 1, Stealth 1, 10 EXP

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.

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.

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.

Ranged Sneak Attack is a Sneak Attack effect and cannot be combined with other Sneak Attack effects.

This Talent does not stack with any other sources of Sneak Attack.

The Sniper's Way

Take Aim

  • Requirements: Perception 5, Preception 5, Sneak Attack 1d6, 9 EXP

By spending a swift action you may get +1 on your next ranged attack up to a maximum bonus equal to your Base Attack Bonus. This bonus lasts 1 minute or until you move more then 5ft in a single round.

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.)

Stay on Target

  • Requirements: Stealth 10, Perception 10 Take Aim, 11 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.

Deadeye

  • Requirements: Stealth 13, Perception 13, Stay on Target, 20 EXP

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.

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.

Headshot

  • Requirements: Stealth 15, Perception 15, Deadeye, 30 EXP

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.

Rapid Targeting

  • Requirements: Stealth 5, Perception 7, Take Aim, 16 EXP

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.

Deadly Aim

  • Requirements: Stealth 10, Perception 10, Take Aim, 21 EXP

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.