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:
- Knowledge (Local)
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.
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 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.
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.
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.
The Sharp Shooter's Way
Distant Shot
- Requirements: Perception 5, Survival 5, 5 EXP
Any ranged weapon you are proficient with has its ranged increment treated as twice as far.
Crackshot
- Requirements: Perception 5, Sneak Attack 3d6, 15 EXP
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.
Skip Shot
- Requirements: Crackshot, Sneak Attack 5d6, Perception 10, 15 EXP
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.
Unseen Shot
- Requirements: Skip Shot, Sneak Attack 7d6, Perception 10, Stealth 5, 30 EXP
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.
Called Shot
- Requirements: Crackshot, Sneak Attack 7d6, Perception 9, Heal 7, 35 EXP
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.
Body: -1 Leg or Wing: -2 Arm or Tendril: -3 Head: -4
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.
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: The target is blinded for the duration of the effect.
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.
Improved Distant Shot
- Requirements: Perception 10, Sneak Attack 3d6, 20 EXP
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.
The Way of Precision
Precise Shot
- Requirements: Sneak Attack 1d6, 5 EXP
You ignore the -4 penalty to attacks when firing into melee combat.
Accurate Shot
- Requirements: Precise Shot, Perception 3, 10 EXP
When using a ranged weapon, you reduce any concealment a target has by 20%. This can reduce a targets concealment no lower then 0%.
Improved Precise Shot
- Requirements: Perception 5, Sneak Attack 3d6, Precise Shot, 15 EXP
When using a ranged attack you may ignore half of all cover modifiers.
Improved Accurate Shot
- Requirements: Accurate Shot, Perception 10, Sneak Attack 5d6, 20 EXP
You ignore all all concealment aside from total concealment. You may also sneak attack foes with full concealment.
Thread the Needle
- Requirements: Precise Shot, Perception 10, Sneak Attack 5d6, 20 EXP
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.
Line Them Up
- 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.
