User Tools

This is an old revision of the document!


Path of the Sniper

You'll never see the Sniper coming, and that's just how they like it.

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.


Key Skills

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

Ranged Sneak Attack

  • Requirements: Prowess 1, Stealth 1, 10 EXP

Your attacks with ranged weapons deal 1d6 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 Prowess and ranks in Stealth, the precision damage increases by an additional 1d6, to a maximum of 10d6 at Prowess 10 and 10 ranks in Stealth.

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

The Sniper's Way

Take Aim

  • Requirements: Perception 5, Sneak Attack 1d6, 10 EXP

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.

Each stack of Aim provides a +1 circumstance bonus on Ranged Attack rolls.

As actions can be downgraded (see Common Terms page), a character may effectively spend their Standard, Move, and Swift Actions on a given turn to obtain three stacks of Aim. As noted, you may gather up to 20 stacks of Aim in this manner.

Stay on Target

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

You now retain Aim stacks when moving, as long as you do not move more than 5 feet per round of combat.

Deadeye

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

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 Prowess (minimum 1).

As a Standard 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.

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 automatically treat it as a sneak attack. 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, 15 EXP

You may spend 1 TP to double the number of Aim stacks gained in one round, or spend 4 TP to Triple the number of Aim stacks gained.

Deadly Aim

  • Requirements: Stealth 10, Perception 10, Take Aim, 20 EXP

After confirming a critical hit, you may spend 1 TP to reroll all Sneak Attack dice that land on a 1 or 2 once.

The Sharpshooter's Way

Distant Shot

  • Requirements: Perception 5, Survival 5, 5 EXP

You may treat any ranged weapon you are proficient with as having double the normal range increment.

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 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.

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 the 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 against your target. 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 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.

  • 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 restorative 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; this requires a full round action.

Improved Distant Shot

  • Requirements: Perception 10, Sneak Attack 3d6, 20 EXP

You may treat any ranged weapon you are proficient with as having triple the normal range increment, rather than double.

The Way of Precision

Precise Shot

  • Requirements: Sneak Attack 1d6, 5 EXP

You ignore the -4 penalty to ranged attacks when firing into melee combat.

Accurate Shot

  • Requirements: Precise Shot, Perception 3, 10 EXP

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%.

Improved Precise Shot

  • Requirements: Perception 5, Sneak Attack 3d6, Precise Shot, 15 EXP

When using a ranged weapon which you are proficient with, you may halve all numeric cover modifiers which your target possesses, if any.

Improved Accurate Shot

  • Requirements: Accurate Shot, Perception 10, Sneak Attack 5d6, 20 EXP

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.

Thread the Needle

  • Requirements: Precise Shot, Perception 10, Sneak Attack 5d6, 20 EXP

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.

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 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.