I want to play a sniper! Help me build one?


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Not going to say a word...

Lantern Lodge

@Azaelas Fayth
but u just said 7 lol


It was 6.

If we had access to Ultimate Combat I would say Gunslinger1/Rogue(Scout/Sniper)X.

Sadly, I have had the best luck with my Rogue(Scout)10/Assassin10 getting consistent kills...

Would Death Attack work with thrown Melee Weapons?


Don't listen to the naysayers that say "while you're sniping one shot per round, your party is 'down there getting killed' and you should be down there getting killed with them". If your character concept isn't to be in the thick of battle, then don't be in the thick of battle. That's like trying to chastise the mage for not being in frontline melee combat.

Ninja Assassin, Zen Archer Monk, Alchemist Bomber, Sorcerer Ray Specialist and Bushwhacker Gunslinger all make great long-range "snipers". The problem is, without access to the "Ultimate" line of books, and with a 15 point buy, you will not reach the potential necessary for a one-shot, one kill build. You simply won't have the feats, abilities, or equipment to make it viable.

Your best bet is going to be straight Zen Archer Monk and/or Arcane Archer. Use as many ranged feats/abilities from as many sourcebooks as you can, and play it as close to your sniper concept as you can. Talk to your DM about maximimzing sneak attack opportunities, ability to get greater invisibility, perhaps altering the interpretation/functionality of feats such as Vital Strike for maximum punch, etc...

Without any of the "Ultimate" books, you're too limited to do what you want to do. Which is always a tragedy (and why I never limit sourcebooks).


Are we looking at long ranger spec ops snipers or short range squad support snipers?

You can make Short Ranged Snipers using only the CRB & APG


My mistake. I thought the 7th level ability of the Crossbowman caused Flat-Footed ness, but it merely denies dex. C'est la vie.

Psion-Psycho wrote:

@Pharmalade

Well u seem to have it pegged down. I do have 1 question for u and that is how are u gona get them flat footed to u with out wasting a full-round action in hopes that u can intimidate them. Also by extention leaving ur self open to being attacked since u will have to be within 30 ft of said target and btw cant ready an action since that takes a standard action on ur turn to do. Good luck being close range ill be waiting for ya up the hill 1/2 a mile away as u solve that problem.

Still, you can ready a standard action.

Readying an Action:

You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it.

And opponent that's a 1/2 mile away will be flat-footed to your attack. It does still make sense for a sniper, sadly not for every shot.


Simplest way to ensure you get your readied shot is to make sure one of your party members to get them to attack or move and have that feat that negates the penalty for shooting into melee.

Could you reasonably have it activate if they get Bull Rushed into a square so you shoot them when they get knocked into that square?


Several months ago I created a class that I called a sniper. It essentially takes the ranger build, and substitutes their abilities with those of other classes, arch-types, and prestige classes. All of the abilities are taken from the Players Handbook and Advanced Players Guide, so no Ultimates (per your request). It even includes a spell list (which is slightly expanded with use of the 3.5 Spell Compendium). All of the individual abilities directly replace an ability already in place, it also leaves the door open for a certain degree of specialization within.
The inspiration was the old prestige classes of Arcane Archer and Deepwoods Sniper.

Alt Rules Ranger, Sniper Specialist Alignment: Any HD: d10 Skill ranks per level: 6+Int

Level Fort Ref Will Special Spells
BAB
1 +2 +2 0 Accuracy, Snipers Eye 1d6, Perfect Strike
2 +3 +3 0 Combat Style Feat or Expert Archer
3 +3 +3 +1 Point Blank Master, Deadly Range
4 +4 +4 +1 Hawkeye, Ki pool 1/0
5 +4 +4 +1 Snipers Eye 2d6 1/1
6 +5 +5 +2 Combat Style Feat 2/1
7 +5 +5 +2 Arcane Strike, Ki Arrows 2/1 1/0
8 +6 +6 +2 Poison Use, Evasive Archer 2/1 1/1
9 +6 +6 +3 Reflexive Shot 3/2 2/1
10 +7 +7 +3 Snipers Eye 3d6, Combat Style Feat 3/2 2/1 1/0
11 +7 +7 +3 Enhance Arrows (Elemental) 3/2 2/1 1/1
12 +8 +8 +4 Seeker Arrow 4/2 3/2 2/1
13 +8 +8 +4 Enhance Arrow (Distance) 4/3 3/2 2/1 1/0
14 +9 +9 +4 Combat Style Feat 4/3 3/2 2/1 1/1
15 +9 +9 +5 Snipers Eye 4d6 5/3 4/2 3/2 2/1
16 +10 +10 +5 Phase Arrow 5/3 4/3 3/2 2/1
17 +10 +10 +5 Enhance Arrow (Elemental Burst) 5/4 4/3 3/2 2/1
18 +11 +11 +6 Hail of Arrows, Combat Style Feat 6/4 5/3 4/2 3/2
19 +11 +11 +6 Penetrating Shot 6/4 5/3 4/3 3/2
20 +12 +12 +6 Snipers Eye 5d6, Dead Eye 6/4 5/4 4/3 3/3

Accuracy: Halves all range increment penalties.
Snipers Eye: May add precision strike damage, but only with ranged, up to 30’. Starts at 1d6 at 1st level, at 5th level, and every 5 class levels beyond that, it increases by an additional d6 (max 5d6 at 20). This ability is the same as Sneak Attack for rogues, however with ranged weapons.
Perfect Strike: Must declare before attack is made. Once per day, per level, may roll twice for a single attack, taking the greater. Only usable once per round.
Point Blank Master: Does not suffer attacks of opportunity when firing while threatened.
Deadly Range: Can make precision strikes at greater distance. Add 10’ to max range, and an additional 10’ per 3 character levels beyond.
Hawkeye: At 4th level, the Sniper gains +1 perception and increases the range increment of any bow he uses by 5’. Every 4th character level beyond it increases by an addition +1 and 5’.
Ki Pool: By sacrificing a spell, the Sniper can extend the range of his bow by 50’ per spell level, for one round. 10’ of each 50’ is added to precision damage eligibility. For example, a 4th level spell would gain the sniper an additional 200’ to their range increment, and 40’ to their precision strike range.
Combat Style Feat: The Snipers expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th levels. He can choose feats from the below list each time he gains a Combat Style Feat, even if he does not meet the normal prerequisites, Deadly Aim, Deadshot¹, Far Shot, Focused Shot*, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Way of the Bow²ˑ³, and Zen Archery². At 6th level, he adds Crossbow Mastery*, Improved Deadshot¹, Improved Precise Shot, and Manyshot to the list. At 10th level, he adds Greater Deadshot¹, Pinpoint Targeting, and Shot on the Run to the list.
Expert Archer: Sniper gains +1 to attack and damage rolls while using a ranged weapon they are proficient with. This bonus increases by an additional +1 every 4 levels beyond. This ability replaces all Combat Style Feats.
Arcane Strike: The sniper can imbue his non-magical arrows with arcane energy with a swift action. For one round your ranged attacks deal +1 damage, and are treated as magical for purposes of overcoming damage reduction. For every 5 caster levels, the bonus increases by an additional +1, max +5 at 20th. At 11th level this becomes an automatic action, not requiring any effort. This does not stack with a magical weapon, the greater bonus is always used.
Ki Arrows: By sacrificing a spell, the sniper increases the dice used to roll damage with his ranged weapon for one round. The level of spell increases the size of the damage increase (1st/d8, 2nd/d10, 3rd/2d6, 4th/2d8).
Poison Use: The Sniper is proficient in the use of poisons, and does not risk poisoning themselves when applying to their weapons.
Reflexive Shot: Can use ranged weapon for attack of opportunity if in a threatening square.
Evasive Archer: Sniper gains a +2 AC bonus against ranged attacks. This improves to +4 at 17th level.
Enhance Arrows (Elemental): Arcane Strike arrows become imbued with the flaming, frost, or shock quality in addition to their normal enhancement bonus. This deals an additional 1d6 points of damage of the appropriate elemental type.
Enhance Arrows (Distance): Arcane Strike arrows become imbued with the Distance magical weapon quality in addition to other qualities. Distance doubles the range of that weapon type.
Enhance Arrows (Elemental Burst): Arcane Strike arrows gain become imbued with the Elemental Burst quality, in addition to all other qualities, but replaces the Elemental enhancement. Elemental Burst functions as an Elemental weapon, but also does 1d10 burst damage of the same element type (If the weapons critical multiplier is x3, it deals 2d10. If x4 it deals 3d10).
Seeker Arrow: The Sniper can launch an arrow as a standard action at a target known to him, within range, and the arrow travels to the target, even around corners, negating cover. The attack is otherwise rolled normally. Only an unavoidable barrier or the arrows range prevents the arrows flight. A Sniper may fire once per day at 12th level, and one additional time per day every 2 levels after (Max 5 times at 20th level)
Phase Arrow: As a standard action, a Sniper may let fly an arrow at a known target, the arrow flies unerringly at the target through any non-magical barrier to the target. This ability negates cover, concealment, armor, and shield modifiers, but otherwise the attack is rolled normally. A Sniper can use this ability once per day at 16th level and one additional time per 2 levels (Max 3 times at 20th level).
Hail of Arrows: In lieu of his normal attacks, a Sniper can fire a single arrow at each target within range, to a maximum of 1 target per 2 Sniper levels he has earned. Each attack uses the Snipers primary attack bonus, and each enemy may only be targeted by a single arrow. The Sniper can use this ability only once per day.
Penetrating Shot: When a critical is confirmed, the arrow or bolt pierces the target and can strike another target in line behind it. The Sniper must be able to trace a straight line from their square directly through both opposition squares to make this attack. The secondary attack is made at -4, plus any additional range penealties. If that strike is also a critical, the arrow or bolt may continue onto another target, however the penalties stack.
Dead Eye**: A Sniper may use his precision damage regardless of range, so long as all conditions apply for such a strike to take place.

Skills: 6+ Int
Acrobatics, Climb, Craft, Heal, Knowledge (arcane), Knowledge (dungeoneering), Knowledge (geography), Knowledge (nature), Perception, Profession, Ride, Spellcraft, Stealth, Survival, Swim.

Suggested Feats:
Acrobatic, Alertness, Athletic, Critical Focus (and any other critical strike effects), Crossbow Mastery*, Deadly Aim, Disrupting Shot*, Dodge, Focused Shot*, Improved Critical, Improved Initiative, Point Blank Shot, Far Shot, Precise Shot, Improved Precise Shot, Rapid Shot, Many Shot, Rapid Reload, Self-Sufficient, Shadow Strike*, Stabbing Shot*, Stealthy, Vital Strike, Imp. Vital Strike, Greater Vital Strike.

* Described in Advanced Players Guide.
¹ Described In the Advanced Players Guide under Fighter: Archer or Crossbowman Abilities.
² Described In the Advanced Players Guide under Monk: Zen Archer Abilities.
³ Described In the Advanced Players Guide under Monk: Zen Archer Abilities, this ability uses two Combat Style Feats to complete.


The spell list.

Spells: The sniper casts Arcane spells from a specialized list. They base their casting ability upon their Wisdom score. The Sniper may also use their bow to deliver touch attacks.

Sniper Spell List: (spells noted with * are from Advanced Players Guide)
1st Level Spells
Alarm Wards area for 2 hours/level.
Alter Winds* Increases/Decreases natural wind strength.
Bombers Eye * Increases thrown weapon range; +1 attack
Detect Poison Detects poison in a creature or object.
Endure Elements Exist comfortably in hot or cold regions.
Entropic Shield Ranged attacks against you have a 20% miss chance.
Expeditious Retreat Your base land speed increases by 30’.
Feather Fall Objects or creatures fall slowly.
Glide* No fall damage, move 60’/round while falling.
Gravity Bow* Arrows do damage as though one size category bigger.
Obscuring Mist Fog surrounds you.
Produce Flame 1d6 damage +1/level, touch or thrown.
Shocking Grasp Touch delivers 1d6/level electricity damage (max 5d6).
Silent Image Creates minor illusions of your design.
True Strike +20 on your next attack roll
Vanish* As invisibility for 1 round/level (max 5).
Ventriloquism Throws voice for 1 min/level.

2nd Level Spells
Accelerate Poison* Hastens targeted poison’s onset.
Animal Messenger Sends a Tiny animal to a specific place.
Arrow Eruption Creates duplicates of an arrow used to kill a creature in the previous round.
Calm Emotions Calms creature, negating emotional effects.
Cat’s Grace Subject gains +4 Dex for 1 min./level.
Darkness 20’ radius of supernatural shadow.
Darkvision See 60’ in total darkness.
Delay Poison Stops poison from harming target for 1 hour/level.
Dust of Twilight* Black particles extinguish light sources.
Eagle Eye* Creates a magical sensor high above you.
Elemental Touch* Gain energy damage touch attack.
Fog Cloud Fog obscures vision.
Ghostbane Dirge* Incorporeal creatures take half damage from non-magical weapons.
Glitter Dust Blinds creatures, outlines invisible creatures.
Heroism Gives +2 on attack rolls, saves, skill checks.
Hunters Eye +20 on perception checks to locate a target.
Invisibility Subject is invisible for 1 min./level, or until attacks.
Minor Image As silent image, plus some sound
Pyrotechnics Turns fire into blinding light or choking smoke.
Silence Negates sound in 20’ radius.
Sound Burst Deals 1d8 sonic damage and may stun subjects.
Versatile Weapon* Weapon bypasses some DR.
Whispering Wind Sends a short message 1 mile/level.

3rd Level Spells
Call Lightning Calls down lightning bolts (3d6 per bolt) from sky.
Deeper Darkness Object sheds supernatural shadow in 60’ radius.
Dispel Magic Cancels on magical spell or effect.
Flame Arrow Arrows deal +1d6 fire damage.
Haste One creature/level moves faster, receives +1 on attack rolls, AC, reflex saves.
Instant Enemy* Treat enemy as a favored enemy type of your choice.
Keen Edge Doubles normal weapon’s threat range.
Lightning Bolt Electricity deals 1d6/level damage.
Major Image As silent image, plus sound, smell, and thermal effects.
Nap Sack* Subject only needs 2 hours for a night’s sleep and can for longer for more benefit.
Neutralize Poison Immunizes subject against poison, detoxifies venom in or on subject.
Tree Shape You look exactly like a tree for 1 hour/level.
Venomous Bolt* Arrow or bolt poisons target deals 1d3 Con damage 1/round for 6 rounds.
Wind Wall Deflects arrows, smaller creatures, and gases.

4th Level Spells
Air Walk Subject treads on air as if solid (climb or descent at 45º angle).
Bow Spirit* Summons an invisible spirit that fires your arrows for you as a swift action.
Calcific Touch Touch attack slows target, 1d4 Dex damage.
Invisibility Greater As invisible, but subject can attack and remain invisible.
Locate Creature Indicates direction to known creature.
Rusting Grasp Your touch corrodes iron and alloys.
Sending Delivers short message anywhere, instantly.
Tree Stride Step from one tree to another far away.
Wandering Star Motes Outlines subject and produces light as a sunrod.


Spoilers are your friends.


Okay that class seems way all over the place thematically and way too complicated. It looks like you just shoved your favorite bits of Wizard, Rogue, Ranger, Arcane Archer, and Zen Archer into one small space and called it a day.

Back on topic, you absolutely want to go Rogue for this if you're looking for a Sniper playstyle. You can get off a really strong Sneak Attack shot at the start of combat and then fan out to try and get behind the guy, which will keep your sneak attack active via flanking.

Actually, do rogue still get their flanking sneak attack dmg with ranged weapons?


Considering that using a ranged weapon in melee provokes that would be risky if they do.

Sczarni

If you play with traits there is an Andoran Faction trait in the PFS Guide to Organized play called "Hunter Eye" that let's you ignore the penalty for the second range increment with longbows or short bows and you are always proficient with one of those weapons (which may be relevant if you play a Rogue and want to use a longbow).

Not sure if this helps you with your build or not... Just throwing it out there.

If you do play with traits and you choose to play a Ranger you MUST select Magical Knack as one of your traits.

(Just kidding)

(Not really)


Azaelas Fayth wrote:
Considering that using a ranged weapon in melee provokes that would be risky if they do.

Well I meant when using a ranged weapon from a distance, but this (and taking another look at flanking in the Combat Rules) answer the question, anyway.


You can't Flank at range without some feat right?

Dark Archive

Snap Shot (5 ft) and Improved Snap Shot (15 ft)

You're pretty much required to have Point Blank Mastery for the first one to be useful.


Okay I think I'm using the wrong wording:

I'm talking about sneak attack damage. In the Sniper archetype, it says the range at which sneak attack damage can be applied increases by 10ft, but I didn't see a reference to range in the rogue class page, so I assumed it meant melee only, so a 3rd level sniper can apply sneak attack damage from 15ft away.


30 feet is the range.

"Ranged attacks can count as sneak attacks only if the target is within 30 feet."


AH, must have glanced over that bit.

In that case, taking the Sniper's Eye feat once with the Sniper archetype would bring that distance out to 70ft, which is plenty of space to get consistant sneak attacks in if you have natural cover. If a guy is busy having a sword fight it's not going to be as easy to spot where that crossbow bolt in his shoulder came from, and as soon as he looks as doesn't immediately see the threat he's probably going to turn back to the swordfight.


You mean Rogue Talent not Feat.

Liberty's Edge

CrazyGnomeLady wrote:
If I recall correctly, the Sniper Goggles are in Ultimate Combat, which the OP stated isn't allowed (I wanted them for my Rogue too and then realised that they're not in the books allowed).

The Greater Sniper Goggles are in the UE, but the Sniper Goggles are in the APG and thus legal for the OP (and a must have for any sniper really).


Azaelas Fayth wrote:
You mean Rogue Talent not Feat.

Right


Big Lemon wrote:
Azaelas Fayth wrote:
You mean Rogue Talent not Feat.
Right

Be glad it wasn't Ravingdork who seen that.

Lantern Lodge

Ok with a 15 point buy, no magic gear, excluding the "Ultimate" books all together, and using strictly pathfinder material the following is the best i can come up with.

-Race-
Human

-Class-
Rogue (Spy Scout)

-Stats-
STR 12(base 12)
DEX 23(base 16)(racial 2)(leveling 5)
CON 10(base 10)
INT 14(base 14)
WIS 10(base 10)
CHA 08(base 08)

-Feats-
01 Rapid Reload Heavy Crossbow, Point-Blank Shot
02 Talent - Combat Trick - Rapid Shot
03 Crossbow Mastery Heavy Crossbow
04 Talent - Bleeding Attack
05 Precise Shot
06 Talent - Fast Stealth
07 Deadly Aim
08 Talent - Ledge Walker
09 Vital Strike
10 A, Talent - Improved Evasion
11 Weapon Focus Heavy Crossbow
12 A. Talent - Stealthy Sniper
13 Skill Focus Stealth
14 A. Talent - Skill Mastery
15 Improved Vital Strike
16 A. Talent - Feat - Improved Critical Heavy Crossbow
17 Improved Precise Shot
18 Talent - Expert Leaper
19 Bullseye Shot
20 Talent - Nimble Climber

U will need the Sniper Goggles to make it work


Seranov:

Without houseruling it Snap Shot does not allow a ranged attacker to flank. However, it will allow a ranged combatant to provide a flank. The problem is not within snap shot, it is within the rules for flanking since to benefit from flanking the rules state you must be using a melee weapon. To provide flanking the rules only state that you must be threatening.

- Gauss


Interesting, the way the rules work together eh.


Azaelas Fayth: Yup, I houserule that Snap Shot will allow the shooter to flank. It just makes sense that if you can threaten, you can flank.

- Gauss


Simpler way to say it: If you threaten you can get the flanking bonus. Making a well built Archer devastating...

Dark Archive

...You know, I was saying that it lets you make AoOs, and for some reason implied it let you threaten, which yeah, you're right, it doesn't. You must excuse me, finals were last week and I'm still a little not quite in my right mind yet.


The black raven said wrote:
CrazyGnomeLady wrote: wrote:

If I recall correctly, the Sniper Goggles are in Ultimate Combat, which the OP stated isn't allowed (I wanted them for my Rogue too and then realised that they're not in the books allowed).

The Greater Sniper Goggles are in the UE, but the Sniper Goggles are in the APG and thus legal for the OP (and a must have for any sniper really).

Yeah, you're actually right, I found them last night on a "shopping tour" for my characters. Now I need to wait on my GM's decision on whether they're available in the town my AP is set in, or not.

Sczarni

Gauss wrote:

Azaelas Fayth: Yup, I houserule that Snap Shot will allow the shooter to flank. It just makes sense that if you can threaten, you can flank.

- Gauss

I have a similar house rule. I rule that you only get the +2 flank bonus with a melee as normal, but a Rogue with Snap Shot or Improved can use Sneak Attack when flanking/threatening with their bow - but they do it without the +2.


Wait hold on I think I have missed something.

I thought flanking only made the foe flat-footed?


Flanking just provides a bonus. It doesn't make them Flat-Footed.


A straight (Urban) Ranger (Guide)
archetypes gets you the
Ranger Crossbow Feat tree (pinpoint targeting access at 10th not 16th) to which you can add vital strike and works great for sniping and really can only be used with sniping and is the one bonus snipers get. With the ranger spell Gravity Bow thats a nice boost to damage for the vitalstrike tree. You might even be able to convince your DM to grant access to Named Bullet, a ranger spell in one of the Ultimate books perhaps at a feat or RPG cost.

Sniping as fighter above but with : +2 hit and damage vs your target (+2 per 5 levels), rerolls, bonding with any terrain for initiative/stealth/perception bonuses(including urban)…. All doubled in your favored community and trapfinding make for a pretty good sniper.

If you play a hobgobilin you can add +1 hit and damage after 4 levels.

Its the simplest all rounder. Party won't be too cut if you go ghost in combat if you are a tracker and trap spotter. You have your roles and in combat you snipe.

As a fighter its a bigger fish for your team to swallow if your one stick is 'combat' and in those you ghost while they get axed.


Gravity Bow IIRC only works with Bows not Crossbows.


Example 11th:

+11 + 1 wpn focus + 6 Guide Focus + 1 (aspect of the falcon and x3 crit)-3 deadly aim :

+16 with no dex or items and the target gains no natural, shield or armour bonus (pinpoint targeting).

For d10 = 2d8 (gravity bow), vital strike = 4d8,Improved Vital Strike 6d8 base + 6 Guide Focus +6 Deadly Aim :

6d8 + 12 no equipment

(Note did not include point blank as its range is not very snipery).

Try and get some righteous armour for another upsize for 3d8 base, and a +3 Holy Crossbow.

Not bad vs ANY opponent at ANY range for a 'humble' trapfinding tracker that only uses the core rulebook and advanced players guide.

No better way to pull xp (dragons) down on the group then by pinging their abysmal AC (10th pinpoint targeting) if they dare fly magestically in the distance near YOU!


You do realize that Snipers originally would be Elite Archers that would fight around 30 feet or less. Think The Patriot.

But Harsk(Iconic Ranger) just became awesome.


Just wanted to pop in and ask if anyone mentioned to the OP: The Genius Guide to Archer Archetypes?

Has substitutions that would benefit the one shot per round style instead of the massive arrow volley style.

Lantern Lodge

bump


Alchemists get access to a discovery named explosive missile: you load and fire an ammunition with a bomb inside as a standard action.
Get a heavy crossbow, the vital strike chain and with a couple of discoveries and feats you will be at least decent in damage, with some options for stealth (spells, dex based and lots of skills).
Your BAB is not impressive, but you don't care about iterative attacks as a sniper, and dex is very high (thanks to mutagens).
Special bombs offers some nice options (smoke bomb, the entangling one etc.)

I don't think it's an optimal option but should be a fun one.
On a side note, cheap poisons (thx to master alchemist) can be applied as a swift action from low-mid levels and allow you to target another save, kind of useful against spellcasters.

Lantern Lodge

Sadly i believe Alch is from the Ultimate books which means OP cant use.


Hmm...

Fighter(Crossbowman) with all the crossbow feats. Focuses entirely on getting the drop on the enemy then fallback and repeat.

Alchemist is in APG. Explosive Missile though is in UC therefore illegal.


Azaelas Fayth wrote:

Hmm...

Fighter(Crossbowman) with all the crossbow feats. Focuses entirely on getting the drop on the enemy then fallback and repeat.

Alchemist is in APG. Explosive Missile though is in UC therefore illegal.

I see. It's a pity, the UC is full of interesting stuff


Yeah it has a lot Especially for a Sniper.

Using CRB+APG I built a Scout Sniper Rogue that could really do well as a Vital Striking, Deadly Aiming, Sneak Attacking, etc Skirmisher.

When I get the chance I will post up a Stat Block of Her. Though that might not be for a Few days or even nearly a week with my current schedule.


Anyone consider a Sorcerer/Eldritch Knight or Sorcerer/Arcane trickster?

I normally wouldn't go sorcerer, but if you are just focusing on rays, than the increased spell slots per day becomes an issue.

IN any case, I have seen some Ek's with some pretty intense damage with rays via maximizing, empowering, etc. metamagic. I know Arcane tricksters have the potential, but i also feel like their BAB is too low for my personal tastes...

plus you get all of the great escape/utility spells, in case your plan goes awry.


Azaelas Fayth wrote:

It was 6.

If we had access to Ultimate Combat I would say Gunslinger1/Rogue(Scout/Sniper)X.

Sadly, I have had the best luck with my Rogue(Scout)10/Assassin10 getting consistent kills...

Would Death Attack work with thrown Melee Weapons?

Given the exact wording, I think it would, yes:

Death Attack wrote:
If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin's choice).

So there's that, at least.

byron34: Refine your concept, work with the formatting, and try again later. Sadly, it doesn't work for the OP, as he's limited in what he can select, but keep trying.

Examples:
Sniper
d10, Best Base Attack, Best Fortitude and Reflex, Worst Will
Skill ranks per level: 6+INT modifier

Level Progression:

  • Level 1: Accuracy, Snipers Eye 1d6, Perfect Strike
  • Level 2: Combat Style Feat or Expert Archer
  • Level 3: Deadly Range, Point Blank Master
  • Level 4: Hawkeye, Ki pool, Ki Spells
  • Level 5: Snipers Eye 2d6

etc.

Class Abilities For Levels 1-5:
  • Accuracy: Halves all range increment penalties.
  • Perfect Strike: Must declare before attack is made. Once per day, per level, may roll twice for a single attack, taking the greater. Only usable once per round.
  • Snipers Eye: May add precision strike damage, but only with ranged, up to 30’. Starts at 1d6 at 1st level, at 5th level, and every 5 class levels beyond that, it increases by an additional d6 (max 5d6 at 20). This ability is the same as Sneak Attack for rogues, however with ranged weapons.
  • Combat Style Feat: If they choose this ability instead of Expert Archer (see below), the sniper's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th levels. He can choose feats from the below list each time he gains a Combat Style Feat, even if he does not meet the normal prerequisites, Deadly Aim, Deadshot¹, Far Shot, Focused Shot*, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Way of the Bow²ˑ³, and Zen Archery². At 6th level, he adds Crossbow Mastery*, Improved Deadshot¹, Improved Precise Shot, and Manyshot to the list. At 10th level, he adds Greater Deadshot¹, Pinpoint Targeting, and Shot on the Run to the list.
  • Expert Archer: If they choose this ability instead of Combat Style Feats (see above), the sniper gains +1 to attack and damage rolls while using a ranged weapon they are proficient with. This bonus increases by an additional +1 every 4 levels beyond. This ability replaces all Combat Style Feats.
  • Point Blank Master: Does not suffer attacks of opportunity when firing while threatened.
  • Deadly Range: Can make precision strikes at greater distance. Add 10’ to max range, and an additional 10’ per 3 character levels beyond.
  • Hawkeye: At 4th level, the Sniper gains +1 perception and increases the range increment of any bow he uses by 5’. Every 4th character level beyond it increases by an addition +1 and 5’.
  • Ki Pool: The Sniper has tapped into an amount of hidden energy, called many things by individual snipers, but most often referred to as Ki by monks and similar ascetic students, equal to half his level plus his wisdom modifier (Note, you could also make a case for CHA modifier, ala ninja. The Sniper can use this hidden energy to perform amazing feats of ranged assault. By expedning ki, the sniper can extend the range of his bow by 50’ per point spent, for one round. 10’ of each 50’ is added to precision damage eligibility. For example, by expending 4 points of ki, the sniper would gain an additional 200’ to their range increment, and 40’ to their precision strike range.
  • Ki Spell: By focusing their energy at the beginning of the day, a Sniper can actually craft spells to cast later. It requires one point of ki per level of the spell to be prepared. Preparing spells always takes one hour, regardless of how many spells are prepared. Once prepared, the ki cannot be returned to the ki pool until the ranger rests for the night. A sniper cannot prepare a spell unless their class level is at least four times the level of the spell; for example, a Sniper cannot prepare and cast first level spells until they have achieved fourth level, and they cannot prepare and cast second level spells until they have achieved eighth level. Other rules go here.

Class Abilities For Levels 6-10:
Other rules go here. Write them in list form, like the above.

Etc:
Etc.

Spell List By Level:
  • 1st Level: Alarm, Alter Winds*, Bombers Eye*, Endure Elements, Entropic Shield, Expeditious Retreat, Feather Fall, Glide*, Gravity Bow*, Obscuring Mist, Produce Flame, Silent Image, True Strike, Vanish*, Ventriloquism
  • 2nd Level: Do the same as the above
  • Etc

Later (after all this), you can have a spoiler tag by level "first level spells", in listed form, then second level, and so on.

Doing it this way makes it vastly easier to read, and is a tremendously superior experience for those you're trying to show it off to.

Keep tweaking it, too. I made a few changes - generally putting things in "standard" order, but also cribbing a bit off of the quinggong monk archetype to retool your spells ability and how that interacts with ki (though I cribbed a little bit more towards how you had it originally; it's hasty work, I admit, and needs some retooling), and removing Shocking Grasp from the spell list (because why would a sniper have that, cool as it is?). Still, feel free to ignore the changes; they are, at most, meant to show "other ways" of looking at things, not "you're doing it wrong." I didn't bother looking through and trying to balance everything... too much work, with too little time.

If you're interested in posting various iterations as you hammer stuff out, may I offer my thread for such things (made specifically to put ideas there and get feedback)? Anyway, it's a nifty concept, definitely needs some work, but a very nifty concept. Keep hammering away at it!


I'd make a Ninja since at level 9 they get assassinate which can be used at range, and get all the vital strike feats since you can also use those at range. Than you can just add whatever you want such as deadly aim and furious focus so you don't take the to hit penalty from deadly aim on your attack roll.

Dark Archive

Furious Focus specifically only works on Power Attack.


8 Red Wizards wrote:

I'd make a Ninja since at level 9 they get assassinate which can be used at range, and get all the vital strike feats since you can also use those at range. Than you can just add whatever you want such as deadly aim and furious focus so you don't take the to hit penalty from deadly aim on your attack roll.

He doesn't have access to any of the Ultimate Books.


And assasinate is a master trick that comes at level 10 earliest.

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