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rpewin01 |
I am trying to build a sniper character for Skull and Shackles. Because of the campaign, I am placing strong emphasis on skills, meaning the crossbow fighter is likely out. I am leaning towards one fairly big shot a round. And, it is necessary that the character be reasonably capable throughout his life.
Options include the crossbow ranger, some sort of rogue/ninja, and the inquisitor (unless there are others I am missing).
The inquisitor gives me the heresy arcehtype which helps with skills and sniping, but the ranger gives more feats, and useful spells (gravity bow, aspect of the falcon, named bullet, etc.).
What are the pros and cons of the different options, and which do you think would be the most fun and useful in a pirate campaign?
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SquirmWyrm |
![Eranex](http://cdn.paizo.com/image/avatar/PZO9258-SilverDragon_500.jpeg)
I am trying to build a sniper character for Skull and Shackles. Because of the campaign, I am placing strong emphasis on skills, meaning the crossbow fighter is likely out. I am leaning towards one fairly big shot a round. And, it is necessary that the character be reasonably capable throughout his life.
Options include the crossbow ranger, some sort of rogue/ninja, and the inquisitor (unless there are others I am missing).
The inquisitor gives me the heresy arcehtype which helps with skills and sniping, but the ranger gives more feats, and useful spells (gravity bow, aspect of the falcon, named bullet, etc.).
What are the pros and cons of the different options, and which do you think would be the most fun and useful in a pirate campaign?
Honestly, I'd go with the ranger. Gravity Bow is a fun spell, and using the companion version of the hunter's bond, you can better emphasize the connection a sniper has with his 'spotters'.
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rpewin01 |
I like everything about the ranger, except I can't figure out how to reliably stay hidden while sniping.
Basically I want a character that can do all the skill stuff Skull and Sheckles will require, but be able to contribute in combat somewhat by staying hidden and plucking a crossbow.
Not sure how often it comes up, but it seems cool to be able to shoot someone on the deck of an opposing ship as it closes.
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submit2me |
![Umbral Dragon](http://cdn.paizo.com/image/avatar/b4_umbral_dragon_head_final.jpg)
I've never been able to play this character, but I did a build that consists of Ninja with two levels of Shadowdancer. That way they get Hide in Plain Sight as early as 6th level. Both classes also get a lot of skills and skill points. Ninja tricks and rogue talents can make it easier to stealth/snipe and sneak attack from range. If your GM is awesome, s/he will let you take Rogue archetypes for the Ninja that swap out the same abilities (like the Scout). I'd also stick with a normal bow instead of a crossbow. You don't have to waste feats or actions in order to reload it, and base weapon damage doesn't make much of a difference when you're sneak attacking.
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Gwen Smith |
![Madge Blossomheart](http://cdn.paizo.com/image/avatar/madge_color.jpg)
If you want a long distance sniper, check out the Deep Sight feat. It increases the range of your character's darkvision to 120ft. With a composite longbow range of 110ft, and everyone else having only 60f darkvision, you'd be able to shoot people long before they have a chance of seeing you.
There are also feats that increase your chances of hiding after sniping, and Deadly Aim increases the range at which your rogue can sneak attack by 10ft a shot.
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rpewin01 |
I'm not sure long distance sniper gives me everything I need. I imagine on a ship there will be plenty of combats in which I can't just out-distance everything.
Ninja/shadow dancer does a lot of what I am looking for, but it seems more tailored to having several attacks. Inquisitor is better suited to one big hit, and so is ranger with vital strike and other feats.
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![Sunlord Thalachos](http://cdn.paizo.com/image/avatar/PF20-16.jpg)
I posted it in another thread I can't find right now but I had the idea for a Ranger who snipes with huge bonuses to damage. It could be applied to a ninja by taking combat training, unarmed combat training and Style mastery.
Ninja 10
Str: 14
Dex: 18 (2 human, 2 levels)
Con: 12
Wis: 10
Int: 14
Cha: 13
Feats
1. Point Blank Shot, Precise Shot
2. Combat Training: Focused Shot
3. Deadly Aim
4. Unarmed Combat Training
5. Extra Ninja Trick: Deadly Range
6. Style Master: Kirin Style
7. Extra Ninja trick: Vanishing Trick
9. Kirin Strike
10.Invisable Blade
Basically you get shoot at plus +10 to hit for 1d8+5d6(SA)+6(int)+2(str)+4(DA) before magic.
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![Wizard](http://cdn.paizo.com/image/avatar/hidden_truth.jpg)
If you're looking for one big hit, I feel like either the Vital Strike feats (double/triple your damage dice) or Spring Attack (attack and move back into hiding - ask your GM first) could make an appearance. There must be a good way to jack up your damage dice for Vital Strike...
Sadly, without iterative attacks or magic, expect this build to suffer in higher levels...