
Arkellus |

#Formbender (again)
Sorry, but I was thinking it over and I am not quite satisfied with primal flurry.
How about this:
Give the Formbender 3 increases to the die size of all his natural attacks, allow the improved damage evolution, but not the improved natural attack feat. Maybe give the increases at the levels 4/8/12 or 2/10/18, so he improves his natural attack capabilities at almost every level. The max number of attacks and evo points should stay the same as the original primal flurry. This should replace the normal unarmed attacks.
With this, the Formbender using slam can get the same damage as a Monk at the cost of taking more evolutions points/arms than with the claws evolution (Claws gives two attacks with two arms while Slam needs two arms for one attack).
#Body Mechanik
This looks great. I like it almost as much as my Formbender ;)

christos gurd |

Couldn't they just get feral combat training at level 1 and can choose deal damage with natural attacks as if they were unarmed strikes by spending a point of ki? Flurry cant be combined with natural attacks without the feat anyways(which is still limited to the number of attacks in the flurry anyways), so limiting natural attacks isn't that big a deal.

Starfox |

#Body Mechanik
Flexible Anatomy seems to have some omissions in the text.
Every time I read "body mechanic" I want to make it "body mekanik". I think that's the Russian spelling of the word (converted from Cyrillic letters), and it also has the ring of Games Workshop Orks.
# Formbender
I can see two versions of this. One is that it is really monk unarmed damage and flurry of blows, you can just change the damage type by making it claws. The second used the natural weapons of an actual eidolon for its attacks. The end result is similar, it is mostly a style issue. Once we decide which of these ways to go, I believe final polish is easy, but now we're comparing final versions instead of talking about which way to go. Prsonally, I prefer the natural attack route, so Elghinn's and/or Arkellu's way, balanced to give a damage output similar to the monk's.

Apraham Lincoln |

#Body Mechanik
Flexible Anatomy seems to have some omissions in the text.
Every time I read "body mechanic" I want to make it "body mekanik". I think that's the Russian spelling of the word (converted from Cyrillic letters), and it also has the ring of Games Workshop Orks.
# Formbender
I can see two versions of this. One is that it is really monk unarmed damage and flurry of blows, you can just change the damage type by making it claws. The second used the natural weapons of an actual eidolon for its attacks. The end result is similar, it is mostly a style issue. Once we decide which of these ways to go, I believe final polish is easy, but now we're comparing final versions instead of talking about which way to go. Prsonally, I prefer the natural attack route, so Elghinn's and/or Arkellu's way, balanced to give a damage output similar to the monk's.
Yes, there should be a 5 in there so that it reads " At 8th level, a body mechanik’s natural reach increases by five(5)feet while under the effects of mutagen."
Certainly a little inspired by gw orkiness in the spelling ;)

Starfox |

Certainly a little inspired by gw orkiness in the spelling ;)
Only now realized you had already exchanged one c for a k in mechanik!
Come to think of it, my suggested spelling is the Swedish spelling of "Mekanik" - meaning the subject of mechanics as opposed to a single mechanic (which would be "mekaniker"). Body Mekanik would thus be swinglish for a body governed by mechanics or the mechanics of a body.

Elghinn Lightbringer |

#Formbender (again)
Sorry, but I was thinking it over and I am not quite satisfied with primal flurry.
How about this:
Give the Formbender 3 increases to the die size of all his natural attacks, allow the improved damage evolution, but not the improved natural attack feat. Maybe give the increases at the levels 4/8/12 or 2/10/18, so he improves his natural attack capabilities at almost every level. The max number of attacks and evo points should stay the same as the original primal flurry. This should replace the normal unarmed attacks.
With this, the Formbender using slam can get the same damage as a Monk at the cost of taking more evolutions points/arms than with the claws evolution (Claws gives two attacks with two arms while Slam needs two arms for one attack).
#Body Mechanik
This looks great. I like it almost as much as my Formbender ;)
We could definitely work this in, if you really want unarmed strike gone. Why don't we do this? We can use Priaml Furry as is, add in the damage dice increases, and then, tie it to the Ki Strike ascpect of the Ki Pool. So, as long as he has 1 ki point, he can make a Feral Flurry. If he's out of ki points, then he's stuck taking normal attacks with his weapons and normal BAB. I'll write it up and post it for you.

Oceanshieldwolf |

[threadjack]
Just building a Pactgifted Champion and i have a few questions/ideas.
* Is the Biped base form's +2 natural AC bonus included? It doesn't appear to be…
At 1st level, the pactgifted champion uses her ability scores and other statistics as her base form…
Seeing as you aren't getting the claws either, this is a downgrade again from having an eidolon…and you aren't getting the skills and feats the eidolon would get either...
* While the aspect is enacted, I think the PC should use the eidolon's better BAB. Thoughts?
* What does this mean:
Any armor worn by the pactgifted becomes part of his base form and is counted as his initial armor bonus until his form is dismissed.
Do I substitute the armor's AC bonus, or just add it to the natural armor bonus? What about shields? Given that the PC is not proficient with any armor, this is kinda moot. I think perhaps it should however be proficient in light armor… even with mage armor etc Thoughts?
Basically, without the summon monster SLAs, and with fewer hexes, my PC is going to move more into melee, but still feels squishy during the aspect.

Elghinn Lightbringer |

[threadjack]
Just building a Pactgifted Champion and i have a few questions/ideas.
* Is the Biped base form's +2 natural AC bonus included? It doesn't appear to be…
Pactgifted Champion wrote:At 1st level, the pactgifted champion uses her ability scores and other statistics as her base form…Seeing as you aren't getting the claws either, this is a downgrade again from having an eidolon…and you aren't getting the skills and feats the eidolon would get either...
Yup. You are the base form, but you get as many evolution points to spend as an eidolon. Plus, unlike the eidolon, you are also getting all the other class features of the MCA too.
* While the aspect is enacted, I think the PC should use the eidolon's better BAB. Thoughts?
That's possible, would give it a slight edge in battle. I say yes.
* What does this mean:
Pactgifted Champion wrote:Any armor worn by the pactgifted becomes part of his base form and is counted as his initial armor bonus until his form is dismissed.Do I substitute the armor's AC bonus, or just add it to the natural armor bonus? What about shields? Given that the PC is not proficient with any armor, this is kinda moot. I think perhaps it should however be proficient in light armor… even with mage armor etc Thoughts?
Basically, without the summon monster SLAs, and with fewer hexes, my PC is going to move more into melee, but still feels squishy during the aspect.
If the MCA is wearing say a chain shirt, his armor becomes part of the manifestation and still gains the benefits of the armor (as an armor bonus, plus any enchantments the armor might have too don't forget). That's why we didn't include the AC bonuses from base forms, but you can spend evolution points to increae the Nat Ac of your MCA.
Oops, that should be prof with light armor, but not shields. I'll change that with the wiki and master doc.
The point of this was to use the evolutions to buff him into a formidable meleeist, he culd even be large with claws and bite and slam, improved natural attacks, improved natural armor, etc. Therie is a lot of flex with the use of eidolon evo points (26 at 20th), with class features on to p of it.

Oceanshieldwolf |

Sure, but you don't get to be Large until 13th level, and without quadruped base form you can't get rake, or constrict without serpentine etc….
And the eidolon IS the class feature you are losing in part without getting the skills/feats. though I guess the hex makes up for the versatility of the eidolon, and the self heal replaces the SLA.
Still, a better BAB and light armor brings it up a notch… ;)

Elghinn Lightbringer |

#Formbender
Changes/Tweaks
At 1st level, a formbender gains Feral Combat Training as a bonus feat and manifests up to two natural attacks of his choice from his aspect manifestation while in his normal form. These natural attacks (including any damage enhancement evolutions) may not exceed a total of 2 evolution points. For example, a formbender cold manifest a claws evolution (two attacks of 1d4/1d4), a bite (1d6) and slam (1d8) evolution, or a bite evolution adjusted by the improved damage evolution (increases 1d6 to 1d8). Once the natural attacks are chosen, they cannot be changed until he gains a new formbender level and decides how his evolution points are spent. The formbender must have the appropriate number and type of limbs or appendages in his natural form to gain the natural attack.
For every five levels beyond 1st level (6th, 11th, and 16th), the formbender can manifest one additional natural attack from his aspect manifestation, up to 5 natural attacks.
As the formbender gains levels, he can manifest more attack-based evolutions. A formbender can manifest natural attack evolutions totaling up to three evolution points at 5th level, four evolution points at 9th level, five evolution points at 13th level, and six evolution points at 17th level. Feral strike attacks can be enhanced by the improved damage evolution, but not the Improved Natural Attack feat.
A formbender's feral strike attacks may only be made with natural attacks. There is no such thing as an off-hand attack for a formbender striking with natural attacks. A formbender may thus apply his full Strength bonus on damage rolls for all his feral strikes.
Usually a formbender's feral strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A formbender's feral strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A formbender also deals more damage with his natural attacks than a normal person would, as shown above on Table: Formbender. The feral damage values listed on Table: Formbender is for Medium formbenders using a natural attack that normally deals 1d4 damage. For natural attacks that deal more than 1d4 damage, simply increase the damage dice by one category. A Small formbender deals less damage than the amount given there with his unarmed attacks, while a Large formbender deals more damage; see Table: Small or Large Formbender Unarmed Damage.
The formbender can make one natural attack at his normal base attack bonus like normal melee attacks, but does not take the normal attack –5 penalty for a secondary attack. The formbender does not make unarmed attacks. This ability replaces stunning fist and unarmed strike.
Table: Small or Large Formbender Feral Damage
Level Damage (Small Formbender) Damage (Large Formbender)
1s-5th 1d4 1d8
6th-10th 1d6 1d10
11th-15th 1d8 2d6
16th-20th 1d10 2d8
Starting at 1st level, a formbender can make a primal flurry as a full-attack action. When doing so, he may make two natural attacks. These attacks can be any combination of feral strikes. For the purpose of these attacks, the formbender uses his highest attack bonus for each natural attack if it a primary attack, but takes a –5 penalty a natural attack is a secondary attack, as normal.
At 6th level and every five levels thereafter, the formbender can make an additional natural attack when he uses primal flurry, up to a maximum of 5 attacks at 16th level.
A formbender applies his full Strength bonus to his damage rolls for all successful attacks made with feral flurry. A formbender may substitute disarm, sunder, and trip combat maneuvers for natural attacks as part of a feral flurry. A formbender cannot use any weapon as part of a feral flurry.
This ability replaces flurry of blows.

Elghinn Lightbringer |

Sure, but you don't get to be Large until 13th level, and without quadruped base form you can't get rake, or constrict without serpentine etc….
And the eidolon IS the class feature you are losing in part without getting the skills/feats. though I guess the hex makes up for the versatility of the eidolon, and the self heal replaces the SLA.
Still, a better BAB and light armor brings it up a notch… ;)
Give it a try and see what happens with the current changes. Remember, theis is a 3/4 BAB and 1/2 BAB combo, you can't necessarily get an all powerful meleeist build, as you probably shouldn't, not like out martial/summoner combos can.

Oceanshieldwolf |

Oceanshieldwolf wrote:Give it a try and see what happens with the current changes. Remember, theis is a 3/4 BAB and 1/2 BAB combo, you can't necessarily get an all powerful meleeist build, as you probably shouldn't, not like out martial/summoner combos can.Sure, but you don't get to be Large until 13th level, and without quadruped base form you can't get rake, or constrict without serpentine etc….
And the eidolon IS the class feature you are losing in part without getting the skills/feats. though I guess the hex makes up for the versatility of the eidolon, and the self heal replaces the SLA.
Still, a better BAB and light armor brings it up a notch… ;)
Yersss. Good point. ;)
[/threadjack]

Arkellus |

#Formbender
A formbender also deals more damage with his natural attacks than a normal person would, as shown above on Table: Formbender. The feral damage values listed on Table: Formbender is for Medium formbenders using a natural attack that normally deals 1d4 damage. For natural attacks that deal more than 1d4 damage, simply increase the damage dice by one category. A Small formbender deals less damage than the amount given there with his unarmed attacks, while a Large formbender deals more damage; see Table: Small or Large Formbender Unarmed Damage.
The formbender can make one natural attack at his normal base attack bonus like normal melee attacks, but does not take the normal attack –5 penalty for a secondary attack. The formbender does not make unarmed attacks. This ability replaces stunning fist and unarmed strike.
Table: Small or Large Formbender Feral Damage
Level Damage (Small Formbender) Damage (Large Formbender)
1s-5th 1d4 1d8
6th-10th 1d6 1d10
11th-15th 1d8 2d6
16th-20th 1d10 2d8
I think you meant 1D6 on Table: Formbender in the text above, the table above shows the 1D4 and 1D8 progression. Also, why not move the damage increases around to levels 4/8/12 or 2/10/18. Then the Formbender gets an increase to his natural attack prowess at almost every level?
Primal Flurry: At first I thought this was redundant. After closer reading I realized it allows to attack with the same natural attack up to 5 times. Here is an example: A 6th level Formbender with bite, slam and improved damage(slam) evolutions has a normal full attack of bite 1D8/slam 2D6. Using primal flurry he could have slam 2D6 x 3, correct?

Apraham Lincoln |

#Formbender
Quote:A formbender also deals more damage with his natural attacks than a normal person would, as shown above on Table: Formbender. The feral damage values listed on Table: Formbender is for Medium formbenders using a natural attack that normally deals 1d4 damage. For natural attacks that deal more than 1d4 damage, simply increase the damage dice by one category. A Small formbender deals less damage than the amount given there with his unarmed attacks, while a Large formbender deals more damage; see Table: Small or Large Formbender Unarmed Damage.
The formbender can make one natural attack at his normal base attack bonus like normal melee attacks, but does not take the normal attack –5 penalty for a secondary attack. The formbender does not make unarmed attacks. This ability replaces stunning fist and unarmed strike.
Table: Small or Large Formbender Feral Damage
Level Damage (Small Formbender) Damage (Large Formbender)
1s-5th 1d4 1d8
6th-10th 1d6 1d10
11th-15th 1d8 2d6
16th-20th 1d10 2d8I think you meant 1D6 on Table: Formbender in the text above, the table above shows the 1D4 and 1D8 progression. Also, why not move the damage increases around to levels 4/8/12 or 2/10/18. Then the Formbender gets an increase to his natural attack prowess at almost every level?
Primal Flurry: At first I thought this was redundant. After closer reading I realized it allows to attack with the same natural attack up to 5 times. Here is an example: A 6th level Formbender with bite, slam and improved damage(slam) evolutions has a normal full attack of bite 1D8/slam 2D6. Using primal flurry he could have slam 2D6 x 3, correct?
Isant that just the adjusted size table such as the one in the standard monk entry.
I think that is the intent yes, the 1d10 slam probably being the best damage form

Apraham Lincoln |

Want to throw me hat back in the ring with a druid/inquisitor, the savage avenger (name not set in stone and hard not to call her a savenger)
Put that one on the back burner as was another melee guy so when next up am considering a druid/oracle along the lines of elemental envoy (working name)

christos gurd |

alrighty then, here is the rough draft. I feel i need at least 6 or 7 more talents to round this sucker out, and i feel that focused could possibly be wisdom based.

Gadgeteer Smashwidget |

I like it. There should be a sniper talent that allows Dex to gun damage. If that happens, it will literally be the perfect class for my sniper character.
Other talent ideas:
-precision damage multiplied on a crit
-extra crit multiplier
-"Sniper Totem" line reducing Stealth penalties for sniping and adding precision damage when sniping while prone.

christos gurd |

I like it. There should be a sniper talent that allows Dex to gun damage. If that happens, it will literally be the perfect class for my sniper character.
perfect timing then
Other talent ideas:
-precision damage multiplied on a crit
-extra crit multiplier
-"Sniper Totem" line reducing Stealth penalties for sniping and adding precision damage when sniping while prone.
I think those are logical tree options for the true snipe talent. I wouldn't allow that with a full attack action on its own.

Elghinn Lightbringer |

#Focused Sniper
Focus (Su): At 1st level a focused sniper can enter a state of complete focus, sacrificing her defensive capabilities for accuracy. A focused sniper can enter focus for a number of rounds per day equal to 4 + her Wis modifier. At each level after 1st, she can focus for an additional 2 rounds. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds that a focused sniper can focus per day. A focused sniper can enter focus as a free action. The total number of rounds of focus per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in focus, a focused sniper gains a +2 insight to her attack and damage rolls with ranged weapons (this counts as precision damage), as well as a +2 morale bonus on Will saves. While in focus, if the focused sniper hasn’t moved from her position in the last turn, she reduces all range penalties by 2. In addition, she takes a –2 penalty to Armor Class. A sniper can end her focus as a free action and is fatigued after focus for a number of rounds equal to 2 times the number of rounds spent in focus. A focused sniper cannot focus while fatigued or exhausted but can otherwise focus multiple times during a single encounter or combat. If a focused sniper falls unconscious, her focus immediately ends. This ability replaces rage.
*What range penalties are you refering to?

Elghinn Lightbringer |

It occurs to me is this could use a couple of bonus feats.
Just roll it into the choice of Sniper Talents. Able to choose a fighter bonus feat that he qualifies for as a talent.
Also, not a lot of Gunslinger in this one, at least to me. I see Deeds as choices in the talents, as is gun training, but I'm feeling that deeds should be hardwired into the build. It should also be getting Gunsmith too at 1st. I see you want to use focuse as the "grit" resource. Why not just call it Focused Grit? Then give 1st/3rd/7th/11th/15th level deeds (choose two of the three at each increment) at 2nd/6th/10th/14th/18th. Then leave Sniper talents at 4/8/12/16/20?
Focus grit expenditure should be twice that of grit costs for deeds. So if a deeds needs 1 grit, you spend two rounds of focused grit, 2 grit = 4 rounds of focused grit, etc. The "At least 1 grit" deeds would be unchanged, as long as there are rounds of fcused grit remaining.

christos gurd |

Yes the mca is supposed to be able to specialize in any form of ranged combat, so as to be acceptable in games that dont allow guns. I will post up a revision later when work slows down a bit. One of things im adding is grit(because otherwise he gets essentially unlimited grit at 17th level). I am also adding 3 more talents, 2 of which supports bayonets, as well as adjust some of the current talents to allow grit expenditure.

Elghinn Lightbringer |

Yes the mca is supposed to be able to specialize in any form of ranged combat, so as to be acceptable in games that dont allow guns. I will post up a revision later when work slows down a bit. One of things im adding is grit(because otherwise he gets essentially unlimited grit at 17th level). I am also adding 3 more talents, 2 of which supports bayonets, as well as adjust some of the current talents to allow grit expenditure.
I thought as much, as it felt like it did allow other ranged weapons. If you add in new talents that spend grit, make sre they are directly tied to the gunslinger class type talents. Otherwise, let them spend focus rounds instead and leave grit only for the deeds.
I did some cleaning up of abiities and talents (renamed them techniques). Take a look at this before you go and make your other techniques. Also added in Gunsmith by redcing to d10 Hit Dice (d12 is too hight for this) and Medium Armor Proficiency as this seems to be a a primarily ranged, sneaky bastard type MCA. Changed Gun Trainining talent to Sniper Training (allows choice of bow or crossbow) and Deadly Snipe to Bloody Sniper.
Primary Class: Barbarian.
Secondary Class: Gunslinger.
Alignment: Any.
Hit Dice: d10.
Bonus Skills and Ranks: The focused sniper may select three gunslinger skills to add to her class skills in addition to the normal barbarian class skills. The focused sniper gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The focused sniper is proficient with all simple and martial weapons, all firearms, light armor, medium armor, and with shields (except tower shields).
Focus (Su): At 1st level a focused sniper can enter a state of complete focus, sacrificing her defensive capabilities for accuracy. A focused sniper can enter focus for a number of rounds per day equal to 4 + her Wis modifier. At each level after 1st, she can focus for an additional 2 rounds. Temporary increases to Wisdom, such as those gained from spells like owl’s wisdom, do not increase the total number of rounds that a focused sniper can focus per day. A focused sniper can enter focus as a free action. The total number of rounds of focus per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in focus, a focused sniper gains a +2 insight to her attack and damage rolls with ranged weapons (this counts as precision damage), as well as a +2 morale bonus on Will saves. While in focus, if the focused sniper hasn’t moved from her position in the last turn, she reduces all range penalties by 2. In addition, she takes a –2 penalty to Armor Class. A sniper can end her focus as a free action and is fatigued after focus for a number of rounds equal to 2 times the number of rounds spent in focus. A focused sniper cannot focus while fatigued or exhausted but can otherwise focus multiple times during a single encounter or combat. If a focused sniper falls unconscious, her focus immediately ends. This ability replaces rage.
Gunsmith (Ex): At 1st level, a focused sniper gains the gunslinger’s gunsmith ability. This ability reduces the barbarian’s d12 Hit Dice and Medium Armor Proficiency.
Focus Techniques: As a focused sniper gains levels, she learns to use her focus in new ways. Starting at 2nd level, a focused sniper gains a focus technique. Every two levels beyond 2nd, she gains another focus technique. Some focus techniques require the focused sniper to be focused, while some of these techniques require the focused sniper to take an action first. Unless otherwise noted, a focused sniper cannot select an individual technique more than once.
A focused sniper can choose any of the following focus techniques. This ability replaces the rage powers gained.
A Shot in the Night (Ex): The focused sniper gains Prone Shooter as a bonus feat. In addition, the focused sniper takes no penalties to Stealth checks while making ranged attacks from a prone position. The focused sniper must have the sure shot technique to select this technique.
Bayonet Training (Ex): The focused sniper can attach and detach bayonets to her firearms as a swift action. If the focused sniper has the Quickdraw feat, the focused sniper can use this technique as a free action.
Bloody Sniper: The focused sniper gains Bleeding Critical as a bonus feat. Additionally, while in focus, the focused sniper can multiply his focus precision damage on a critical hit. If the focused sniper has the sure shot technique, she can choose to have her opponent make a Reflex save (DC 10 + 1/2 the focused snipers level + her Wisdom modifier) to avoid being subject to her bleed damage. The focused sniper must successfully strike the opponent with her sure shot to use this ability. The attack does not have to be a critical hit. The focused sniper must be at least 8th level and have shot in the night technique to select this technique.
Bury the Bolt (Ex): When using a crossbow, the focused sniper with this technique can target the touch AC of an enemy within her first range increment.
Close-Ranged Sniper: The focused sniper gains Point Blank Shot as a bonus feat. If the focused sniper already has Point Blank Shot, she can choose either Far Shot or Precise Shot instead. At 6th level, the focused sniper also gains Point Blank Master as a bonus feat, even if she does not meet its prerequisites.
Crossbow Slinger (Ex): The focused sniper treats a crossbow as a firearm for the purposes of using the gunslinger deeds technique. The focused sniper must have the bury the bolt and gunslinger deed techniques to select this technique.
Gunslinger Deeds: The focused sniper selects two deeds from the gunslinger’s list of 1st level deeds. She treats her focused sniper levels as gunslinger levels for the purposes of these deeds. The focused sniper also gains the gunslinger’s grit class feature. The focused sniper can select this technique once at 2nd level, and again every four addition levels of focused sniper she possesses. Each time this technique is selected, she chooses two deeds of each subsequent level (3rd, 7th, etc.) up to 15th level deeds at 18th level or higher.
Hard Draw (Ex): The focused sniper increases the force of impact of her ranged weapons. She adds half her strength modifier to damage rolls with bows. This does not stack with the strength bonus to damage granted by composite bows. If the focused sniper is using a crossbow, she instead adds her full strength modifier.
Primal Focus: The focused sniper chooses a barbarian rage power. For the purpose of qualifying for this rage power, her effective barbarian level is equal to her focused sniper level –3 and she uses her focus in place of rage. The focused sniper must be at least 4th level to select this technique. A focused sniper may select this technique an additional time for every four levels of focused sniper she possesses.
Sniper Training (Ex): The focused sniper gains the gunslinger’s gun training 1 ability, but chooses either one type of firearm, one type of bow, or one type of crossbow. She can select this technique every four levels of focused sniper she possesses beyond 6th. Each time this technique is selected, she gains each subsequent level of gun training, up to gun training 4 at 18th level or higher. The focused sniper must be at least 6th level to select this technique.
Sure Shot (Ex): While in focus, a focused sniper can use a full-round action to make an attack against an opponent who is at least three range increments away. The opponent is treated as flat-footed against this attack. This attack bypasses any damage reduction the target might have. If the opponent has uncanny dodge, it retains its damage reduction against this attack.
Deadly Sniper (Ex): Starting at 7th level, a focused sniper decreases the range increment penalties of her ranged attacks by 2. At 10th level, and every three focused sniper levels thereafter (13th, 16th, and 19th level), she reduces her penalty by an additional 2. This replaces damage reduction.
Greater Focus (Su): At 11th level, when a focused sniper enters her focus, the insight bonus to her damage rolls increases to +4 and the morale bonus on her Will saves increases to +3. This ability replaces greater rage.
Indomitable Will (Ex): This is exactly like the barbarian ability of the same name, except that if functions while in focus instead of rage.
Tireless Focus (Ex): Starting at 17th level, a focused sniper is no longer becomes fatigued at the end of her focus. This ability replaces tireless rage.
Death From Afar (Su): At 20th level, when a focused sniper enters focus, she ignores all range increment penalties, and her maximum range with any weapon is increased by 30 feet. In addition she increases the precision damage granted by her focus to +8. This replaces mighty rage.
Table: Focused Sniper
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +1 +2 +2 +0 Fast movement, focus, gunsmith
2nd +2 +3 +3 +0 Focus technique, uncanny dodge
3rd +3 +3 +3 +1 Trap sense +1
4th +4 +4 +4 +1 Focus technique
5th +5 +4 +4 +1 Improved uncanny dodge
6th +6/+1 +5 +5 +2 Focus technique, trap sense +2
7th +7/+2 +5 +5 +2 Deadly sniper (–2)
8th +8/+3 +6 +6 +2 Focus technique
9th +9/+4 +6 +6 +3 Trap sense +3
10th +10/+5 +7 +7 +3 Deadly sniper (–4), focus technique
11th +11/+6/+1 +7 +7 +3 Greater focus
12th +12/+7/+2 +8 +8 +4 Focus technique, trap sense +4
13th +13/+8/+3 +8 +8 +4 Deadly sniper (–6)
14th +14/+9/+4 +9 +9 +4 Focus technique, indomitable will
15th +15/+10/+5 +9 +9 +5 Trap sense +5
16th +16/+11/+6/+1 +10 +10 +5 Deadly sniper (–8), focus technique
17th +17/+12/+7/+2 +10 +10 +5 Tireless focus
18th +18/+13/+8/+3 +11 +11 +6 Focus technique, trap sense +6
19th +19/+14/+9/+4 +11 +11 +6 Deadly sniper (–10)
20th +20/+15/+10/+5 +12 +12 +6 Death from afar, focus technique
May need to make some more adjustments to allow more flex with crossbow or bow builds.