Help optimizing a Sniper :)


Advice


So I'm trying to come up with a character idea based around Sniping and utilizing stealth with a sneak attack from a high range. I'd like to prioritize damage AND range, balancing the two. 3rd Party stuff is allowed. I found that both Rogue and Slayer have Archetypes that increase range.

Can people help weigh in on ways to optimize this kind of build? I'm looking for any other classes that would work, feats, traits, equipment etc.

Thanks :)


Try the Stalker; pick up the Deadly Ambush and maybe the Obfuscation arts and pick Solar Wind & Veiled Moon maneuvers. Between Deadly Ambush and the maneuvers you'll be doing about as much damage as a rogue, with no range limit like that on sneak attack.

Scarab Sages

Be a kobold and take the snipe feat then take the swipe rogue talent to take no penalty on sniping. Stealth rolls.


Unchained Rogue with the Sniper archetype is really the best option due to Rogue's Edge and Skill Unlocks. Select Stealth as your first unlock, this reduces the penalty for sniping by 10. Select halfling as your race and take Swift as Shadows alternate racial trait, this also reduces the penalty for sniping by 10. You now have no penalty to your stealth check to hide again after your first shot. Also halfling grants you a nice +4 bonus to stealth for being small.

Rogue talents to look at; Camouflage, Favored Terrain/Terrain Mastery, Fast Stealth, Hide in Plain Sight.

Pick up light crossbow and Rapid Reload, slap Improved Sniping enchantment onto said crossbow. I like crossbow because they can used while Prone, which doesn't necessarily provide any bonuses to stealth, I can provide a +4 bonus to AC against ranged attacks if you are spotted. Pick up Sniper Goggles as soon as you can. Cloak of Elvenkind. Shadowed Armor, etc.

These are just some basics I've found. You want to reduce your Sniping penalty as quickly as possible. Then work maximizing your Stealth bonuses to ensure your enemies cannot spot you after your attacks.

Scarab Sages

You may want to take a look at the Stalker Vigilante from the UI playtest. They have a sniper talent that rouges and slayers dream of: the ability to make hidden strikes at ANY distance.


The biggest problem with sniping is being able to put enough damage into a single shot for it to be meaningful.

Doing 1d8+5 each round while remaining hidden isn't impressive. It's just annoying. You're going to need to find ways to really stack damage bonuses onto singular attacks for it to ever be effective.


Claxon wrote:

The biggest problem with sniping is being able to put enough damage into a single shot for it to be meaningful.

Doing 1d8+5 each round while remaining hidden isn't impressive. It's just annoying. You're going to need to find ways to really stack damage bonuses onto singular attacks for it to ever be effective.

Hence the suggestion for rogue, Sneak Attack. It's the only reason to ever focus on sniping. Sniper Goggles are great for this as they add an extra 2 damage per die of SA. Also, by taking Deadly Sneak (?), you can raise the average damage of each SA die. It takes a lot of focusing and preplanning, but if you can pull it off it's pretty awesome.


Powerful Sneak and Deadly Sneak usually result in an overall net loss of DPR due to the attack penalty and the fact that average damage only increase by 1 (from 3.5 to 4.5) per sneak attack die. However, in a sniping build this may work out since the -2 to your first attack may not be that big of a deal to you.

However, for all the effort put it isn't effective as simply using greater invisibility (provided by a caster) to full attack with sneak attacks. You have to deliberately try to make it better by focusing on it, when with no focus your full attack will still deal much more damage. It's frustrating to say the least.


I like all the suggestions, thanks guys! I also found a talent that would unlock full attack sneak attacks while stealthed:

Master Sniper.
"As a full-round action, a rogue with this talent may double the sniping penalty to her Stealth check to make a full attack and hide afterward, instead of only making a single attack. All her attacks gain the benefits of being hidden, not just the first."

Scarab Sages

If you can deal with a -20 to stealth, and 3rd party is allowed, Master Sniper is cool. However, that is usually too large of a penalty to successfully restealth.


The Slayer has assassinate for this, which while not perfect is more likely to outright kill the target than most options.

Quote:
Assassinate (Ex): A slayer with this advanced talent can kill foes that are unable to defend themselves. To attempt to assassinate a target, the slayer must first study his target for 1 round as a standard action. On the following round, if the slayer makes a sneak attack against the target and that target is denied its Dexterity bonus to AC, the sneak attack has the additional effect of possibly killing the target. This attempt automatically fails if the target recognizes the slayer as an enemy. If the sneak attack is successful, the target must attempt a Fortitude saving throw with a DC equal to 10 + 1/2 the slayer’s level + the slayer’s Intelligence modifier. If the target fails this save, it dies; otherwise, the target takes the sneak attack damage as normal and is then immune to that slayer’s assassinate ability for 24 hours.

Keep in mind that assassinate is not an action, so you can full attack from stealth if your first arrow misses and you really want to force them to make that fort save. You will want the Sniper Goggles unless you use the Sniper archetype for Deadly Range:

Quote:

Deadly Range (Ex)

At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.


chrislafeken wrote:

I like all the suggestions, thanks guys! I also found a talent that would unlock full attack sneak attacks while stealthed:

Master Sniper.
"As a full-round action, a rogue with this talent may double the sniping penalty to her Stealth check to make a full attack and hide afterward, instead of only making a single attack. All her attacks gain the benefits of being hidden, not just the first."

That's a grey find for snipers; granted its 3PP, but still. If you keep Stealth maxed with Skill Unlock (which every sniper should!) then you can full attack snipe with only a -5 penalty!

For sniping, I prefer rogue due to the extra damage that get over slayers. Also, the slayer sniper archetype specifically states the target is aware of the slayer's presence. Depending on the type of GM you have that could mean you're screwed for trying to hide again. Common sense rules make the intent apparent, but we all know how well that works... But that extra damage is really sick...


That's very true Faelyn; I remember reading a thread/argument about the very case on whether or not "recognizing the slayer as an enemy" meant someone was screwed after they had hit them even once during combat even if the slayer was still stealthed or invisible. But the talent is absolutely worth the question to the gm for a full sneak attack.

Also, I was not aware that unchained classes are still compatible with Archetypes from the regular version of classes. I'm not exactly experienced in Pathfinder too much, but what about talents not listed for the Unchained Rogue?

EDIT*** Nevermind about the talents part. Easily circumvented by a ridiculous method of taking the unchained Rogue talent Ninja Trick into a regular Rogue Talent into whatever needed...silly but it seems doable.


Pathfinder Lost Omens Subscriber
redpandamage wrote:
Be a kobold and take the snipe feat then take the swipe rogue talent to take no penalty on sniping. Stealth rolls.

this + use vital strike and possibly use the bushwacker archetype, but your range goes down considerably.


Also, apparently Slayer's Sniper Archetype (not to be confused with the Rogue's Sniper Archetype) just got a buff in the ACG errata update. Instead of +10ft to SA at lv2, and then no benefit it's:
"At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence."

The problem becomes that it is only ONE attack, AND that last sentence means you are detected too. Meaning a separate action to stealthing next turn, or this one if you haven't moved yet.


The sad part is that we gave feedback of how awkward the new Deadly Range is a long time ago, when it was previewed.

Your sniping slayer is probably better off with sniper goggles, which means you may want to abandon the sniper archetype altogether. The stygian slayer is probably the best at getting the kill and then getting away.

Shadow Lodge

Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Remember to pick up Quick Shot as your first Advanced Talent -- it allows you to get a free shot when *initiative is rolled* -- ie you catch them flat-footed no matter what.

I'm also quite fond of picking up Acid Splash or Ray of Frost with Minor Magic -- this gives you the ability to get sneak attack elemental damage on an attack vs touch AC. Then take Vanish with Major Magic and you don't even need to worry about Hide in Plain Sight most of the time. (Those also open Dispelling Strike -- which can be a great leadoff with Quick Shot.)


The Unchained rogue can take any rogue talent, not just the ones in the Unchained book. They are also compatible with any rogue archetype. If an ability for the UnC rogue has a different name, but identical feature as the Core rogue it can be replaced by an archetype.

I believe it was Mark who posted that somewhere on the boards. I'm posting on my phone so I currently cannot find the post to link it.

Also, if you do go slayer, the sniper archetype is absolutely worth it! Extra damage based on your full level in addition to that provided by the goggles. My personal take on the slayer sniper ability as a GM is this; 1st attack the target is unaware anyone is around. 1st attack is successful, SA applies and stealth is remade. The target fails their perception check to locate the sniper. The target is aware someone attacked, but does not automatically locate the sniper. 2nd attack hits, SA applies because the sniper is essentially invisible and thus is denied Dex against that attack. Stealth check vs. perception again. Rinse, wash, repeat.

Ph, that's a good suggestion with Vanish. A very good way to keep gaining ranged SA when you cannot gain the best sniping conditions.


So I might end up going with the Unchained Rogue then, with the Hitman Archetype. It gives that nice Assassinate from Slayer at lv10, basically giving you your Rogue's Save or Die right then. It also gives the better Hide in Plain Sight, rather than having to choose a ranger terrain. Studied Target for increased attack rolls, and a bonus to stealth against your studied targets are great perks from the archetype too. Do any of the Prestige classes work well off this kind of start?


I am unaware of any good sniping style PrCs.


I kinda skimmed the titles of each, found interesting classes, some decent with range, but ultimately none that combine both range proficiency and Sneak Attack levels or another form of ranged damage.

I really really want to try out a Shadowdancer sometime, but this is not the time to do so, not with this character : /


So after working a bit on putting it all together, it seems the best way to build this is to multiclass, with about 14 lvls of Stalker/Hitman/Unchained/Rogue, and 6 Sniper/Slayer as a Half-Elf. Definitely picking up Sniper goggles ASAP, and I think I'll use a Heavy Crossbow for the extra range increment and better damage die. Crossbow Mastery at lv6, just in time to get a second attack if I start out Slayer.

Talents:
-Slayer: Blood Reader, Ranger feat(precise shot),ranger feat(crossbow mastery), bleeding attack (extra talent from Human FCB)
-rogue: weapon training (crossbow), combat trick (rapid shot), 3 random talents (extra talent from Human FCB)
Advanced Talent: assassinate, double debilitation, master sniper (different than feat of same name), trap master (extra talent from Human FCB)

Feats:
-skill focus (Stealth)(half elf bonus)
-improved sniping (-10 to stealth instead of -20 for sniping)
-point blank shot (pre-req to imp. precise shot)
-expansive trap (to compliment the Stalker archetype's traps)
-master sniper (-5 to stealth instead of -10 or -20 for sniping)
-hellcat stealth (-10 to hide in plain sight with no dim light)
-presence of mind (INT+DEX to initiative)
-Improved Precise Shot
-reckless aim
-prone shooter
-(lv19 feat)

What else should I add to the list for the last feat and 3 talents? I've looked at the standard range stuff, but does any of it really work well for the build?

Feedback?


I don't think you can take Combat Trick more than once.


That's.....a good question. I pretty much burned talents that way because I had no idea what else to take. There's only so much you can enhance on sneak attack before they dont stack.

EDITED the progression, stuck with 3 blank slots for talents that I don't know what to take


If you're going with the unchained rogue and using a crossbow, then camouflage, surprise attack and either rogue crawl or stand up seem like they'd be useful talents. Note that you can use a crossbow while prone just fine (& it might be easier to hide while prone) hence mentioning the last two talents.

By level 19 you're going to be far behind on will saves as a rogue/slayer; it's boring but Iron Will might not be the worst choice.

The stalker I suggested isn't a rogue archetype though, it's a separate class. Just in case you missed it.


The will saves definitely hurt, but by max lvl the combined saves of both are still on par for either class. I think you're right on taking a boring but useful feat like iron will. I don't think I put down any traits yet either, so I can probably get a bonus to saves from those too.

I did miss it, sorry. I'll take a look at that Stalker too

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