About Sniping


Rules Questions


Hello! Apologies for bringing up a topic that has been around for a while. I'll be specific on this. Class: Unchained Rogue.

Starting with 2 basic questions:
1. To make a snipe attack, do I need to start my turn hidden?
or
2. Can I snipe attack the same turn I hide?

And the main issue is about the steps I need to make for a snipe attack.
1.Hide or start hidden (previous questions)
2.Make a movement to get out of cover *stealth check to remain hidden*
3.Shoot
4.Make a movement to take cover *stealth check -20*

Example: I am hiding behind a tree, then i move to the adjacent square to get line of sight, shoot, then i move back behind the tree.

Is this alright? If not, can someone list step by step the actions I'd need to take in that turn?


The Stealth section states ''If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location''. I assume that if you make your first attack while not hidden, it's not sniping, therefore you could'nt use stealth again to 'mantain your obscured location'.

Liberty's Edge

Hiding require cover or concealment. Total cover block the line of fire, concealment or partial cover don't.

So:
- you start your round stealthed or, if unobserved, you can enter stealth as part of some action or as its own action.
- unless you are behind total cover you don't need to move.
- you make your attack and, as a move action, try to enter stealth again with a -20.
Note that it is a move action, not movement, so you aren't actually changing your position, you are only trying not to spotted.

If you actually change your position and end your movement in cover or concealment, you can make your stealth check you the standard modifiers, not the -20, but your initial position is know and possibility the initial direction of your movement.

Relevant pieces of stealth:

PRD wrote:


If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth.

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.


Alright, so the snipe attack has to be made on the spot with partial cover/concealment.

If im behind a rock, stone, wall or anything that would count as total cover then, cant I snipe and then get back to hide behind said total cover?

If the target gets out of my line of sight, I need to move away from where i am to shoot it. Do I lose stealth if i move to shoot?
If i do so cant I go back and hide?
Can I make another stealth check or I need another source of cover/concealment to do so? (Or HiPS)

Example: I'm standing behind a short wall and got an enemy at 12 o'clock. I succeeded on a Stealth check and hided in that spot, the enemy then moved away to 9 o'clock so i cant see it, I need to move away from the spot to shoot it.

If I have Shot on the Run, then can I move before or/and after the snipe attack?
Would Shot on the Run apply to the example of moving away from the total cover and then get back behind it?

Grand Lodge

If you are moving, you are not sniping.

Here his how sniping works.

1. Already Hidden
2. Shoot your target (Standard Action)
3. Make new stealth check at -20 (Move Action)

You cannot use stealth after performing a Shot on the Run because using stealth after making a ranged attack is a Move Action and Shot on the Run is a Full Round Action so you don't have a Move Action to use Stealth again.

The Concordance

Diego Rossi wrote:

Hiding require cover or concealment. Total cover block the line of fire, concealment or partial cover don't.

...

Relevant pieces of stealth:

PRD wrote:


If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth.

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Where do the Stealth rules differentiate between Total Cover/Concealment and Partial Cover/Concealment? It just says that "finding cover or concealment allows you to use Stealth."


Okay... so spining is an entire action on its own and i choose to do that or play like everyone else.

Is it worth getting feats/talents to optimize stealth and snipe attacks?

Should I just get a Ring of Blink and be done with it?

Is there any class/archetype with rogue talents and HiPS?


Why not just be a Ninja? With the Ninja Vanishing Trick, you can turn Invisible as a Swift Action and your opponents lose their Dex mods against you instantly.

Take a level in Gunslinger, and you'll be making Ranged Touch attacks vs. Flatfooted AC.

With 3 levels in Monk, Drunken Master, you will have endlessish Ki with which to keep turning Invisible.

Drunken Ninja with a Gun!


Because the campaign setting does not allow either ninjas (or any sort of asian-related class) or guns.


Sniping is pretty much never worth it because you only get to make one attack a round.

Currently there just isn't a way to have your damage be competitive with a full attack action that can keep sniping offensively relevant compared to anything else anyone at the table with you will be doing.

Liberty's Edge

ShieldLawrence wrote:
Diego Rossi wrote:

Hiding require cover or concealment. Total cover block the line of fire, concealment or partial cover don't.

...

Relevant pieces of stealth:

PRD wrote:


If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth.

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Where do the Stealth rules differentiate between Total Cover/Concealment and Partial Cover/Concealment? It just says that "finding cover or concealment allows you to use Stealth."

And what is the meaning of that question?

Total cover bock LoE, if you don't have LoE you can't attack. It is not something that is part of the stealth rules, it is part of the combat rules.
So if the sniper is behind total cover from his target he can't attack and is forced to move before attacking.

The Concordance

Diego Rossi wrote:
ShieldLawrence wrote:
Diego Rossi wrote:

Hiding require cover or concealment. Total cover block the line of fire, concealment or partial cover don't.

...

Relevant pieces of stealth:

PRD wrote:


If people are observing you using any of their senses (but typically sight), you can't use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth.

Sniping: If you've already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.

Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn't take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.

Where do the Stealth rules differentiate between Total Cover/Concealment and Partial Cover/Concealment? It just says that "finding cover or concealment allows you to use Stealth."

And what is the meaning of that question?

Total cover bock LoE, if you don't have LoE you can't attack. It is not something that is part of the stealth rules, it is part of the combat rules.
So if the sniper is behind total cover from his target he can't attack and is forced to move before attacking.

My mistake. I thought you were talking about become Stealthed, not blocking your own Line of Effect.


Claxon wrote:

Sniping is pretty much never worth it because you only get to make one attack a round.

Currently there just isn't a way to have your damage be competitive with a full attack action that can keep sniping offensively relevant compared to anything else anyone at the table with you will be doing.

The Master Sniper talent lets you full attack instead of just one shot by doubling the penalization.

As a requirement you need Stealthy Sniper, which halves the penalization so you'd only get -10. And -20 with Master Sniper if im not wrong.


Zaetar wrote:
Claxon wrote:

Sniping is pretty much never worth it because you only get to make one attack a round.

Currently there just isn't a way to have your damage be competitive with a full attack action that can keep sniping offensively relevant compared to anything else anyone at the table with you will be doing.

The Master Sniper talent lets you full attack instead of just one shot by doubling the penalization.

As a requirement you need Stealthy Sniper, which halves the penalization so you'd only get -10. And -20 with Master Sniper if im not wrong.

So that's a 3rd party feat that is horrible overpowered for someone who really builds for it (very high stealth), and shouldn't be allowed. It's from Drop Dead Studios and says:

Master Sniper (Ex) wrote:


Prerequisites: Advanced Rogue Talents, Stealthy Sniper

Benefit: 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.

Paizo also has released a Master Sniper feat in Dirty Tactics Toolbox though, and that could be confusing you.

Master Sniper (Combat) wrote:

Your sniping is quick enough that you can fire a small volley unnoticed.

Prerequisite(s): Expert Sniper, Rapid Shot, Stealth 6 ranks.

Benefit(s): While hiding, you can make two ranged attacks at your highest attack bonus as a full-round action and then immediately use Stealth again. You take the normal penalties on your Stealth check to remain hidden. Effects that modify sniping apply to this full-round action. These attack rolls take a –2 penalty.

Normal: You can fire only once when sniping.

That is only two attacks, though admittedly at full BAB-2. This would start to make it semi-viable to snipe, but I think you're still going to run into a lot of trouble.


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7th level Swift as Shadows Halfling with Expert Sniper and Master Sniper makes 2 attacks a full-BAB -2 then uses Stealth with no penalty, +Size bonus, +Dex bonus, +Circumstance bonus (camouflage blanket, 120g to cover all the non-planar terrain types, must be prone), +whatever other crap you can do to optimize Stealth, including Spells if you wanna go that route (Blend, Animal Aspect [Raccoon], Chameleon Stride, Cat's Grace, etc.)

As with other Stealth things, it gets better if the party is in on it together. A Ranger/Slayer, a Wizard/Sorcerer, a Cleric/Oracle and a Bard/Inquisitor/Investigator, all focused on sneaking and sniping with Stealth Synergy.

It's just so much easier and applicable overall to be a Standard Adventuring Party™ who passes some spells around when they need to sneak. Sadly.


Also, helpful tip, don't try to snipe as your first attack, because if you are initiating combat while stealthed it will most likely be a surprise round, and you cannot snipe during a surprise round because you only have a single standard or move action, and sniping requires one of each. Which means you're left out in the open until your next turn, you then need a move action to hide again if they didn't somehow spot you while you were unstealthed, and you're stuck again with a turn with only a single standard action, so you can either wait until next turn to attack again or attack and take the risk that they spot you while you are unstealthed waiting for your next turn, whereupon you face the same dilemma as the earlier turn.

Yeah, sniping is a whole mess once you try to combine it with a surprise round.


Normal sniping is UP. Master Sniper makes a total of 3 feats to shoot just one more arrow, making it a bit less UP, but UP nonetheless.

So with the 3rd party talent it's OP even though you'd need to be level 14 to get it? And that is without HiPS.

Why is there so much hate directed towards hiding and sneak attack builds? It's ridiculously easy for a DM to counter them, why not let them use stuff like that 3rd party talent? Bad enough is the fact that both Rogue and Slayer are feat-starved classes, if you optimize them for stealth you get even less space for combat oriented feats and talents.

So your only source of damage would be sneak attack, what's wrong with grabbing what you can to boost it?

Allow the 3rd party talent, and throw the occasional elemental, golem or anything immune to sneak attack, or something with blindsense, blindsight or tremorsense. There is plenty to choose, dont hate it only because it would annihilate your average bandit, it would be the DM's fault for not thinking about what to do and only looking at the numbers, not the player's for trying to optimize his character.


Claxon wrote:

Sniping is pretty much never worth it because you only get to make one attack a round.

Currently there just isn't a way to have your damage be competitive with a full attack action that can keep sniping offensively relevant compared to anything else anyone at the table with you will be doing.

It'll work on those whose damage is scaled off single attacks. I'm reading up on the rules now for my kineticist who is getting at will invisibility in two more levels.


Zaetar wrote:
Because the campaign setting does not allow either ninjas (or any sort of asian-related class) or guns.

Good answer.

So, Ninja Trick is a Rogue Talent, and so is Ki Pool. You could play the Vanishing Trick that way.

To make Ranged Touch Attacks, there is the Rogue Talent Minor Magic. Learn one of those Cantrips like Acid Splash, Jolt, or Finger of Frost. Your Sneak Attack Damage will apply.

So, no Asian class: that means no Monks? Bummer.

Liberty's Edge

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Ways to make a range rogue/sniper effective;

Greater Sniper Goggles
Any means of making it so rogue can see targets, but they can't see him (greater invisibility, deeper darkness & see in darkness, fog cloud & fog sight, et cetera)
Sniping (Stealthy Sniper talent, Swift as Shadows if he's a halfling, Expert Sniper if not a halfling, Greater Sniping weapon enchantment, Master Sniper feat, high Bluff skill to create distractions to hide)
Mocking Dance + Performing Combatant + Master Combat Performer = full attack plus one or more moves per round to kite away

Basically, you want to be able to switch between full attack and sniping depending on the situation. No reason to limit yourself to sniping with one or two (Master Sniper) shots if the enemy can't attack you anyway. On the other hand, with sufficient investment you can be almost impossible to detect while sniping... at which point low damage per round doesn't matter much, because you have all the time in the world to whittle them down.


CBDunkerson wrote:

Ways to make a range rogue/sniper effective;

Greater Sniper Goggles
Any means of making it so rogue can see targets, but they can't see him (greater invisibility, deeper darkness & see in darkness, fog cloud & fog sight, et cetera)
Sniping (Stealthy Sniper talent, Swift as Shadows if he's a halfling, Expert Sniper if not a halfling, Greater Sniping weapon enchantment, Master Sniper feat, high Bluff skill to create distractions to hide)
Mocking Dance + Performing Combatant + Master Combat Performer = full attack plus one or more moves per round to kite away

Basically, you want to be able to switch between full attack and sniping depending on the situation. No reason to limit yourself to sniping with one or two (Master Sniper) shots if the enemy can't attack you anyway. On the other hand, with sufficient investment you can be almost impossible to detect while sniping... at which point low damage per round doesn't matter much, because you have all the time in the world to whittle them down.

Gonna write all that down if you dont mind. People really doesnt use the Master Sniper talent? Such a waste...

I was thinking on taking 2 levels of shadowdancer for HiPS, darkvision, evasion and uncanny dodge. Do you think its worth combat reflexes, dodge and mobility?


sorry, my native lenguage is spanish, i have 2 questions, if some one is cover at 30 fts and make an attack and try a new cover, have the -20 penalty?, what about at 50 or 100 fts?


rickmare wrote:
sorry, my native lenguage is spanish, i have 2 questions, if some one is cover at 30 fts and make an attack and try a new cover, have the -20 penalty?,

Yes.

rickmare wrote:
what about at 50 or 100 fts?

It doesn't say under Stealth, but under Perception, it does say the DC to observe you is at +1 for every 10' away the observer is from the target, so I'm going with yes, you would still have the -20, but at 10', you also have a +1, fifty feet, +5, and one hundred feet, +10.

I'd apply all bonuses and penalties.

It's a little off-topic, but I recommend you just find a way to make yourself unobserved and then run off and use Stealth. I like Ninja Vanishing Trick: turn Invisible for 1 Round as a Swift Action.

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