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Akoni Doomhammer |
![Goblin Sneak](http://cdn.paizo.com/image/avatar/PZO1130-Goblin_90.jpeg)
My wife wants to RP a ratfolk-sniper. We took the Mercenary theme to take advantage of the +1 Str and +1 Athletics bonus. We spent our 10 Ability Points and put 2 into Str, 6 into Dex, and 2 into Int. We wanted to exploit the Ysoki racial bonuses, while boosting Str to 11. By level 5, we will raise Str to 13 and open options for Heavy Weapons.
With the +2 Int modifier on class skills, we focused on boosting 6 of her 8 class skills. She's should do well enough to pass mid to high-level skill checks.
Any thoughts? :)
Ability Scores
Str: 11 Dex: 18 Con: 10 Int: 14 Wis: 10 Cha: 10
Health and Resolve
SP: 7 / HP: 9 / R: 5
Armor: Second Skin
EAC: 15 / KAC: 16
AC vs CM: 24
Saving Throws
FORT: 2 / REF: 4 /WIS: 2
Attack Bonuses
Melee: 1 / Ranged: 6 / Thrown: 1
Soldier Class Skills (Class: 4 + Int Mod: 2 = 6 skill ranks per level)
8-Acrobatcs
6-Athlectics
8-Engineering
0-Intimidate
6-Medicine
8-Piloting
0-Profession
6-Survival
Mercenary Theme Skill
6-Stealth
Feat
Weapon Focus (+1 ATK w/ longarms)
Weapons
Laser Rifle, azimuth
Equipment
Tool Kit-Engineering
Basic Medkit
Flashlight
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![Halruun](http://cdn.paizo.com/image/avatar/PF19-07.jpg)
I'd take a non-combat Feat at 1st. There are few enough good combat Feats, especially for a sniper-type, that you're gonna run out of good ones to take eventually even just using Soldier Feats.
Personally, I'd grab Skill Synergy for Perception and Stealth to fit the sniper theme. Ysoki are also quite good at stealth. That'd involve dropping a few things to get those skills, but it'd be worth it, IMO.
Another option would be Skill Focus on Engineering or Piloting, making you actually really good at the skill in question. That could be cool, especially on Engineering.
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Ecliptic12 |
My wife wants to RP a ratfolk-sniper. We took the Mercenary theme to take advantage of the +1 Str and +1 Athletics bonus. We spent our 10 Ability Points and put 2 into Str, 6 into Dex, and 2 into Int. We wanted to exploit the Ysoki racial bonuses, while boosting Str to 11. By level 5, we will raise Str to 13 and open options for Heavy Weapons.
With the +2 Int modifier on class skills, we focused on boosting 6 of her 8 class skills. She's should do well enough to pass mid to high-level skill checks.
Any thoughts? :)
Ability Scores
Str: 11 Dex: 18 Con: 10 Int: 14 Wis: 10 Cha: 10Health and Resolve
SP: 7 / HP: 9 / R: 5Armor: Second Skin
EAC: 15 / KAC: 16
AC vs CM: 24Saving Throws
FORT: 2 / REF: 4 /WIS: 2Attack Bonuses
Melee: 1 / Ranged: 6 / Thrown: 1Soldier Class Skills (Class: 4 + Int Mod: 2 = 6 skill ranks per level)
8-Acrobatcs
6-Athlectics
8-Engineering
0-Intimidate
6-Medicine
8-Piloting
0-Profession
6-SurvivalMercenary Theme Skill
6-StealthFeat
Weapon Focus (+1 ATK w/ longarms)Weapons
Laser Rifle, azimuthEquipment
Tool Kit-Engineering
Basic Medkit
Flashlight
Since you are going soldier, you have heavy armor and heavy weapon proficiencies off-the-bat... so you don't need to wait for 13 strength to use either. The extra strength will really only help you in terms of your carrying capacity (which will be alleviated somewhat at level 6 due to mercenary)
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Akoni Doomhammer |
![Goblin Sneak](http://cdn.paizo.com/image/avatar/PZO1130-Goblin_90.jpeg)
Akoni Doomhammer wrote:Since you are going soldier, you have heavy armor and heavy weapon proficiencies off-the-bat... so you don't need to wait for 13 strength to use either. The extra strength will really only help you in terms of your carrying capacity (which will be alleviated somewhat at level 6 due to mercenary)My wife wants to RP a ratfolk-sniper. We took the Mercenary theme to take advantage of the +1 Str and +1 Athletics bonus. We spent our 10 Ability Points and put 2 into Str, 6 into Dex, and 2 into Int. We wanted to exploit the Ysoki racial bonuses, while boosting Str to 11. By level 5, we will raise Str to 13 and open options for Heavy Weapons.
With the +2 Int modifier on class skills, we focused on boosting 6 of her 8 class skills. She's should do well enough to pass mid to high-level skill checks.
Any thoughts? :)
Ability Scores
Str: 11 Dex: 18 Con: 10 Int: 14 Wis: 10 Cha: 10Health and Resolve
SP: 7 / HP: 9 / R: 5Armor: Second Skin
EAC: 15 / KAC: 16
AC vs CM: 24Saving Throws
FORT: 2 / REF: 4 /WIS: 2Attack Bonuses
Melee: 1 / Ranged: 6 / Thrown: 1Soldier Class Skills (Class: 4 + Int Mod: 2 = 6 skill ranks per level)
8-Acrobatcs
6-Athlectics
8-Engineering
0-Intimidate
6-Medicine
8-Piloting
0-Profession
6-SurvivalMercenary Theme Skill
6-StealthFeat
Weapon Focus (+1 ATK w/ longarms)Weapons
Laser Rifle, azimuthEquipment
Tool Kit-Engineering
Basic Medkit
Flashlight
Thanks!
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Akoni Doomhammer |
![Goblin Sneak](http://cdn.paizo.com/image/avatar/PZO1130-Goblin_90.jpeg)
I'd take a non-combat Feat at 1st. There are few enough good combat Feats, especially for a sniper-type, that you're gonna run out of good ones to take eventually even just using Soldier Feats.
Personally, I'd grab Skill Synergy for Perception and Stealth to fit the sniper theme. Ysoki are also quite good at stealth. That'd involve dropping a few things to get those skills, but it'd be worth it, IMO.
Another option would be Skill Focus on Engineering or Piloting, making you actually really good at the skill in question. That could be cool, especially on Engineering.
Thanks!
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Hithesius |
![Seagull](http://cdn.paizo.com/image/avatar/gull1.jpg)
Since you are going soldier, you have heavy armor and heavy weapon proficiencies off-the-bat... so you don't need to wait for 13 strength to use either. The extra strength will really only help you in terms of your carrying capacity (which will be alleviated somewhat at level 6 due to mercenary)
13 strength isn't required for proficiency as a Soldier, but 12 is required to actually use them without penalty. 14 strength for heavy weapons with a level higher than 10. The -2 to attack for being too weak is a smaller penalty than outright non-proficiency, but it's still significant enough that anyone interested in heavy weapons is well advised to boost their strength to the appropriate minimum.
Investing in Engineering is reasonable, particularly with the ysoki bonus, but keep in mind that the Soldier as a class gradually falls behind and ultimately best functions as a secondary helper for such skills, rather than the primary contributor. Just something to keep in mind, depending on how long you expect the game to last.
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Ecliptic12 |
Ah right... forgot the basic minimum strength to use heavy weapons :o... but, as a ysoki sniper, you may want to just max out dex and forgo strength and use long arms anyhow... most of the time you'd probably want to use a sniper rifle, given what you want to do with the character, and neither snipers nor long arms have strength requirements (and fit the idea of a sneaky sniper better than a character lugging around a giant cannon or artillery or something)
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Ventnor |
![Red Dragon](http://cdn.paizo.com/image/avatar/Red.jpg)
Ecliptic12 wrote:Since you are going soldier, you have heavy armor and heavy weapon proficiencies off-the-bat... so you don't need to wait for 13 strength to use either. The extra strength will really only help you in terms of your carrying capacity (which will be alleviated somewhat at level 6 due to mercenary)13 strength isn't required for proficiency as a Soldier, but 12 is required to actually use them without penalty. 14 strength for heavy weapons with a level higher than 10. The -2 to attack for being too weak is a smaller penalty than outright non-proficiency, but it's still significant enough that anyone interested in heavy weapons is well advised to boost their strength to the appropriate minimum.
Investing in Engineering is reasonable, particularly with the ysoki bonus, but keep in mind that the Soldier as a class gradually falls behind and ultimately best functions as a secondary helper for such skills, rather than the primary contributor. Just something to keep in mind, depending on how long you expect the game to last.
Soldiers with ranks in engineering can build and maintain their own weapons. That's probably worth it to some characters, even if they never roll an actual knowledge check.
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![Halruun](http://cdn.paizo.com/image/avatar/PF19-07.jpg)
Investing in Engineering is reasonable, particularly with the ysoki bonus, but keep in mind that the Soldier as a class gradually falls behind and ultimately best functions as a secondary helper for such skills, rather than the primary contributor. Just something to keep in mind, depending on how long you expect the game to last.
With the Ysoki bonus and Skill Focus you have a +5. The most anyone other than an Envoy can get from Class to Engineering is a +6.
You can pretty readily max Int as your secondary stat as a ranged Soldier, too. If you do this, you wind up with a +35 Engineering at 20th level. A maxed out non-Ysoki Mechanic only gets to +38. At 15th, you're at +29 while the Engineer is at +31. At 10th or lower, you're probably equal to them most of the time.
You're not gonna be a skill god or anything, and doing this when you already have Engineer covered as a role is a bit of a waste, but it's a solid option, and does give you enough skills to be a solid backup in a variety of areas.