Level bab fort Ref Will Special 1 +1 +0 +2 +2 Focus, Deeds, Long-Range Shooting, Read Wind 2



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Level BAB Fort Ref Will Special

1 +1 +0 +2 +2 Focus, Deeds, Long-Range Shooting, Read Wind

2 +2 +0 +3 +3 Evade arrows +1, Heartseeker I, Favored Weapon +1

3 +3 +1 +3 +3 Heightened Perception, Lethal Precision, Study Mark

4 +4 +1 +4 +4 Cover fire, Immaculate Aim

5 +5 +1 +4 +4 Bonus feat

6 +6/+1 +2 +5 +5 Evade arrows +2, Heartseeker II, Perception +2, Favored weapon +2

7 +7/+2 +2 +5 +5 Disengage

8 +8/+3 +2 +6 +6 Bonus feat, Debilitating Shot

9 +9/+4 +3 +6 +6 Perception +3

10 +10/+5 +3 +7 +7 Evade arrows +3, Favored weapon +3

11 +11/+6/+1 +3 +7 +7 Bonus feat, Heartseeker III

12 +12/+7/+2 +4 +8 +8 Transfixing Arc, Perception +4

13 +13/+8/+3 +4 +8 +8 Exsanguinate

14 +14/+9/+4 +4 +9 +9 Bonus feat, Evade arrows +4, Favored weapon +4

15 +15/+10/+5 +5 +9 +9 Perception +5

16 +16/+11/+6/+1 +5 +10 +10 Critical Master, Heartseeker IV

17 +17/+12/+7/+2 +5 +10 +10 Bonus feat

18 +18/+13/+8/+3 +6 +11 +11 Evade arrows +5, Perception +6, Favored weapon +5

19 +19/+14/+9/+4 +6 +11 +11 Ranged Specialist

20 +20/+15/+10/+5 +6 +12 +12 Bonus feat, Crippling Aim
Class Skills: Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Engineering) (Int), Knowledge (Geography) (Int), Knowledge (Nature) (Int), Knowledge (Local) (Int), Perception (Wis), Perform (Cha), Profession (all) (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha).
Skill Ranks at Each Level: 4 + Int modifier.
Hit Die: d10 {consider d8 if in need of a nerf - fragile snipers makes sense}
Starting Gold 4d6 x 10 (140 gp)
Class Features:
Weapon and Armor Proficiency: A sniper is proficient with all simple weapons, all light, projectile, and thrown martial weapons, light armor, and bucklers.
Focus (Ex)

A sniper is all but defined by their ability to find and eliminate targets with an intense and singleminded focus. Some would attribute a sniper's unerring accuracy to mystical forces or a transcendental state of mind, but it’s more oft than not a simple matter of experience honing their instincts to selectively read motions and cull distractions. Regardless, all snipers have focus points. In game terms, focus is a fluctuating measure of a sniper’s ability to perform amazing actions in combat. At the start of each day, a sniper gains a number of focus points equal to her Wisdom modifier (minimum 1). Her focus points go up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A sniper spends focus points to accomplish deeds (see below), and regains focus points in the following ways.
Critical Hit with a Ranged Weapon: Each time the sniper confirms a critical hit with a ranged weapon attack while in the heat of combat, she regains 1 focus point. Confirming a critical hit on a helpless creature or one that has fewer Hit Dice than half the sniper’s character level does not restore focus points.
Killing Blow with a Ranged Weapon: When the sniper reduces a creature to 0 or fewer hit points with a ranged weapon attack while in the heat of combat, she regains 1 focus point. Destroying an unattended object, reducing a helpless creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the sniper’s character level to 0 or fewer hit points does not restore any focus points.
Sight-Based Perception Check of DC 20 or Greater: Should the sniper succeed at a sight-based Perception check of DC 20 or greater, such as to spot a distant enemy, she regains 1 focus point. She may only gain focus points in this way once per hour.
Snipers can also study their target and environment in order to hone their focus and provide the needed preparation for several class abilities. This is known as becoming focused. Becoming focused is a full-round action that requires no focus points but provokes attacks of opportunity. A sniper may spend a focus point to become focused as a standard action instead.
Once focused, a sniper remains so until she expends her focus as part of an ability, reaches 0 focus points, becomes unconscious, or goes to sleep. Snipers must study their targets for insight, and always begin combat unfocused unless acting in a surprise round. A sniper who has reached 0 focus points may still become focused again, but must spend another full-round action to do so. Doing this does not restore any focus points. Expending focus to trigger a feat, class feature, or any other ability only triggers a single effect. Thus, you cannot gain the benefit of multiple abilities that require expending focus at a time.
In addition to its other uses, a focused sniper can expend her focus on any single concentration check she makes thereafter. When expending focus in this manner, her concentration check is treated as if she rolled a 15. This is otherwise identical to taking 10.
Deeds

Snipers spend focus points to accomplish deeds. Most deeds grant the sniper some momentary bonus or effect, but some provide longer-lasting effects. The following is the list of base sniper deeds. A sniper can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of focus points are spent to perform it.
Hawkeye (Ex): At 1st level the sniper may spend a focus point to double the range increments of her favored weapon type and ignore concealment and cover bonuses (but not total concealment or total cover) within the first increment until the end of her turn.

Maintain Focus (Ex): At 2nd level, if a sniper's heartseeker class ability misses its target, on her next turn if she spends a focus point to regain her focus more quickly, she does so as a move action rather than a standard action.

Hide (Ex): At 3rd level, a sniper may spend a focus point to construct a blind from the surrounding environment as a full-round action. A blind is a 5-foot radius object with 10 HP and 0 hardness that does not impede movement, but grants all creatures inside of it concealment against creatures more than 10 feet away. Alternately, the sniper may choose to spend a focus point to camouflage just herself as a standard action, gaining a +10 circumstance bonus to Stealth checks until the next time she moves more than 5 feet in a turn.

Drawing Retreat (Ex): At 3rd level, as part of any single attack action with a ranged weapon which requires the sniper to expend her focus, she may spend a focus point to hop backward, moving up to 10 feet in the opposite direction of the attack. This counts as a running start, and the sniper may roll Acrobatics as necessary to land atop or jump over obstacles in her path.

Suppression Fire (Ex): At 5th level, the sniper may spend a focus point to extend the effects of her cover fire class ability to all creatures within a 10-foot radius burst from the target, at the cost of an additional arrow per extra creature affected.

Sidestep (Ex): At 6th level, the sniper may expend a focus point as an immediate action when targetted by a melee attack, granting her a +2 dodge bonus to AC against that attack. If the attack misses, she may move 5 feet in any direction. This movement is not a 5-foot step, and provokes attacks of opportunity from creatures other than the one making the attack. The bonus increases by +1 at 9th level, and again for every 4 levels thereafter.

Heavy Suppression (Ex): At 7th level, when a creature is successfully staggered by the sniper's cover fire class ability, she may spend a focus point to entagle the creature for 2 rounds. If used with the suppression fire deed, she may choose to spend 2 additional focus points to apply this effect to the entire radius, rather than 1 per target. This deed cannot be used at the same time as lasting suppression.

Lasting Suppression (Ex): At 7th level, when a creature is successfully staggered by the sniper's cover fire class ability, she may spend a focus point to render the creature flat-footed until the start of its next turn. If used with the suppression fire deed, she may choose to spend 2 additional focus points to apply this effect to the entire radius, rather than 1 per target. This deed cannot be used at the same time as heavy suppression.

Dive For Cover (Ex): At 8th level, the sniper may expend a focus point as an immediate action when attacked by any ability that inspires a Reflex save for half damage, granting her the evasion rogue class feature until the start of her next turn.

Quick Preparation (Ex): At 11th level, as a swift action the sniper may spend a focus point to take a second move action on their turn. Taking a full round's worth of attacks and then moving still provokes attacks of opportunity. {If exploitable somehow, just make it a 1 round +30 ft. speed increase on an existing move.}

Target Artery (Ex): At 13th level, when a target is affected by the sniper's exsanguinate class ability, she may spend 2 focus points to deal 1 point of Strength, Dexterity, or Constitution bleed damage in place of the ability's standard bleed damage.

Execution (Ex): At 15th level, whenever a target is killed by the sniper or suffers a critical hit from her attack, she may spend a focus point to affect all living creatures within a 30-foot-radius burst of the target as if they were subject to the fear spell. The DC of this effect is equal to 10 + 1/2 the sniper’s level + the sniper’s Wisdom modifier. If a creature is killed to initiate this ability, it does not restore focus points unless its HD is equal to the sniper's class level or higher.

Cheat Death (Ex): At 19th level, whenever the sniper is reduced to 0 or fewer hit points, she can spend all of her remaining focus points (minimum 1) to instead be reduced to 1 hit point.

Long-Range Shooting (Ex)

At 1st level, a sniper gains a +1 bonus on attack and damage rolls with ranged weapons at ranges over 30 feet. Long-Range Shooting may be substituted for the Point-Blank Shot feat as a prerequisite for other feats or requirements. {At 5th level she does not provoke attacks of opportunity when firing weapons from her favored weapon category.}
Read Wind (Ex)

A sniper can use her senses and awareness of her surroundings to read the wind and environment, allowing her to drastically improve her accuracy. While maintaining focus, she can spend a swift action to gain a competence bonus equal to her Wisdom modifier on ranged attacks until the end of the round. While reading the wind, she reduces all penalties to attack from wind effects or spells by 2, and may make attacks in windstorm-level winds at a -4 penalty. She can do this a number of times per day equal to 3 + her class level.
At the GM's discretion, a sniper may use this ability without the need to be focused if the target is within 20 feet of an accurate and clearly visible indicator of the strength and direction of the wind, such as a flag or banner.
Favored Weapon

Snipers of 2nd level select a group of ranged weapons from the list below as their preferred weapons and gain a +1 competence bonus to ranged attack rolls made with any weapon of that group. Every four sniper levels thereafter, this bonus increases by 1.


  • Bows: greatbow, composite longbow, composite shortbow, greatbow, longbow, and shortbow.

  • Crossbows: double crossbow, hand crossbow, heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.

  • Spears: javelin, lance, pilum, shortspear, spear, and trident.

  • Thrown: blowgun, bolas, boomerang, chakram, club, dagger, dart, halfling sling staff, light hammer, net, shortspear, shuriken, sling, starknife, throwing axe, wooden stake.


Evade Arrows (Ex)

At 2nd level, a sniper's familiarity with projectile weapons and her natural intuition alerts her to danger from ranged attacks. While wearing medium armor or lighter she gains a +1 Dodge bonus to Armor Class against ranged attacks. At 6th level and every four sniper levels thereafter, this Dodge bonus increases by 1.
Heartseeker (Ex)

As part of a single attack with a ranged or thrown weapon, a sniper of at least 2nd level can expend her focus to strike a foe's most vulnerable spot for massively increased damage. Add a number of dice in bonus damage equal to the base damage dice of the weapon. This damage is not multiplied on a critical hit. At 6th level, double the number of dice rolled for both the weapon's base and bonus damage. At 11th level, triple them. At 16th level, quadruple them. Feats such as Vital Strike do not multiply the weapon's base damage when used with this ability - they simply add their extra dice as further bonus damage (1 die for Vital Strike, 2 dice for Improved Vital Strike, 3 dice for Greater Vital Strike). This ability may not be used as part of a full attack.
Heartseeker Weapon Damage (+Bonus Damage) Progression

2nd Level 6th Level 11th Level 16th Level

1d2(+1d2) 2d2(+2d2) 3d2(+3d2) 4d2(+4d2)

1d3(+1d3) 2d3(+2d3) 3d3(+3d3) 4d3(+4d3)

1d4(+1d4) 2d4(+2d4) 3d4(+3d4 4d4(+4d4)

1d6(+1d6) 2d6(+2d6) 3d6(+3d6) 4d6(+4d6)

1d8(+1d8) 2d8(+2d8) 3d8(+3d8) 4d8(+4d8)

1d10(+1d10) 2d10(+2d10) 3d10(+3d10) 4d10(+4d10)

1d12(+1d12) 2d12(+2d12) 3d12(+3d12) 4d12(+4d12)
Heightened Perception (Ex)

At 3rd level, a sniper gains low-light vision and a +1 bonus to Perception. This bonus increases by 1 every three sniper levels thereafter.
Lethal Precision (Ex)

Once a sniper has reached 3rd level, while making any single ranged attack she may add her Wisdom modifier to the damage the attack deals. If the attack would normally gain damage from another attribute modifier, she must choose between Wisdom and that modifier. This ability may not be used as part of a full attack. {If the sniper is focused and this attack does not expend her focus, she instead adds double her Wisdom modifier. -Redundancies with Study Mark? Just ditch it completely and make this the mantra?}
Study Mark (Ex)

Beginning at 3rd level, as long as a sniper maintains focus, she gains a +2 competence bonus on damage rolls for attacks made with a ranged or thrown weapon. At 7th level and every four sniper levels thereafter, this bonus increases by 1.
Cover Fire (Ex)

Beginning at 4th level, the sniper knows not only how to directly engage her enemies, but also how to protect her allies. As an attack action, she may choose to fire a ranged or thrown weapon at an opponent within the weapon's first range increment to distract that opponent rather than to deal damage. Make an attack roll against the space a target occupies (AC 10). If successful, the targeted enemy must make a Reflex save (DC 10 + one-half the sniper's class level + the sniper's Dexterity modifier), or be staggered for one round. The sniper still expends ammunition as normal for this attack.
If the attack roll would indicate a critical threat and the result would hit the opponent's AC, roll to confirm: if the critical hit is confirmed against the opponent's AC, the attack does normal damage as well. A sniper cannot use cover fire if her opponent or the square she targets would be subject to a miss chance (such as from a concealed target).
Immaculate Aim (Ex)

A sniper of 4th level may expend her focus when a ranged attack she has made misses to reroll the attack. This ability can be used a number of times per day equal to 3 + the sniper’s Wisdom modifier.
Bonus Feat

A sniper of 5th level gains a bonus feat chosen from her combat style feat list, or from the following list: Bullseye Shot, Covering Fire, Deadly Aim, Devastating Strike, Distance Thrower, Exceptional Pull, Far Shot, Lob Shot, Parting Shot, Pinpoint Targeting, Precise Shot, Improved Precise Shot, Ranged Trip, Ranged Disarm, Reckless Aim, Relentless Shot, Snap Shot, Improved Snap Shot, Greater Snap Shot, Trick Shooter, Quick Draw, Vital Strike, Improved Vital Strike, Greater Vital Strike, Warning Shot, or a feat that requires a particular weapon when it is selected, such as Weapon Focus or Improved Critical. If the sniper chooses a feat that requires a particular weapon, she must select a weapon from her selected ranged weapon group. The sniper must still meet all prerequisites for the feat to select it.
At 8th level and every three sniper levels thereafter, the sniper gains another bonus feat from the same list.
Disengage (Ex)

Once a sniper has reached 7th level, she learns how to effectively distance herself from enemies. When the sniper would provoke an attack of opportunity for moving out of a threatened space, she may expend her focus to add her Wisdom modifier to her Acrobatics rolls to avoid attacks of opportunity for the round, and can move at full speed without increasing the Acrobatics DC. If she does so, she may choose to regain her focus as a move action before the end of her next turn.
Debilitating Shot (Ex)

At 8th level, a sniper may expend her focus as part of any single ranged attack to make one of the following combat maneuvers as part of the attack: bull rush, dirty trick, disarm, sunder, or trip. The sniper may use either her Strength or Dexterity modifier when determining her CMB for this attack. She may instead decide to fire a pinning shot to anchor a target in place. This is a non-magical effect that otherwise functions as though the projectile has the anchoring property. A pinning shot receives a -2 penalty to its attack roll.
Transfixing Arc (Ex)

Upon achieving 12th level, if a sniper’s ranged attack would deal enough damage to a target to kill the target or knock it unconscious, the sniper may choose to have the bolt continue on a straight line through the target’s location until it hits another target, at which point the sniper makes a second attack roll at the same bonus as the previous attack -4. If this attack roll is successful, the target takes damage as if struck by the attack (although bonus damage that would not be multiplied on a critical hit only applies to the first target). This process repeats until a target is not killed or knocked unconscious, an attack roll misses, or the attack reaches its maximum range.
Exsanguinate (Ex)

At 13th level, whenever the sniper makes a single ranged attack that expends her focus, the attack deals extra bleed damage equal to her Wisdom modifier. Creatures bleeding from this ability leave a trail which is easy to follow (DC 10 Survival) and is only modified further by conditions of visiblity - not those of the creature's size, company, or the firmness of the ground. The trail ends at their present location if they treat their bleeding, beyond which point normal tracking DC rules apply to follow them further. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
{Other ideas: Some mean thing that picks a specific dude and AoO's him if he moves more than 15 feet on his turn? Maybe a targetted shot that debilitates with slows/roots, or debuffs with conditions or stat damage? Add a penetrating shot that can shoot through cover and walls of X thickness! Maybe allow a readied full attack vs. multiple targets? High Arc - expend focus as part of an attack to render a target flat-footed until the start of his next turn?}
Critical Master (Ex)

Once a sniper has reached 16th level, her critical threat range with her favored weapons are doubled, and she gains a competence bonus equal to her Wisdom modifier on rolls to confirm critical hits. This ability does not stack with the Improved Critical feat or keen weapons; instead, the critical threat range is increased by 1.
Ranged Specialist (Ex)

At 19th level, a sniper's ranged and thrown attacks have their critical multiplier increased by 1 (x2 becomes x3, for example) and her penalties for range increments are halved. If the Marksman has the Far Shot feat, she instead suffers no penalties for range increments.
Crippling Aim (Ex)

Upon reaching 20th level, as a standard action the sniper may carefully target a specific grouping of vitals on her target and make a single ranged attack against that enemy. If her attack is successful, the target takes an additional 5d6 points of damage and gains one of the following penalties of her choosing until they are once again restored to full hit points:


  • Ability damage equal to your Wisdom modifier to any one stat.

  • -4 to all attacks and damage rolls

  • Blinded

  • Deafened

  • Staggered

  • Shaken and slowed


A successful Fortitude save (DC 20 + the sniper’s Wisdom modifier) negates the chosen penalty, but does not negate the damage taken.
Favored Class Bonus:
Dhampir: Add +1/3 on critical hit confirmation rolls made with the sniper's favored weapon group (maximum bonus of +5). This bonus does not stack with Critical Focus.

Elf: Add 1/2 to the number of times per day the sniper can use the Read Wind class feature.

Goblin: Add a +1/2 bonus on initiative checks when the sniper has at least 1 focus point.

Half-Elf: Add +¼ point to the sniper’s focus points.

Half-Orc: Add a +1/3 bonus on all attack rolls after the first when using the transfixing arc class feature, and +¼ bonus to the DC of the cover fire class ability.

Halfling: Add +¼ to the dodge bonus to AC granted by the evade arrows class feature (maximum +2) or +¼ to the AC bonus gained when using the sidestep deed.

Human: Add +¼ point to the sniper’s focus points.

Ratfolk: Add a +1/2 bonus on initiative checks when the sniper has at least 1 focus point.

Tiefling: Add +1/3 to the sniper's CMB when attempting a debilitating shot.
Sniper Style:
Style Technique - Lethal Precision

Once a sniper has reached 2nd level, while making a single ranged attack she may add her Wisdom modifier to the damage the attack deals. If the attack would normally gain damage from a high Strength modifier, she must choose between Wisdom and Strength. This ability may not be used as part of a full attack. {Expends focus, so it can't be used with Precise Shot. The hell? Say it can be used as part of Precise Shot maybe? Buff it some other way? Wis to damage (overrides Str) on the first attack made during the sniper's turn (while focused?). May expend focus to gain it to all attacks during a round / May expend focus to double a weapon's range increments / May expend focus to target touch AC / May expend focus to ignore concealment / May expend focus so the target is considered not to have cover and gain no AC bonus because of cover.}
Style Skill - Heightened Perception

At 3rd level, a sniper gains a +1 bonus to Perception. This bonus increases by 1 every three sniper levels thereafter.
Style Mantra - Study Mark

Beginning at 3rd level, as long as a sniper maintains focus, she gains a +2 competence bonus on damage rolls for attacks made with a ranged or thrown weapon. At 7th level and every four sniper levels thereafter, this bonus increases by 1.
Immaculate Aim (Ex)

A sniper of 4th level may expend her focus when a ranged attack she has made misses to reroll the attack. This ability can be used a number of times per day equal to 3 + the sniper’s Wisdom modifier.
Precise Shot (Ex)

As part of a single attack with a ranged or thrown weapon, a sniper of at least 8th level can expend her focus to strike a vulnerable spot for increased damage. Increase the base damage of the attack by one die. Unlike normal bonus damage, this increases the actual weapon damage (much like your Strength modifier on a melee attack), and is thus multiplied in the case of a critical hit. Feats such as Vital Strike add their extra dice as normal bonus damage which is not multiplied on a crit. Every six sniper levels thereafter, increase the weapon damage by an additional die. This ability may not be used as part of a full attack.
Precise Shot Weapon Damage Progression

Initial 8th Level 14th Level 20th Level

1d2 2d2 3d2 4d2

1d3 2d3 3d3 4d3

1d4 2d4 3d4 4d4

1d6 2d6 3d6 4d6

1d8 2d8 3d8 4d8

1d10 2d10 3d10 4d10

1d12 2d12 3d12 4d12
Heartseeker (Ex)

As part of a single attack with a ranged or thrown weapon, a sniper of at least 2nd level can expend her focus to strike a foe's most vulnerable spot for massively increased damage. Add a number of dice in bonus damage equal to the base damage dice of the weapon. This damage is not multiplied on a critical hit. At 6th level, double the number of dice rolled for both the weapon's base and bonus damage. At 11th level, triple them. At 16th level, quadruple them. Feats such as Vital Strike do not multiply the weapon's base damage when used with this ability - they simply add their extra dice as further bonus damage (1 die for Vital Strike, 2 dice for Improved Vital Strike, 3 dice for Greater Vital Strike). This ability may not be used as part of a full attack.
Heartseeker Weapon Damage (+Bonus Damage) Progression

2nd Level 6th Level 11th Level 16th Level

1d2(+1d2) 2d2(+2d2) 3d2(+3d2) 4d2(+4d2)

1d3(+1d3) 2d3(+2d3) 3d3(+3d3) 4d3(+4d3)

1d4(+1d4) 2d4(+2d4) 3d4(+3d4 4d4(+4d4)

1d6(+1d6) 2d6(+2d6) 3d6(+3d6) 4d6(+4d6)

1d8(+1d8) 2d8(+2d8) 3d8(+3d8) 4d8(+4d8)

1d10(+1d10) 2d10(+2d10) 3d10(+3d10) 4d10(+4d10)

1d12(+1d12) 2d12(+2d12) 3d12(+3d12) 4d12(+4d12)
Transfixing Arc (Ex)

Upon achieving 12th level, if a sniper’s ranged attack would deal enough damage to a target to kill the target or knock it unconscious, the sniper may choose to have the bolt continue on a straight line through the target’s location until it hits another target, at which point the sniper makes a second attack roll at the same bonus as the previous attack -4. If this attack roll is successful, the target takes damage as if struck by the attack (although bonus damage that would not be multiplied on a critical hit only applies to the first target). This process repeats until a target is not killed or knocked unconscious, an attack roll misses, or the attack reaches its maximum range.
Critical Master (Ex)

Once a sniper has reached 16th level, her critical threat range with her favored weapons are doubled, and she gains a competence bonus equal to her Wisdom modifier on rolls to confirm critical hits. This ability does not stack with the Improved Critical feat or keen weapons; instead, the critical threat range is increased by 1.
Crippling Aim (Ex)

Upon reaching 20th level, as a standard action the sniper may carefully target a specific grouping of vitals on her target and make a single ranged attack against that enemy. If her attack is successful, the target takes an additional 5d6 points of damage and gains one of the following penalties of her choosing until they are once again restored to full hit points:


  • Ability damage equal to your Wisdom modifier to any one stat.

  • -4 to all attacks and damage rolls

  • Blinded

  • Deafened

  • Staggered

  • Shaken and slowed


A successful Fortitude save (DC 20 + the sniper’s Wisdom modifier) negates the chosen penalty, but does not negate the damage taken.
Style Feats

Greater Vital Strike, Improved Precise Shot, Improved Vital Strike, Pinpoint Targeting, Trick Shooter, Vital Strike, Devastating Strike
Sniper Feats:
Extra Focus

Prerequisite: Focus class feature.

Benefit: You gain 2 extra focus points at the start of each day, and your maximum focus points increase by 2.

Special: If you possess levels in the sniper class, you can take this feat multiple times.


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