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Deaths_ward
10-12-2010, 03:47 AM
Because I have a firm belief in diversity, I thought I'd propose some ideas for the second and third tier of the red head ranger step child.

Deepwood Sniper II
Cost: 2 Action Points
Spent Action Points: 42
Requires: Deepwood Sniper I, Ranger Spot III, Improved Critical: Ranged
Available to Ranger Class Level 12
Grants a +2 Bonus to Spot, Hide, and Move Silently skills, allows the Ranger to fire a 'Crippling Shot' every 15 seconds, and increases the critical threat range, and multiplier of Sniper Shots by 1.

Deepwood Sniper: Crippling Shot
Activate this ability to fire an arrow, that if it hits cripples the target on a failed fortitude save DC 10 + 1/2 Spot Skill, a crippled target is -4 to STR, DEX, and is at -35% movement (Red and purple named are only at -15%).

Deepwood Sniper III
Cost: 2 Action Points
Spent Action Points: 62
Requires: Deepwood Sniper II, Ranger Spot IV, Skill Focus: Spot
Grants a +3 bonus to Spot, Hide, and Move Silently skills, allows the Ranger to enter the 'Storm of Death' stance, and increases the critical threat range, and damage multiplier of Sniper Shots by 1.

Deepwood Sniper: Storm of Death
You enter a stance that reduces your movement rate by 30%, but while in this stance every shot you make is considered a Sniper Shot (Receiving the appropriate bonus to crit range/multiplier). This stance lasts 20 seconds, and Shares a cool down timer with Manyshot.

Jaid314
10-12-2010, 02:01 PM
definitely needs work. first thing to note is that the devs are specifically removing just about anything that makes boss fights easier, so the crippling shot being added that works on bosses is really really unlikely.

secondly, the tier 3 ability that takes the place of manyshot is, imo, actually *worse* than manyshot. you see, shooting 4 arrows means that your damage is guaranteed to be quadrupled. it also means that each arrow has a 1 in 20 chance of critting (assuming you can hit the target easily), which is fairly close (but not exactly the same) chance as a weapon with 17-20 crit range.

so, you could do quadruple damage on *every* shot, with 4 chances at critical hits (note: this particular quadruple damage actually includes all of the weapon effects being multiplied by 4, which a regular critical hit will not do), or you could turn on your critical hit stance... which also slows you down. (hint: when you're dealing massive dps, not that your stance does a very good job of that sadly, you probably don't want to be slowed down)

i sincerely hope this is *not* what they do for deepwood snipers. i don't play one, but there's no need to do this to them... they already suck badly enough. no need to make them spend more APs on sucking.

smithtj3
10-12-2010, 02:14 PM
definitely needs work. first thing to note is that the devs are specifically removing just about anything that makes boss fights easier, so the crippling shot being added that works on bosses is really really unlikely.

secondly, the tier 3 ability that takes the place of manyshot is, imo, actually *worse* than manyshot. you see, shooting 4 arrows means that your damage is guaranteed to be quadrupled. it also means that each arrow has a 1 in 20 chance of critting (assuming you can hit the target easily), which is fairly close (but not exactly the same) chance as a weapon with 17-20 crit range.

so, you could do quadruple damage on *every* shot, with 4 chances at critical hits (note: this particular quadruple damage actually includes all of the weapon effects being multiplied by 4, which a regular critical hit will not do), or you could turn on your critical hit stance... which also slows you down. (hint: when you're dealing massive dps, not that your stance does a very good job of that sadly, you probably don't want to be slowed down)

i sincerely hope this is *not* what they do for deepwood snipers. i don't play one, but there's no need to do this to them... they already suck badly enough. no need to make them spend more APs on sucking.

Agreed. Also the OP should keep in mind that the competition is imbue slaying and infinite +5 arrows at player cap. The Deepwood Sniper as it is described is supposed to be able to generate the single most powerful arrow hit out of the ranger paths. In other words whatever the final tier of the DS is, it needs to surpass 500pts of damage for its special attack either in actual damage or in usefulness.

Personally, I have always been an advocate of making the DS Sniper Shot a "HEAD SHOT!!!!" type attack that just instantaneously kills the target assuming is isn't red named in which case it can just do X amount of damage. The sniper shot as it stands doesn't occur often enough that you'd be out DPSing melee but at least you'd actually have a slim chance to kill something with a bow before it runs up and beats the snot out of you.

MrCow
10-12-2010, 02:32 PM
About a year old, but this was the draft I made for Deepwood Sniper (as it may contain some ideas worth considering):



Ranger Deepwood Sniper

4AP
Ranger Deepwood Sniper I
Prereqs: Level 6 Ranger, Ranger Hide I, Ranger Move Silently I, Ranger Spot II, One of: Weapon Focus (Ranged), Weapon Focus (Thrown)
Benefit: You begin your training to snipe. You gain a +2 bonus to Hide, Move Silently, and Spot. You may perform Opening Shots and Sniper Shots.


Ranger Deepwood Sniper: Opening Shot I
If your first offensive action to a creature with a ranged attack it deals 4d6 precision damage. If you perform an opening shot from stealth, it deals an extra 6d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot I
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 1d6 precision damage, gains a +1 bonus to-hit, and +1 critical multiplier. If you perform a sniper shot from stealth, it has +2 critical threat range.

---

2AP
Ranger Deepwood Sniper II
Prereqs: Level 12 Ranger, Ranger Deepwood Sniper I, Ranger Spot III, One of: Ranger Move Silently II, Ranger Hide II, Least Dragonmark of Shadow, Stealthy, Elven Ranged Attack I
Benefit: You find yourself able to snipe far off targets with ease. You gain another +2 bonus to Hide, Move Silently, and Spot. Your Opening Shots and Sniper Shots improve.


Ranger Deepwood Sniper: Opening Shot II
If your first offensive action to a creature with a ranged attack it deals 7d6 precision damage. If you perform an opening shot from stealth, it deals an extra 12d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot II
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 2d6 precision damage, gains a +2 bonus to-hit, and +1 critical multiplier. If you perform a sniper shot from stealth, it has +3 critical threat range.

1AP
Ranger Deepwood Sniper: Called Shot
Prereqs: Level 12 Ranger, Ranger Deepwood Sniper II, One of: Improved Critical (Ranged), Improved Critical (Thrown)
(Ranged Attack, 10 second cooldown, variable duration, single enemy effect)
Benefit: You gain the ability to debilitate your opponent with your Sniper Shots. A Called Shot must meet the requirements of a Sniper Shot and is fired at a -4 to-hit penalty. Depending on where the opponent is hit and if it is a critical hit determines the malady and severity.


Called Shot: Headshot
This Called Shot will daze the opponent for 6 seconds. On a critical hit the opponent is also stunned (auto-crit form) for 6 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Eyes
This Called Shot will blind the opponent for 6 seconds. On a critical hit the opponent is instead blinded for 6d6 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Legs
This Called Shot will cripple the opponent for 30 seconds. On a critical hit the opponent is instead severely cripple for 10d6 + 30 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Arms
This Called Shot will cause 4 points of STR damage. On a critical hit the opponent instead takes 1d6 + 4 STR damage and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Body
This Called Shot will cause an extra 2d6 damage. On a critical hit the opponent is instead bleeding for 6d6 seconds (1d3 damage per tick) and takes an extra x2d6 damage (based on critical multiplier).

---

2AP
Ranger Deepwood Sniper III
Prereqs: Level 18 Ranger, Ranger Deepwood Sniper II, One of: Ranger Spot IV, Ranger Move Silently IV, Ranger Hide IV, Lesser Dragonmark of Shadow, Stealthy, Elven Ranged Attack II
Benefit: You find yourself able to snipe far off targets with ease. You gain another +2 bonus to Hide, Move Silently, and Spot. Your Opening Shots and Sniper Shots improve.


Ranger Deepwood Sniper: Opening Shot III
If your first offensive action to a creature with a ranged attack it deals 10d6 precision damage. If you perform an opening shot from stealth, it deals an extra 18d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot III
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 3d6 precision damage, gains a +3 bonus to-hit, and +2 critical multiplier. If you perform a sniper shot from stealth, it has +4 critical threat range.

2AP
Ranger Deepwood Sniper: Slaying Shot
Prereqs: Level 18 Ranger, Ranger Deepwood Sniper III, Favored Attack II
(Ranged Attack, 20 second cooldown, instant duration, single enemy effect)
Benefit: You may perform a Slaying Shot. A Slaying Shot must meet the requirements of a Sniper Shot and is fired at a -8 penalty to-hit. If a Slaying Shot hits, the opponent must make a fortitude save or die. The DC is 10 + Ranger Level + DEX modifier. Slaying Shots only work on your favored enemies.

Anneliese
10-12-2010, 02:43 PM
About a year old, but this was the draft I made for Deepwood Snipe...

I love those.

binderclip
10-12-2010, 02:46 PM
This? :P
------------------------
Deepwood Sniper I
Usage: Passive
Cost: 4 action points
Spent: 16 action points
Requires All of: Weapon Focus: Ranged Weapons, Ranger Hide II, Ranger Move Silently II, Ranger Spot II
Available to Ranger class level 6
Grants a +2 bonus to Hide, Move Silently, and Spot. Also grants the ability to enter into an aimed sniper shot stance with a bonus to hit, critical threat range, and critical threat multiplier, at the cost of movement speed and fire rate.

Sniper Shot
Usage: Toggle
Cost: 0 action points
Performs a ranged attack with a +4 bonus to hit, +2 to critical threat range, and +1 to critical threat multiplier, your movement speed is decreased by 40%, and your fire rate is decreased by 20%.


Deepwood Sniper II
Cost: 2 Action Points
Spent Action Points: 42
Requires: Deepwood Sniper I, Ranger Spot III, Improved Critical: Ranged
Available to Ranger Class Level 12
Grants a +3 Bonus to Spot, Hide, and Move Silently skills, allows the Ranger to fire a 'Crippling Shot' every 15 seconds. Your sniper shot stance is improved.

Deepwood Sniper: Crippling Shot
Usage: Active
Cost: 1 action point
Activate this ability to fire an arrow, that if it hits cripples the target on a failed fortitude save DC 10 + 1/2 Spot Skill, a crippled target is -4 to DEX and slowed. Creatures unaffected by slow normally are not affect by this ability.

Deepwood Sniper: Improve Sniper Shot
Usage: Toggle
Cost: 0 action points
Performs a ranged attack with a +4 bonus to hit, +2 bonus to damage before multiplier, +2 to critical threat range, and +2 to critical threat multiplier, your movement speed is decreased by 25%, and your fire rate is decreased by 10%.


Deepwood Sniper III
Cost: 2 Action Points
Spent Action Points: 62
Requires: Deepwood Sniper II, Ranger Spot IV
Requires One of: Skill Focus: Spot, Weapon Focus: Range, Ranger Skill Boost II
Grants a +5 bonus to Spot, Hide, and Move Silently skills, allows the Ranger to fire a 'Blinding Shot' every 15 seconds. Once every 60 sec you may fire an "Empty Shot", completely removes a monster's attention from you. Your sniper shot is further improved and become Superior Sniper Shot. Finally, your years of practice grant you the ability to preform a Head Shot 3 times a day.

Deepwood Sniper: Blinding Shot
Usage: Active
Cost: 1 action point
Activate this ability to fire an arrow, that if it hits it blinds the target on a failed fortitude save DC 10 + 1/2 Spot Skill. A blinded target suffers -8 to To-Hit and -8 to their armor class. Creatures unaffected by blind normally are not affect by this ability.

Deepwood Sniper: Empty Shot
Usage: Active
Cost: 1 action point
Cost: A use of your skill boost.
Fire an arrow that produced a loud sound when passed by an enemy, drawing its attention for a short duration. This ability consumes a use of your skill boost and has a timer of 1 minute.

Deepwood Sniper: Superior Sniper Shot
Usage: Toggle
Cost: 0 action points
Performs a ranged attack with a +6 bonus to hit, +3 bonus to damage before multiplier, +3 to critical threat range, and +3 to critical threat multiplier, your movement speed is decreased by 10%, and your fire at a normal rate.

Deepwood Sniper: Head Shot
Usage: Active
Cost: 0 action points
Preform a ranged attack with a +30 bonus to damage before multiplier, +5 to critical threat ranger and +5 to critical threat multiplier. This shot is extremely powerful and hard to master, it suffers a -5 to hit and leaves the attacker vulnerable for 2 second. It has a cooldown of 30 seconds.

grodon9999
10-12-2010, 02:55 PM
About a year old, but this was the draft I made for Deepwood Sniper (as it may contain some ideas worth considering):



Ranger Deepwood Sniper

4AP
Ranger Deepwood Sniper I
Prereqs: Level 6 Ranger, Ranger Hide I, Ranger Move Silently I, Ranger Spot II, One of: Weapon Focus (Ranged), Weapon Focus (Thrown)
Benefit: You begin your training to snipe with a bow. You gain a +2 bonus to Hide, Move Silently, and Spot. You may perform Opening Shots and Sniper Shots.


Ranger Deepwood Sniper: Opening Shot I
If your first offensive action to a creature with a ranged attack it deals 4d6 precision damage. If you perform an opening shot from stealth, it deals an extra 6d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot I
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 1d6 precision damage, gains a +1 bonus to-hit, and +1 critical multiplier. If you perform a sniper shot from stealth, it has +2 critical threat range.

---

2AP
Ranger Deepwood Sniper II
Prereqs: Level 12 Ranger, Ranger Deepwood Sniper I, Ranger Spot III, One of: Ranger Move Silently II, Ranger Hide II, Least Dragonmark of Shadow, Stealthy, Elven Ranged Attack I
Benefit: You find yourself able to snipe far off targets with ease. You gain another +2 bonus to Hide, Move Silently, and Spot. Your Opening Shots and Sniper Shots improve.


Ranger Deepwood Sniper: Opening Shot II
If your first offensive action to a creature with a ranged attack it deals 7d6 precision damage. If you perform an opening shot from stealth, it deals an extra 12d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot II
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 2d6 precision damage, gains a +2 bonus to-hit, and +1 critical multiplier. If you perform a sniper shot from stealth, it has +3 critical threat range.

1AP
Ranger Deepwood Sniper: Called Shot
Prereqs: Level 12 Ranger, Ranger Deepwood Sniper II, One of: Improved Critical (Ranged), Improved Critical (Thrown)
(Ranged Attack, 10 second cooldown, variable duration, single enemy effect)
Benefit: You gain the ability to debilitate your opponent with your Sniper Shots. A Called Shot must meet the requirements of a Sniper Shot and is fired at a -4 to-hit penalty. Depending on where the opponent is hit and if it is a critical hit determines the malady and severity.


Called Shot: Headshot
This Called Shot will daze the opponent for 6 seconds. On a critical hit the opponent is also stunned (auto-crit form) for 6 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Eyes
This Called Shot will blind the opponent for 6 seconds. On a critical hit the opponent is instead blinded for 6d6 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Legs
This Called Shot will cripple the opponent for 30 seconds. On a critical hit the opponent is instead severely cripple for 10d6 + 30 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Arms
This Called Shot will cause 4 points of STR damage. On a critical hit the opponent instead takes 1d6 + 4 STR damage and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Body
This Called Shot will cause an extra 2d6 damage. On a critical hit the opponent is instead bleeding for 6d6 seconds (1d3 damage per tick) and takes an extra x2d6 damage (based on critical multiplier).

---

2AP
Ranger Deepwood Sniper III
Prereqs: Level 18 Ranger, Ranger Deepwood Sniper II, One of: Ranger Spot IV, Ranger Move Silently IV, Ranger Hide IV, Lesser Dragonmark of Shadow, Stealthy, Elven Ranged Attack II
Benefit: You find yourself able to snipe far off targets with ease. You gain another +2 bonus to Hide, Move Silently, and Spot. Your Opening Shots and Sniper Shots improve.


Ranger Deepwood Sniper: Opening Shot III
If your first offensive action to a creature with a ranged attack it deals 10d6 precision damage. If you perform an opening shot from stealth, it deals an extra 18d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot III
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 3d6 precision damage, gains a +3 bonus to-hit, and +2 critical multiplier. If you perform a sniper shot from stealth, it has +4 critical threat range.

2AP
Ranger Deepwood Sniper: Slaying Shot
Prereqs: Level 18 Ranger, Ranger Deepwood Sniper III, Favored Attack II
(Ranged Attack, 20 second cooldown, instant duration, single enemy effect)
Benefit: You may perform a Slaying Shot. A Slaying Shot must meet the requirements of a Sniper Shot and is fired at a -8 penalty to-hit. If a Slaying Shot hits, the opponent must make a fortitude save or die. The DC is 10 + Ranger Level + DEX modifier. Slaying Shots only work on your favored enemies.

This is AWESOME. We'll never see it because turbine will never make anything that doesn't fit into their current 1-dimensional mold.

AestorTheKnight
10-12-2010, 04:13 PM
I like MrCows Suggestion :)

Aashrym
10-12-2010, 04:25 PM
I think Deepwood Sniper III should get a ranged assassinate ability and hit with a crit multiplier on a save. Random brainstormed thought and details/balancing not thought out yet. Any input?

Failedlegend
10-12-2010, 04:30 PM
I'd say to-hit boosts and SA range increase to fit he "Sniper" as well as sneak,search and spot boosts.

For Feat Reqs Precise Shot, IC: Ranged not anything useless Weapon focus or skill focus those are annoying feats and only splashed fighters would be able to fit it.

Deaths_ward
10-12-2010, 05:21 PM
definitely needs work. first thing to note is that the devs are specifically removing just about anything that makes boss fights easier, so the crippling shot being added that works on bosses is really really unlikely.

secondly, the tier 3 ability that takes the place of manyshot is, imo, actually *worse* than manyshot. you see, shooting 4 arrows means that your damage is guaranteed to be quadrupled. it also means that each arrow has a 1 in 20 chance of critting (assuming you can hit the target easily), which is fairly close (but not exactly the same) chance as a weapon with 17-20 crit range.

so, you could do quadruple damage on *every* shot, with 4 chances at critical hits (note: this particular quadruple damage actually includes all of the weapon effects being multiplied by 4, which a regular critical hit will not do), or you could turn on your critical hit stance... which also slows you down. (hint: when you're dealing massive dps, not that your stance does a very good job of that sadly, you probably don't want to be slowed down)

i sincerely hope this is *not* what they do for deepwood snipers. i don't play one, but there's no need to do this to them... they already suck badly enough. no need to make them spend more APs on sucking.

Actually I thought the idea of 20 seconds of every shot you fire being basically 17-20 range and x5 would have been interesting, but you have a point, I just didn't want it going off with many shot. Maybe make it trigger a timer on many shot, but only have it's timer last 1 minute?


I'd say to-hit boosts and SA range increase to fit he "Sniper" as well as sneak,search and spot boosts.

For Feat Reqs Precise Shot, IC: Ranged not anything useless Weapon focus or skill focus those are annoying feats and only splashed fighters would be able to fit it.

The idea behind Skill focus spot, was that it at least helped with the DC of the crippling arrow a little.

And Cow, and Binder, you two are amazing.

salmag
10-13-2010, 09:08 AM
Mr. Cow that is the best idea I have heard so far...

+1 rep to you.

Failedlegend
10-13-2010, 10:34 AM
The idea behind Skill focus spot, was that it at least helped with the DC of the crippling arrow a little.


Here's the primary feats for a ranged toon needs tell me where you fit in your Skill focus without splashing fighter or monk.

1 Rapid Reload
2 Rapid Shot
3 IC: Ranged
4 Precise Shot
5 Improved Precise Shot
6 Point Blank Shot
7 Toughness


Note: Eladrin has said DW-Sniper is meant to be the versatile PrE unlike AA it should function with all ranged weapons and on non-rangers with elven blood.

Deaths_ward
10-13-2010, 06:26 PM
Here's the primary feats for a ranged toon needs tell me where you fit in your Skill focus without splashing fighter or monk.

1 Rapid Reload
2 Rapid Shot
3 IC: Ranged
4 Precise Shot
5 Improved Precise Shot
6 Point Blank Shot
7 Toughness


Note: Eladrin has said DW-Sniper is meant to be the versatile PrE unlike AA it should function with all ranged weapons and on non-rangers with elven blood.

Rapid Reload, Rapid Shot, and Improved Precise Shot I believe are all granted as bonus feats by the time you hit ranger level 12, and I'm pretty sure Rapid Reload/Shot are actually level 2 Ranger Bonus feats.

deltargon
10-22-2010, 03:23 PM
What do you all think about a manual aim sniper shot with a 30 second cooldown?
Maybe that has to be shot from stealth.
Throw in that if you miss the enemy becomes aware of your presence.
if you hit and kill the target his friends have to roll a DC based on their spot skill "if they have one" + their intelligence to see if they see where the fatal arrow came from.
Just a thought.


P.s. props to Mr. Cow. =)

UglyCat
10-22-2010, 04:51 PM
Personally, I will be disappointed if the Deepwood Sniper does not gain at the very least the following abilities: Obviously not organized/grouped or detailed in terms of actual game play mechanics:

Snipers live and die on how well they can remain hidden, unnoticed and keenly aware of their surroundings:
1. Gain bonuses to Hide, Move Silently and, Spot.
2. Reduced threat generated by ranged attacks
3. Has a chance to remain hidden when making a ranged attack (or special ranged attacks)

Snipers know their weapon intimately and can modify their weapon to fit their unique needs:
1. Ranged weapons are considered to be keen.
2. Can apply poisons to their ranged attacks. (or special ranged attacks)

There is a reason why they are called snipers. They are exceptionally marksman.
1. Bonus to (some or all of the following) attack, damage, crit multiplier and/or crit range on any ranged attack that would qualify as a sneak attack.
2. Increased range for feats and abilities that have range limits – For example, the range you receive the bonus for Point Blank Shot and sneak attack are increased
3. Can apply Dexterity to ranged attack damage (or the higher of strength or dexterity for Bows). This as far as I am concerned is an absolute must. If Deepwood snipers do not receive this, then I am giving up on playing ranged characters and focus on melee or spell-casting instead.

One shot one kill
1. Can make a slaying shot. Honestly, snipers that can’t boast of such a feat are not much of a sniper now, are they?

Failedlegend
10-22-2010, 05:05 PM
Personally, I will be disappointed if the Deepwood Sniper does not gain at the very least the following abilities: (not organized in terms of actual game play mechanics)- obviously this will integrated into different tiers, enhancements, special attacks, and or stances in some way:

Snipers live and die on how well they can remain hidden, unnoticed and keenly aware of their surroundings:
1. Gain bonuses to Hide, Move Silently and, Spot.
2. Reduced threat generated by ranged attacks
3. Has a chance to remain hidden when making a ranged attack (or special ranged attacks)

Snipers know their weapon intimately and can modify their weapon to fit their unique needs:
1. Ranged weapons are considered to be keen.
2. Can apply poisons to their ranged attacks. (or special ranged attacks)

There is a reason why they are called snipers. They are exceptionally marksman.
1. Bonus to (some or all of the following) attack, damage, crit multiplier and/or crit range on any ranged attack that would qualify as a sneak attack.
2. Increased range for feats and abilities that have range limits – For example, the range you receive the bonus for Point Blank Shot and sneak attack are increased
3. Can apply Dexterity to ranged attack damage (or the higher of strength or dexterity for Bows). This as far as I am concerned is an absolute must. If Deepwood snipers do not receive this, then I am giving up on playing ranged characters and focus on melee or spell-casting instead.

One shot one kill
1. Can make a slaying shot. Honestly, snipers that can’t boast of such a feat are not much of a sniper now, are they?

Agreed to all of the above as long as it affects ALL ranged weapons....maybe with the exception of thrown weapons

FaSo
10-22-2010, 05:09 PM
About a year old, but this was the draft I made for Deepwood Sniper (as it may contain some ideas worth considering):



Ranger Deepwood Sniper

4AP
Ranger Deepwood Sniper I
Prereqs: Level 6 Ranger, Ranger Hide I, Ranger Move Silently I, Ranger Spot II, One of: Weapon Focus (Ranged), Weapon Focus (Thrown)
Benefit: You begin your training to snipe with a bow. You gain a +2 bonus to Hide, Move Silently, and Spot. You may perform Opening Shots and Sniper Shots.


Ranger Deepwood Sniper: Opening Shot I
If your first offensive action to a creature with a ranged attack it deals 4d6 precision damage. If you perform an opening shot from stealth, it deals an extra 6d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot I
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 1d6 precision damage, gains a +1 bonus to-hit, and +1 critical multiplier. If you perform a sniper shot from stealth, it has +2 critical threat range.

---

2AP
Ranger Deepwood Sniper II
Prereqs: Level 12 Ranger, Ranger Deepwood Sniper I, Ranger Spot III, One of: Ranger Move Silently II, Ranger Hide II, Least Dragonmark of Shadow, Stealthy, Elven Ranged Attack I
Benefit: You find yourself able to snipe far off targets with ease. You gain another +2 bonus to Hide, Move Silently, and Spot. Your Opening Shots and Sniper Shots improve.


Ranger Deepwood Sniper: Opening Shot II
If your first offensive action to a creature with a ranged attack it deals 7d6 precision damage. If you perform an opening shot from stealth, it deals an extra 12d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot II
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 2d6 precision damage, gains a +2 bonus to-hit, and +1 critical multiplier. If you perform a sniper shot from stealth, it has +3 critical threat range.

1AP
Ranger Deepwood Sniper: Called Shot
Prereqs: Level 12 Ranger, Ranger Deepwood Sniper II, One of: Improved Critical (Ranged), Improved Critical (Thrown)
(Ranged Attack, 10 second cooldown, variable duration, single enemy effect)
Benefit: You gain the ability to debilitate your opponent with your Sniper Shots. A Called Shot must meet the requirements of a Sniper Shot and is fired at a -4 to-hit penalty. Depending on where the opponent is hit and if it is a critical hit determines the malady and severity.


Called Shot: Headshot
This Called Shot will daze the opponent for 6 seconds. On a critical hit the opponent is also stunned (auto-crit form) for 6 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Eyes
This Called Shot will blind the opponent for 6 seconds. On a critical hit the opponent is instead blinded for 6d6 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Legs
This Called Shot will cripple the opponent for 30 seconds. On a critical hit the opponent is instead severely cripple for 10d6 + 30 seconds and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Arms
This Called Shot will cause 4 points of STR damage. On a critical hit the opponent instead takes 1d6 + 4 STR damage and takes an extra x1d6 damage (based on critical multiplier).


Called Shot: Body
This Called Shot will cause an extra 2d6 damage. On a critical hit the opponent is instead bleeding for 6d6 seconds (1d3 damage per tick) and takes an extra x2d6 damage (based on critical multiplier).

---

2AP
Ranger Deepwood Sniper III
Prereqs: Level 18 Ranger, Ranger Deepwood Sniper II, One of: Ranger Spot IV, Ranger Move Silently IV, Ranger Hide IV, Lesser Dragonmark of Shadow, Stealthy, Elven Ranged Attack II
Benefit: You find yourself able to snipe far off targets with ease. You gain another +2 bonus to Hide, Move Silently, and Spot. Your Opening Shots and Sniper Shots improve.


Ranger Deepwood Sniper: Opening Shot III
If your first offensive action to a creature with a ranged attack it deals 10d6 precision damage. If you perform an opening shot from stealth, it deals an extra 18d6 precision damage.


Ranger Deepwood Sniper: Sniper Shot III
Any ranged attack you do to a creature that is more than 30 feet away from you while you are not moving does 3d6 precision damage, gains a +3 bonus to-hit, and +2 critical multiplier. If you perform a sniper shot from stealth, it has +4 critical threat range.

2AP
Ranger Deepwood Sniper: Slaying Shot
Prereqs: Level 18 Ranger, Ranger Deepwood Sniper III, Favored Attack II
(Ranged Attack, 20 second cooldown, instant duration, single enemy effect)
Benefit: You may perform a Slaying Shot. A Slaying Shot must meet the requirements of a Sniper Shot and is fired at a -8 penalty to-hit. If a Slaying Shot hits, the opponent must make a fortitude save or die. The DC is 10 + Ranger Level + DEX modifier. Slaying Shots only work on your favored enemies.

these make me want to roll a ranger if they add them

Failedlegend
10-22-2010, 05:30 PM
these make me want to roll a ranger if they add them

or at least an elven race.