Difference between revisions of "Feats/Sniper Style"
(Created page with "{{BreadCrumbs|Feats}}{{DISPLAYTITLE:{{SUBPAGENAME}}}} {{FeatsTable Category|{{SUBPAGENAME}}}}") |
|||
Line 1: | Line 1: | ||
{{BreadCrumbs|Feats}}{{DISPLAYTITLE:{{SUBPAGENAME}}}} | {{BreadCrumbs|Feats,Feats/Combat Styles}}{{DISPLAYTITLE:{{SUBPAGENAME}}}} | ||
{{FeatsTable Category|{{SUBPAGENAME}}}} | {{FeatsTable Category|{{SUBPAGENAME}}}} | ||
{{FeatsCardList Category|{{SUBPAGENAME}}}} |
Latest revision as of 09:36, 30 August 2021
Main > Feats |
Sniper Style Feats
Feat Name | Categories | Prerequisites | Benefit |
---|---|---|---|
Bouncing Shot | Combat • Snipe | Sniper | Bounce you attacks of surfaces to hit targets behind cover. |
Breaking Blast | Combat | Sniper | Your ranged attack deals full damage to objects. |
Covering Fire | Combat | Sniper | Threaten a distant area with a ranged weapon, allowing you to make reactions against enemies in that area. |
Focusing Reload | Combat | Sniper | Regain martial focus when reloading your weapon. |
Head Shot | Combat • Snipe | Sniper | Kill a target when dealing damage equal to 50% of its hp. |
Hindering Projectiles | Combat • Snipe | Sniper | Leave projectiles stuck in the target to hinder its actions. |
Parting Shot | Combat | Dex 13, BAB +6, Dodge, Sniper, Shoot On The Run | Make a ranged attack when withdrawing. |
Perfect Shot | Combat | Sniper | Re-roll a result of 1 on a ranged attack roll once per round. |
Piercing Shot | Combat • Snipe | Sniper | Hit a second target behind your first target. |
Pinning Shot | Combat • Snipe | Sniper | Immobilize a target with a ranged attack, in addition to your normal damage. |
Push Shot | Combat • Snipe | Sniper | Bull rush with a ranged attack, in addition to normal damage. |
Shattering Shot | Combat • Snipe | Sniper | Sunder with a ranged attack. |
Shield Shot | Combat • Snipe | Sniper | When hitting an enemy with a shield, the shield is disabled in addition to normal damage. |
Shoot On The Run | Combat | Dex 13, BAB +4, Dodge, Sniper | Make ranged attack at any point during movement. |
Sniper | Combat | — | Make a deadly shot for +1d10 damage, and shoot into melee without penalty. |
Sniper Shot | Combat | Sniper | Add two snipe feats to a deadly shot. |
Steady Shot | Combat • Snipe | Sniper | Ignore all cover and concealment less than 100%. |
Targeted Assault | Combat | Sniper | Ignore part of a target's resistance or hardness. |
Threading The Needle | Combat • Snipe | Sniper | Dazzle or blind targets with a ranged attack in addition to normal damage. |
Trap Technician | Combat • Snipe | Sniper | Disable devices and jam locks with a ranged attack. |
Trip Shot | Combat • Snipe | Sniper | Trip a target with a ranged attack, in addition to your normal damage. |
Unblockable | Combat | Sniper | Bypass effects that would block your ranged attack. |
Weapon Shot | Combat • Snipe | Sniper | Disarm a target with a ranged attack, in addition to your normal damage. |
Advanced Sniper Style Feats
Feat Name | Categories | Prerequisites | Benefit |
---|---|---|---|
Focused Shot | Combat | Int 13, Sniper | Add Int modifier on damage rolls with bows or Crossbows. |
Fragmenting Shot | Combat | BAB +7, Sniper | When you kill enemies with deadly shot they explode, dealing area damage. |
Phasic Shot | Combat | BAB +7, Sniper, Perfect Shot | As a full-round action fire a deadly shot a mile or more. |
Star Scraper | Combat • Snipe | BAB +7, Sniper, Perfect Shot | As a full-round action fire a deadly shot a mile or more. |
Sniper Style Drawback Feats
Feat Name | Categories | Prerequisites | Benefit |
---|---|---|---|
Close Quarters Shooter | Sniper | Only make deadly shots within 30 ft., but gain Push Shot. |
Bouncing Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: You gain the ability to bounce your attack off of the ceiling, floor, or wall to attack a protected target. You may target a 5-ft. square of a solid surface, then treat that spot as your new point of origin when attacking a target. This can allow you to attack around corners, or possibly ignore the cover on a target.
At 4 points of base attack bonus you may bounce your shot 1 additional time, but you suffer a -2 penalty to the attack roll per surface used to bounce in this fashion.
A bounced surface does not take damage, and you use the total distance traveled (including to and between bounced surfaces) when determining range penalties.
Breaking Blast[edit]
(Combat)
Prerequisites: Sniper
Benefit: Your ranged attack deals full damage to objects.
Close Quarters Shooter[edit]
(Drawback)
Prerequisites: Sniper
Benefit: You may only perform a deadly shot within the first range increment of your ranged weapons, and treat the range increment of any ranged weapon used when making a deadly shot as 30 ft., unless it would normally be lower.
You gain Push Shot with this drawback.
Covering Fire[edit]
(Combat)
Prerequisites: Sniper
Benefit: As a standard action, you may choose an area with a 5-ft. radius (increasing to 10 ft. at 4+ base attack bonus). This area must be within your first range increment. You threaten this area until the beginning of your next turn, and may make reactions using a ranged weapon that you are wielding against any creature in this area that triggers them.
If the weapon uses ammunition, it must either be loaded or you must be able to load it as a free action and thrown weapons must be in hand or able to be drawn as a free action.
Focused Shot[edit]
(Combat)
Prerequisites: Int 13, Sniper
Action: Standard action
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage.
Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Focusing Reload[edit]
(Combat)
Prerequisites: Sniper
Benefit: You may regain martial focus whenever you use a move, standard, or full-round action to reload a weapon you are wielding (including nocking an arrow to a bow).
If you can normally reload your weapon faster than a move action, you may choose to reload as a move action to gain this benefit.
Fragmenting Shot[edit]
(Combat)
Prerequisites: BAB +7, Sniper
Benefit: If you attack a creature or object with a deadly shot and reduce it to 0 or fewer hit points, it is instantly killed as its head (or equivalent body part) explodes in a shower of gore.
Each creature within 10 ft. of the target takes an amount of bludgeoning and piercing damage equal to your weapon’s base damage die plus your base attack bonus (Reflex half).
Head Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: If your deadly shot deals damage equal to at least 50% of the target’s current hit points, the target must make a successful Fortitude saving throw or die. Constructs, elementals, swarms, and oozes are immune to this ability. This is a death effect.
Hindering Projectiles[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: Your successful deadly shot leaves the weapon or ammunition used for the attack lodged in the wound, making it difficult for the target to move and react. The target takes a -2 penalty to attack rolls, AC, and CMD; multiple uses of this ability stack, increasing the penalty by an additional -2 per projectile lodged in the target.
The target may remove a single projectile as a move action, or may remove multiple as a full-round action.
Parting Shot[edit]
(Combat)
Prerequisites: Dex 13, BAB +6, Dodge, Sniper, Shoot On The Run
Benefit: By expending your martial focus, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Perfect Shot[edit]
(Combat)
Prerequisites: Sniper
Benefit: You can re-roll a result of 1 on a ranged attack roll once per round.
In addition, as long as you have martial focus, you no longer automatically miss when rolling a natural 1 on a ranged attack roll; your attack must still hit the target’s AC as normal.
Phasic Shot[edit]
(Combat)
Prerequisites: BAB +7, Sniper, Perfect Shot
Benefit: As a full-round action, you may perform a shot that is fired with such force and deadly accuracy that it cuts through the very bonds of reality, bypassing any obstacle between it and its target. Targets gain no benefit from cover, even total cover, against your attacks, though it still gains appropriate concealment depending on how well you can see it (such as total concealment for being entirely behind a wall).
If you possess the Star Scraper feat, you may attack a target anywhere within its advanced range, even if they are completely enclosed by protective surfaces, though you must still have a reliable means of ascertaining your target’s exact location.
This is a supernatural effect.
🛈 Admin Notes
Piercing Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: Your deadly shot pierces the target and can strike another creature in line behind it. You must be able to trace a line starting at your space and passing through both targets to make this additional attack.
The secondary attack is made at a –4 penalty, in addition to any modifiers for added range; additional targets cannot be outside your normal maximum range.
If the secondary attack also successfully damages its target, the projectile can continue to hit another target, but the -4 penalties for each additional target continue to stack.
Pinning Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: On a successful deadly shot, the target of your attack gains the immobilized condition.
A target grappled by a projectile can break free by destroying the weapon or ammo used in the attack (hardness 5, hit points 1, break DC 13 for arrows and bolts) or with an Escape action or combat maneuver check made as a move action against your CMD -4.
Push Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: On a successful deadly shot, you may make a free ranged trained Bull Rush attempt against the target, using your original attack roll for the deadly shot as your combat maneuver check.
You do not need to move to push the target.
Shattering Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: You may use deadly shot to make a ranged trained Sunder attempt, using your Dexterity bonus in place of your Strength bonus when determining your combat maneuver bonus.
Shield Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: If you hit a shield-using creature with your deadly shot, the target loses the AC bonuses from that shield until they take a standard action to pry the remnants of the shot from their shield.
Shoot On The Run[edit]
(Combat)
Prerequisites: Dex 13, BAB +4, Dodge, Sniper
Action: Full-round action
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack.
Sniper[edit]
(Combat)
Prerequisites: —
Benefit: You gain the ability to gain and expend martial focus, and you gain the following two abilities.
Deadly Shot
As a special attack action, you may make an attack with a ranged weapon. You may add any one snipe feat you know to this attack.
In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon (increased to 2d10 or 2d6 at +4 base attack bonus). You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total.
Precise Shot
You can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll.
Sniper Shot[edit]
(Combat)
Prerequisites: Sniper
Benefit: You may increase the time required to use deadly shot to a full-round action to apply two (snipe) feats to it.
This attack still counts as an attack action.
Star Scraper[edit]
(Combat, Snipe)
Prerequisites: BAB +7, Sniper, Perfect Shot
Benefit: As a full-round action, you may perform a deadly shot with a -5 penalty that increases your weapon’s base range increment to 1 mile. You can attack a target without having line of sight or line of effect to them, ignoring any cover or concealment they possess, provided there is at least some form of straight open path between you and them, even if that path must go over a mountain or some other sort of large obstacle.
However, you must have an accurate idea of the target’s location, such as by being signaled by a flying ally or informed of the target’s location and movements via a spell cast by an ally who currently has line of sight to the opponent. Creatures who are completely enclosed by protective surfaces, such as creatures inside a castle room with no windows, cannot be targeted by this effect.
🛈 Admin Notes
Steady Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: When performing a deadly shot, you may ignore the cover bonus to AC granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Targeted Assault[edit]
(Combat)
Prerequisites: Sniper
Benefit: Whenever you make a successful ranged attack against a creature or object as an attack action, the target’s resistance or hardness is reduced by an amount equal to 1/2 your base attack bonus (minimum 1) against that attack.
Threading The Needle[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: On a successful deadly shot, you aim for the target’s eyes, seeking to take away their vision.
The first time you hit a target while using this ability, they are dazzled for 1d4 rounds; if you successfully use this ability against a target already suffering from the dazzled condition, they are instead blinded for 1 minute.
The blind condition can be removed with a DC 20 Heal check, or when the target receives at least 1 hit point of healing.
Trap Technician[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: On a successful deadly shot against an object, you can attempt a Disable Device check substituting your attack roll for the results, although you deal damage equal to your weapon’s damage die to the object being disabled (this can be used with traps, but takes a -5 penalty).
You can also use this check to instead activate a trap upon making a successful Disable Device check.
You can also jam a lock with this talent, requiring a Disable Device check equal to your attack roll to open it.
Trip Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: On a successful deadly shot, you may make a free ranged trained Trip attempt against the target, using your original attack roll for the deadly shot as your combat maneuver check.
Unblockable[edit]
(Combat)
Prerequisites: Sniper
Benefit: Your ranged attacks are launched with devastating accuracy; whenever you make a ranged attack using the attack action and a spell or ability (such as wind wall or the Deflect Arrows feat) would allow a creature to prevent or deflect it, that creature must succeed at a caster level check (if the blocking effect is a spell or supernatural ability) or a combat maneuver check against your attack roll.
Failure on this check means that your attack is not impeded by the ability.
Weapon Shot[edit]
(Combat, Snipe)
Prerequisites: Sniper
Benefit: On a successful deadly shot, you may make a free ranged trained Disarm attempt against the target, using your original attack roll for the deadly shot as your combat maneuver check.