![]() If you want to focus on the vital strike chain i suggest finding a way to increase the size category of your weapon. Push them back a few levels to get more sneaky and always be able to stealth, and foiling blindsense at high levels when a lot of enemies will have it. Your weapon specialization and greater are amazing, but they just add to damage where dampen presence and hellcat stealth keep you sniping. You could probably take clustered shots later on, when DR is really prevalent everywhere. Hammer the gap is only good when full rounding(not sniping), and even then it won't do that much damage. You have a couple feats open for these, but I also suggest dropping some of your other dakka feats to focus more on sniping. Skill focus: stealth not only boosts your ability to pass stealth checks, but it unlocks dampen presence(foils blindsight and blindsense) and unlocks hellcat stealth(Hide in plain sight). Maxing out stealth and being dex based is good, but you can round out your feats to help. I agree you have a very powerful ranged build, but if you wanna be a sniper, you need to be sneaky, right? Actually using the sniping mechanic requires a lot of stealth checks. So, my question is, are my class and feat choices good enough to be a "Sniper"? Am I missing anything? (Get the party Caster to use the wand on me) I'll also get a wand and or potions of Greater Invisibility once I can afford them. I'll probably take a Trait that gives Stealth at a class skill, to help with the -20 Stealth penalty for Sniping. (Probably take Iron Will at level 13, and Improved Iron Will at level 15). Level 17- Greater Weapon Specialisation (Heavy Crossbow) Level 13- Greater Weapon Focus (Heavy Crossbow) Level 9- Weapon Specialisation (Heavy Crossbow) Using the Sniping Stealth rules, I can only get one attack off a turn, which, imo, makes Vital Strike more Viable. The extra Feats and early Weapon Training are the main reasons, although Qualifying for Weapon Specialisation isn't bad either. The Weapon Master archetype is what I decided on here, after the 5 levels of Bolt Ace. But this requires a lot of combat Feats to pull off efficiently.Īfter reading the Stealth rule for Sniping and Vital Strike, I realised that I can be a "Sniper" without taking the Sniper class. I 'settled' on 5 levels of Bolt Ace (Gunslinger archetype) to get DEX to damage on attacks, then going Sniper (Slayer) for the Sneak Attacks at range. While not difficult to get the sneak attacks, being a "BSF" at heart, I wanted more reliable damage, so I looked into other options. The Sniper Archetypes for Slayer and Rogue are good, especially the Slayer one, but they both rely heavily on getting your sneak attack damage to truly be a Sniper. Both are justifiable choices but not currently at the top of the list for me.So, I've been looking over a bunch of rules for the past 3-4 weeks to see what would be a good sniper build. A rogue has largely worse numbers in combat but it does have sneak attack, some interesting tripping feats, and enough skills to have multiple secondary roles. Gnoll ancestry feat Crunch enables hands-free grappling.Ī fighter has better raw numbers in conventional combat and access to some interesting grappling feats. My GM is currently leaning against using free archetype, so this would be displacing class feats. Wrestler dedication is interesting for the early skill increase and of course coming with Titan Wrestler. The trip and then attack the prone enemy routine seems better for the ranger than the fighter because the trip is a skill roll that doesn't apply the fighter's superior weapon proficiency and the followup attacks will generally suffer from MAP. A flurry ranger is more accurate on the second and subsequent attacks than a fighter. On a Ranger, Flurry for reduced MAP seems nice since trips, shoves, and grabs are attacks. I'm currently favoring Ranger, but also considered Fighter and Rogue. I'm working on ideas for a gnoll warrior who uses a lot of athletics attacks in combat.
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