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SniperA Sniper is one who has fallen from the true path of the Archer. The revel in their power over life and death. They warp and distort the true path of the Archer by using their Talents from stealth and forgoing the straight and noble path, at least that is the opinion of some. Like the Archer they learn the art of the missile weapon. This Discipline stresses accuracy, from a distant location and little to no chance of detection. Most Snipers show great perceptive powers, often-noticing things that others miss. Snipers may use both bows and crossbows, as they choose. Most Archers see the Sniper as a bastardization of their Discipline and treat them accordingly. NOTE: The Sniper is added as an example of how each Adept views their Discipline differently. The views put forth by FASA in the Adepts Way, a great book, get your out of print copy at Stiggybaby's on line gaming shop. Are guidelines feel free to change up a Discipline (within reason) to fit your players conception of it. For this change, suggested in the Adepts Way, I changed the fighter to rogue substituting combat power for sneak power and added Troll to the racial restriction for the same reasons they can't become Thieves. And if you don't know those reasons check out the Denizens of Barsaive II (also at Stiggybaby's) Allowed
Classes: ranger Discipline Main Statistic: Intelligence Racial Restrictions Obsidiman,
Troll Saves Talents
Mystic
aim 1 karma, 1 target for 1 fight add +1 to hit each additional Karma adds
an additional +1 Range is LOS If you loose LOS you loose the bonus True
shot Keep adding karma until you run out or hit. Each Karma used adds +1 you
must either hit or run out of karma. Sprint 1 karma adds 5 feet for a single move (x2 for double) for one turn. Each additional Karma adds 5 feet or one turn to the duration. Flame
arrow 1 karma adds 1d4 to damage it must be declared before the roll to hit Each
extra Karma
adds an additional +1 Stopping
aim (7th level) the Archer must be obvious about aiming at a
person/group; 1 Karma Intelligent target makes a will save or looses a full
round action (like daze) Extra Karma adds to number of Targets (all must be with
in 15 feet of each other) or to the DC. Range=DMSB x 25 feet. If the Archer
continues to concentrate on the effect and remains pointed at the person/group
they must save each round to act, at no extra Karma cost to the archer. if any
of the targets are attacked the effect is broken. Bank shot (11th level)1 karma and the archer may bank their shot off of any hard surface the range is the total distance traveled and the target is considered flatfooted. Each extra karma adds 1 to the to hit roll or two Karma can lower any cover bonus by one step (i.e. 9/10 to 3/4) or . You must currently see or have seen the target the round prior to use this talent. If the Arrow could not physically reach the target the archer could still use the talent but will miss. Call arrow-1 karma calls 1 arrow that flies to you and lands in your quiver the arrows must be within DMSB x25 feet. Each extra Karma adds one arrow or doubles the range. Surprise Strike 1 Karma and one target creature must make a will save or a Sense Motive check. If the check fails on the next round the Sniper's first attack vs. the target is a Sneak Attack. Each extra Karma adds to the DC of the save or the damage of the attack. It may only be used once per encounter per target
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