Author Topic: Star Sniper  (Read 51 times)

Offline oslecamo

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Star Sniper
« on: November 08, 2018, 12:25:10 AM »
Star Sniper

”Float like a butterfly, sting like a bee!”
Excellen Browning, Star Sniper

Most mechas take a balance between ranged and melee, but some veteran pilots become so good at shooting their enemies from afar they don’t really need to bother with the melee bit because their enemies will never get that close.

Becoming a Star Sniper

ENTRY REQUIREMENTS
-Bab 5+
-Must know the Hit and Run stance and/or the Gunner stance.
-Must know at least three maneuvers from either Ace Pilot or Gun Maniac.

Class Skills
The Star Sniper's class skills (and the key ability for each skill) are Appraise, Bluff,  Balance, Craft (any), Diplomacy, Intimidate, Hide, Jump, Listen, Knowledge(any), Move Silently, Profession, Sense Motive, Spot
Skills Points at Each  Level: 6+ Int mod

Hit Dice: d8

Level
Base
Attack Bonus
Fort
Save
Will
Save
Ref
Save

Special
1st+1+0+0+2Sharpshooter Special, Synthetic Shot, Spirited
2nd+2+0+0+3Sniper Arts
3rd+3+1+1+3Sniper Arts
4th+4+1+1+4Spirit
5th+3+1+1+4Sniper Arts
6th+4+2+2+5Sniper Arts
7th+4+2+2+5Spirit
8th+8+2+2+6Sniper Arts
9th+9+3+3+6Sniper Arts
10th+10+3+3+7Swift Sniper, Sniper Arts, Spirit

Weapon and Armor Proficiencies: A Star Pilot doesn't gain any new Proficiencies.

Class Fetures:

Sharpshooter Special: Every level of Star Sniper keeps improving your mechas and arsenal access as if you had taken a level of Real Pilot or Super Pilot, changeable at level up.

Spirited: Every level of Star Sniper increases your spirit points by 5 and when Spirit shows in the table, you learn a new one.

Synthetic Shot: A Star Sniper can make subtle but significant customizations to their weapons. At each Star Sniper level, pick one of the following options. It takes 1d12 hours of work to apply any or all of your synthetic shots to a set of mecha weapons of your choice and they can be reversed with another 1d12 hours of work. Other people trying to use your Synthetic Shot weapons will miss wildly since they’re customized to your unique personal specs. Each may only be taken once unless noted otherwise, but can be applied to multiple mecha weapons simultaneously.

(click to show/hide)

Sniper Arts: Add your full Star Sniper levels for the purpose of Ace Pilot and Gun Maniac maneuvers/stances, and when this shows up on the table the Star Sniper learns one maneuver or stance of a level no higher than ½ PL (rounded up) from either Ace Pilot or Gun Maniac.

Swift Sniper: At 10th level the Star Sniper can apply/remove any one Synthetic bullet effect she knows on the run as a single swift/move action.
« Last Edit: November 09, 2018, 11:30:25 PM by oslecamo »

Offline Fzzr

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Re: Star Sniper
« Reply #1 on: November 09, 2018, 09:59:43 PM »
Quick look:

Sniper Arts is missing from the table, and Sharpshooter Special is there but only on some levels. Did you mean to reverse those in the table? Sharpshooter Special shouldn't need to be there since it's every level.

Artificial Archer seems incomplete, the last sentence just cuts off. It also doesn't specify the range on the ranged form of the weapon. "Only you can use it" is redundant since all customized weapons miss wildly per the Synthetic Shot feature. As for the option itself, the first part seems like it's way more painful to use than just spending a single super upgrade point on Dynamic. I don't see the tradeoff being worth it for Arsenal melee weapons at that cost.

Real Range and Hyper Lenses seem like they'd work well together. Good classic Sniper stuff.

Custom Clip is potentially very powerful with higher level ranged heavy weapons, but I suppose that's fine.

Stratos Shot: Good for hyper-specializing on a particular weapon. This seems like it could be way too powerful for reals with lots of arsenal space and solid builtins eg. Orgone Rifle A with 15-20/x5. I would suggest limiting it to one increase of each type per weapon (multiplier and threat). When applied to Twin-Linked/X-Linked weapons, does it apply to one of them, or all?

Area Point doesn't make sense for Area (line). Does this mean the line originates from another place?

Synthetic Smoke: Not bad. I like utility options.

Codes of Sacae is a bit odd - it defends against attacks on the weapon? So, disarms and the like?

Algorithms of Sacae: Decent backup option for a super-specialized ranged fighter.

Does Brave Sniper apply when the weapon is equipped at all, or just actively being wielded?

Star Stance seems way too expensive energy-wise for what you get.

Legendary Sniper: Another fun one. That said, RAW if a pilot makes a headshot save by less than 10, they die for one round :P

On the whole, it feels like this is great for a few variants of ranged builds, but the fact that there are 10 levels and only 12 options means the choices become meaningless after a while, even with the repeating ones. At the same time, it's very powerful - Real can dip into this for a few levels and effectively only give up a few SP and a bonus feat or two. Overall I don't see anyone taking all ten levels, but it's a powerful option for any ranged class.

Offline oslecamo

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Re: Star Sniper
« Reply #2 on: November 09, 2018, 11:32:01 PM »
Quick look:

Sniper Arts is missing from the table, and Sharpshooter Special is there but only on some levels. Did you mean to reverse those in the table? Sharpshooter Special shouldn't need to be there since it's every level.
You're right, fixed, also removed Synthetic Shot from table levels 2-9 since it's also supposed to be gained at every level.

Artificial Archer seems incomplete, the last sentence just cuts off. It also doesn't specify the range on the ranged form of the weapon. "Only you can use it" is redundant since all customized weapons miss wildly per the Synthetic Shot feature. As for the option itself, the first part seems like it's way more painful to use than just spending a single super upgrade point on Dynamic. I don't see the tradeoff being worth it for Arsenal melee weapons at that cost.
Range of 75 mu(125 if heavy), fixed, replaced double ammo/energy cost with flat energy cost increase of +5 (if it didn't have energy cost, now it costs 5 per shot).

Real Range and Hyper Lenses seem like they'd work well together. Good classic Sniper stuff.

Custom Clip is potentially very powerful with higher level ranged heavy weapons, but I suppose that's fine.
Nice.

Stratos Shot: Good for hyper-specializing on a particular weapon. This seems like it could be way too powerful for reals with lots of arsenal space and solid builtins eg. Orgone Rifle A with 15-20/x5. I would suggest limiting it to one increase of each type per weapon (multiplier and threat). When applied to Twin-Linked/X-Linked weapons, does it apply to one of them, or all?
Limited it to two picks for +1 multiplier/threat.

All the synthetic shots are supposed to be appliable to as many weapons as you want, but the penalties will stack up too. Yes, linked weapons will end up more costly, but then snipers usually prefer quality over quantity.

Area Point doesn't make sense for Area (line). Does this mean the line originates from another place?
Yes, it would, should be clearer now.

Synthetic Smoke: Not bad. I like utility options.

Codes of Sacae is a bit odd - it defends against attacks on the weapon? So, disarms and the like?
It's supposed to be attacks with the weapon so it's harder to defend from, clarified. Also made it limited to 1 weapon per mecha as well as Bindings of Sacae.

Anti-disarm sounds like a nice idea for a pick so added Star of Sacae for that (that also makes you not auto-miss with natural 1s).

Algorithms of Sacae: Decent backup option for a super-specialized ranged fighter.

Does Brave Sniper apply when the weapon is equipped at all, or just actively being wielded?
Equipped at all.

Star Stance seems way too expensive energy-wise for what you get.
Reduced to 1+actual stance level.

Legendary Sniper: Another fun one. That said, RAW if a pilot makes a headshot save by less than 10, they die for one round :P
Intentional, there's no lack of examples of "X just died!" and then they start moving again a few seconds later. :p

On the whole, it feels like this is great for a few variants of ranged builds, but the fact that there are 10 levels and only 12 options means the choices become meaningless after a while, even with the repeating ones. At the same time, it's very powerful - Real can dip into this for a few levels and effectively only give up a few SP and a bonus feat or two. Overall I don't see anyone taking all ten levels, but it's a powerful option for any ranged class.
I'll admit I kinda started running out of inspiration by the end. :P

Technically will also be losing a few maneuvers/stances and some pilot HP, but yeah should still be good for a few levels to spice up a ranged build

Also added Spirit Sniper.

Thanks for the help!