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
-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, SpotSkills Points at Each Level:
6+ Int modHit Dice:
Weapon and Armor Proficiencies:
|1st||+1||+0||+0||+2||Sharpshooter Special, Synthetic Shot, Spirited|
|10th||+10||+3||+3||+7||Swift Sniper, Sniper Arts, Spirit|
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.
Artificial Archer-Grants the Hybrid property to one mecha’s melee weapon with a range of 75 mu (or 125 mu if Heavy) but energy cost per attack increases by 5 (if it didn't cost energy to attack, now it costs 5 energy). This also allows that weapon to qualify for other Synthetic Shots that specifically require a ranged weapon.
Real Range-A mecha ranged weapon can fire at one range increment longer, but can no longer fire at anything inside the two first range increments (so for example a weapon with 100 mu range could now fire at 1100 mu instead of just 1000 mu, but not at anything in the 0-200 mu range). You can multiply this bonus when applying the Synthethic Shot, but the penalty will be doubled as well, up to +9 range increments in return for being unable to fire at anything in the 18th first range increments.
Hyper Lenses-A mecha ranged weapon has the range increment changed penalty so that firing at middle their maximum range has no penalty, and anything closer grants a -2 penalty to the attack roll per range increment and anything further away grants a +2 bonus to the the attack-roll. So for example a weapon with 100 mu range would have a 0 range increment penalty firing at anything in the 500-600 mu range, +8 for firing at something in the 900-1000 mu range and a -10 penalty to the attack roll for firing at something in the 0-100 mu range.
Custom Clip-One mecha ranged weapon with ammo gains double ammo capacity, but can never be used in melee even through maneuvers or any other effects.
Stratos Shot-One mecha ranged weapon gains either +1 to crit multiplier or +1 to crit threat but takes +5 arsenal space to be used (even if it didn’t take arsenal space before). You may take this one extra time to apply both effects to a single weapon, doubling the extra arsenal space necessary as well.
Area Point-One mecha ranged weapon can use the Area property one range increment further away, but the lentgh/radius of the area affected is halved. When applying this synthetic shot you may multiply the bonus but the penalty is doubled as well, down to a minimum radius of 5 mu or minimum length of 10 mu for Area(line). For Area(Cone) and Area(line), the "origin" point can be placed one range increment further away per bonus increment.
Synthetic Smoke-One mecha ranged weapon of your choice releases a cloud as a Smoke Grenade centered on the target (even if you miss the smoke is created). The chosen weapon ignores that cloud but also has its Critical multiplier reduced by 1. You can take this multiple times, each extra one allows you to inflict a -6 penalty to either AC, Fort saves, Reflex saves or Will saves or a -12 penalty to Skill checks to anybody inside the cloud. However only one such penalty may be applied by shot, chosen when you attack.
Codes of Sacae-One mecha ranged weapon of your choice when used prevents the enemy from taking any immediate/free actions against attacks with it besides the Defend/Evade feats, firing back a Defensive ranged weapon or using a maneuver that would allow them to make a ranged attack back at you. Only one weapon per mecha may benefit from this.
Algorithms of Sacae-One mecha ranged weapon of your choice can be used to make ranged Aoos against any enemy that attacks an ally (can’t be yourself) whitin 20 mu of your position. Only one weapon per mecha may benefit from this.
Star of Sacae-One mecha ranged weapon does not automatically miss on natural 1s and gains a bonus against Disarm checks equal to 10+Star Sniper level. Only one weapon per mecha may benefit from this.
Brave Sniper-One mecha ranged weapon of your choice ignores defensive spells/martial boosts/powers of lower level lower or equal than your current martial stance, but you take a -5 penalty to AC and saves while carrying that weapon. The penalty stacks for multiple Brave Sniper weapons carried.
Star Stance-One mecha ranged weapon of your choice grants the benefits of either Hit and Run and Gunner whenever it is used (but only if you know it), stacking with any other stance you may be in, but you lose energy equal to 1+your current stance’s level every time the weapon is used.
Spirit Sniper-Pick a ranged weapon and Valor, Soul, Love, Bravery, Fury or Strike. When you use the chosen spirit, you can pay only half the spirit cost, but in return your next attack must be made with the chosen weapon. You can pick this multiple times, each one allowing the chosen weapon to reduce the cost of other of the spirit options. Only one weapon per mecha may benefit from this.
Legendary Sniper-One mecha ranged weapon of your choice can cripple an oponnent's limb, weapon or accessory of your choice as a standard action (fullround action for Heavy weapon) (the attack still deals normal damage, only one attack) unless they succeed on a Fort save with DC 5+Bab. The limb/accessory can't be used until the target receives regeneration or a Heal check with DC 20+Bab as a fullround action (or in the case of mecha, they reach a base where accessories can be swapped). A crippled leg reduces speed by half, stacking until no legs are left, in which case the victim can only crawl at speed 5 feet, while a crippled wing makes flight impossible. A crippled head instantly kills the target, but they get a +5 bonus on their Fort save on that case. A mecha does not get the +5 bonus, but will be left blinded, deafened and mute if the head is destroyed. Increase the DC by 5 if it’s a Heavy weapon. If the target succeeds on their save by less than 10, they suffer the penalty for 1 round.
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.