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rdfs:label
  • Super Snipe (3.5e Feat)
Summary
  • You can shoot exceptionally well. So well, in fact, that you make melee fighters cry out of sheer impotence.
dcterms:subject
Author name
  • Luigifan18
dbkwik:dungeons/property/wikiPageUsesTemplate
date created
  • 2012-10-25
Status
  • Complete
Name
  • Super Snipe
fluff
  • Professionals have standards - be polite, be efficient, have a plan to kill everyone you meet.
scaler
  • base attack bonus
Types
  • Fighter
Balance
  • Very High
Abil
  • +1: You are considered proficient with all ranged weapons.
  • +0: You gain a +1 bonus to all ranged attack rolls and Spot checks.
  • +5: The threat range of your ranged weapons is increased by 1 . In addition, the range increments of all your ranged attacks are doubled.
  • +20: You may use a ranged weapon or ranged attack that you could use as part of a regular or full attack action to make a ranged attack of opportunity. Each range increment is treated as if it were two range increments when making a ranged attack of opportunity , because you have to make your attack hastily to catch the foe off-guard . Anything that could provoke a normal attack of opportunity, except for a normal move action , always provokes a ranged attack of opportunity. You still have to realize that a foe's left itself open in order to take advantage of the opportunity; this is accomplished with a success on a Spot check with a DC equal to the target's opposed Hide check + 1 for every 25 feet of distance between you and your opponent. You may use any other feats or abilities that involve attacks of opportunity, such as Combat Reflexes, for the purpose of making a ranged attack of opportunity. Likewise, any abilities a target may have to avoid provoking attacks of opportunity in melee when they normally would, such as Improved Bull Rush or Improved Combat Casting, also enable it to avoid provoking ranged attacks of opportunity. You still cannot make more than one attack of opportunity for a given opportunity unless you have a separate ability allowing you to ignore this restriction , and your ranged attacks of opportunity count against your normal limit for attacks of opportunity in a round. A ranged attack of opportunity does not itself provoke a ranged attack of opportunity .
  • +10: You may reroll any ranged attack roll that fails to beat the target's Armor Class. This reroll may only be made once per attack.
  • +15: Boom, headshot! You may make a coup de grace with a ranged weapon from any range. You can even attempt to do this when the target is not helpless, but this requires you to call your headshot attempt in advance, taking a -4 penalty on the attack roll and nullifying this feat's bonus to ranged weapon threat ranges. You must score the critical hit naturally in order to succeed on the headshot, and a natural 20 is not treated as an automatic hit for this attack roll . The roll to confirm the critical hit takes a -6 penalty . If you successfully score a critical hit, it is treated as a coup de grace, and the target must make a Fortitude save or die. Creatures who lack heads, or whose heads are non-vital parts of their anatomy, are not vulnerable to headshots, nor are creatures with immunity to critical hits. Creatures with multiple heads are only at risk of being killed by a headshot if down to their last head. Attempting a headshot is a full-round action, just like a normal coup de grace.