Spellwarp Sniper additional levels (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Khellendros54

12-07-07, 06:44 AM
I am currently playing as a sorc 6/ spellwarp sniper 4. When we were planning out the course I was going to take I decide I liked the way the Spellwarp Sniper looked. I am not usually one for changing classes around, but it just didn't seem like other classes we found would make sense for the character to take. Besides, who wants to go back to sorc after a cool class like the Sniper.

He suggested that we just add another 5 levels to the sniper. This is what we came up with. The requirements have an additional 4 ranks in hide and the feat dodge. We figured this would balance out the level of sneak attacker you are supposed to take. I had to waste two feats and valuable skill points. The benefit is that I got to keep my level of spell caster but my DM didn't care.

The first five levels are the same so this is mostly a add-on to the class. Naturally the next five are new.

Reworked Spellwarp Sniper
Entry Requirements
Skills: Concentration 8 ranks, Spellcraft 8 ranks, Hide 4 ranks.
Feats: Point Blank Shot, Dodge,
Spellcasting: Ability to cast 3rd-level spells.




Level BAB Fort Ref Will Special Spells
________________________________________ _________________
1 +0 +0 +0 +2 Spellwarp + 1 level caster
2 +1 +0 +0 +3 Skilled Ray+1d6 + 1 level caster
3 +2 +1 +1 +3 Precise Shot + 1 level caster
4 +3 +1 +1 +4 Skilled Ray+2d6 + 1 level caster
5 +3 +1 +1 +4 Ray Mastery + 1 level caster
6 +4 +2 +2 +5 Skilled Ray+3d6 + 1 level caster
7 +4 +2 +2 +5 Invisible Raystrike + 1 level caster
8 +5 +2 +2 +6 Skilled Ray+4d6 + 1 level caster
9 +5 +3 +3 +6 Cast on the run + 1 level caster
10 +6 +3 +3 +7 Dual Ray + 1 level caster



Class Skills [4 + Int modifier per level): Concentration, Craft, Hide, Intimidate, Knowledge (arcana), MOve Silently, Profession, Spellcraft, Spot.

Class Features
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a spellwarp sniper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spellwarp (Ex): You can alter the form of certain area spells into rays as you cast them. As a free action, you can warp a 1st elvel area spell with instantaneous duration and a range greater than touch. The spell's level, components, range, and damage (if any) remain unchanged. However, the spell's area entry is replaced by an effect entry of "ray."
The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays (such as the toher abilities of this prestige class). You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spel allowed a Fortitude or Will save to reduce or negate the spell's effect, the save still applies.
You must decide to warp the spell as you cast it. You do not need to prepare it as a warped spell. You can apply metamagic feats as normal to the spell, as long as they can affect ray spells.
Each time you advance a level in this class, the maximum level of spell you can affect increases by one up to a maximum of 6. For example, a 3rd-level spelwarp sniper can warp spells of up to 3rd level.

Skilled Ray (Ex): Your ability to focus your ray spells into a more focused and carefully aimed shot. Whenever you attack a target with a ray spell and succeed on your ranged touch attack by more than 5 you may add an additional +1d6 to the damage. This damage increases every even level up to +4d6 at level eight. This attack is considered a critical strike so any creature with concealment, creatures without discernible anatomies, and creatures immune to extra damage from critical hits are all immune to your skilled ray. If you get a sneak attack or sudden strike bonus from another source (such as rogue or ninja levels), the bonuses on damage do not stack unless your target is denied his Dexterity bonus to AC. This damage applies only to targets within 30 feet.

Ray Mastery (Ex): At 5th level, you attain amazing control over your ray spells. This control manifests in three ways.
- You can apply the extra damage from the Skilled Ray ability (as well as any additional sneak attack or sudden strike damage from other sources) to ray attacks against a target within 60 feet, instead of 30 feet.
- You can deliver a coup de grace with a ray spell that deals hit point damage. You must be adjacent to your target to deliver the coup de grace.
- once per day, you can empower a single ray spell, as though with the Empower Spell feat, without any adjustments to the spell's level or casting time. This effect applies equaly to spells that are already rays and those you warp into rays.

Invisible Raystrike (Ex):Any ray spell you cast from cover, with an instantanous duration gives off no visible emmision. You are still required to complete all Material, Verbal, Somatic, Xp, and Focus components of the spell, but the spell effect itself is invisible. For example, an Invisible Ray of Fire would deal normal fire damage, but not leave any visible trail. Any natural affects resulting in the spell, such as frost, fire, or acid, was still visible. The standard -20 penalty on your Hide check to conceal yourself after a shot is reduced to a -5. Without this feat, your location can be detected by following the trail of your spell right back to your hiding spot.

Cast on the Run: At 7th level the spellwarp sniper has learned that sometimes the best course of action is to keep moving. You can cast spells while moving. When using a standard action to cast a spell or activate a magic item you can move both before and after your action provided the totally distance moved does not exceed your current speed.

Dual Ray: The Spellwarp Sniper has become a master at the use of rays. At 10th level he becomes capable of splitting his attention and firing two rays at the same time. This special ability is the mark of a master sniper. Both spells must have the Ray descriptor or be warped by the Spellwarp ability. Casting a dual spell takes as long as the longest casting time of the two spells. If either is dispelled or interrupted both spells are lost. Spontaneous and prepared casters may designate any two spells at the time of casting. Each spell in a Dual Spell takes up a the same slots as they would if cast individually. If this ability is used in combat both attacks are rolled at a -4 difficulty to hit. This ability may be used 3 times per day.