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sniper_prestige_class

Sniper (Prestige Class)

One shot, one kill—that’s the Sniper’s mantra. A firearms expert with a careful eye and a steady hand, the Sniper is a master not of the gunfight but rather of the surgical shot that takes down an opponent from afar. Snipers tend to strike swiftly and unexpectedly, then fade into the background. Select this prestige class if you want your character to excel at the use of long-range weapons and be able to deal grievous harm to specific targets from a distance. The fastest path into this prestige class is via the Gunslinger advanced class, though other paths are also possible.

Requirements

To qualify as a Sniper, a character must fulfill the following criteria.

Base Attack Bonus: +5.

Skills: Concentration 4 ranks, Move Silently 8 ranks.

Feats: Dead Aim, Far Shot.

Special: Defensive position class feature.

Class Information

The following information pertains to the Sniper prestige class.

Hit Die

A Sniper gains 1d8 hit points per level. The character’s Constitution modifier applies.

Action Points A Sniper gains a number of action points equal to 5 plus onehalf his character level, rounded down, every time he advances a level in this class.

Class Skills

The Sniper’s class skills are as follows.

Balance (Dex), Climb (Str), Concentration (Con), Craft (electronic, mechanical) (Int), Drive (Dex), Hide (Dex), Jump (Str), Knowledge (tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis).

Skill Points at Each Level: 5 + Int modifier.

Class Features

The following features pertain to the Sniper prestige class.

Massive Shot

Professional snipers are trained to deliver particularly deadly shots. When the Sniper succeeds on an attack with a ranged weapon and deals damage that exceeds the target’s massive damage threshold, the DC for the Fortitude save increases by twice the Sniper’s level in this prestige class. For example, when a 3rd-level Sniper deals massive damage with a ranged weapon, the DC for the save is 15+6, or 21.

Improved Dead Aim

Using breathing techniques, impeccable timing, and finely honed skill, the Sniper has mastered the art of careful aim. When the Sniper reaches 2nd level, the circumstance bonus he gains when using the Dead Aim feat increases to +3. When he reaches 4th level, this bonus increases to +4.

Improved Far Shot

The Sniper is an expert at hitting a target at extreme range. When a 2nd-level or higher Sniper uses a firearm or archaic ranged weapon (such as a bow), its range increment is doubled. (This benefit does not stack with the increase in range increment from the Far Shot feat, but it does stack with increases from scopes or other equipment.) This ability has no effect on thrown weapons.

Center Mass

At 3rd level, the Sniper gains the ability to hit targets that others would miss. When the Sniper uses the Dead Aim feat, the cover bonus to the target’s Defense is reduced by 4 (minimum +0). This benefit does not stack with the reduction in cover bonus from the Gunslinger’s sharp-shooting ability.

Windage

The Sniper is skilled at correcting his aim. If a 4th-level or higher Sniper using the Dead Aim feat misses his target, he may spend 1 action point to reroll the attack, gaining a +1 bonus on the second attack roll. This second roll is made at the same base attack bonus as the first roll, and all bonuses or penalties that applied to the first roll also apply to the second. This second roll does not count as a second attack. However, the windage ability expends twice as much ammunition as the attack would normally require, so it can be used only if the weapon contains sufficient ammunition.

Critical Shot

The Sniper is a master at dropping a target with a single shot. A 5th-level Sniper using the Dead Aim feat with a Large or larger firearm may attempt an automatic critical hit with his attack. The attempt requires a full-round action (in addition to the full-round action required for lining up the shot) and the expenditure of 1 action point. The Sniper takes a –8 penalty on the attack roll, but if the attack is successful, it is automatically a critical hit. The natural roll does not have to be within the weapon’s threat range, and the sniper does not have to roll to confirm the critical hit.

Requirements

To qualify to become a , a character must fulfill the following criteria.

Base Attack Bonus: +5

Skills:

Feats:

Class Information

The following information pertains to the advanced class.

Hit Die: 1d8

Action Points: + one-half character level, rounded down, every time the attains a new level in this class.

Class Skills

The ’s class skills (and the key ability for each skill) are:

Appraise (Int), Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Concentration (Con), Decipher Script (Int), Demolitions (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Forgery (Int), Gamble (Wis), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Navigation (Int), Pilot (Dex), Repair (Int), Research (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Treat Injury (Wis), Tumble (Dex)

Skill Points at Each Level: + Int modifier.

Class Features

The following features pertain to the advanced class.

Advancement Table: The

Class LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDefense BonusReputation Bonus
1st

2nd +2 +0 +2 +0 Improved dead aim +3, +1 +0 improved far shot 3rd +3 +1 +2 +1 Center mass +2 +1 4th +4 +1 +2 +1 Improved dead aim +4, +2 +1 windage 5th +5 +1 +3 +1 Critical shot +3 +1

sniper_prestige_class.txt · Last modified: 2021/12/04 00:39 (external edit)