The Sniper is a sneaking, dirty rotten bastard. Taking devastating shots, never to be seen, or heard. Snipers are patient, sometimes waiting days or even weeks in hiding for a single shot at a single target. They are masters of their craft. Getting into and out of enemy held territory with no one the wiser of the Sniper having even been there, except for the fact of someone or something ending up dead.
Alignment: Any
Requirements
Base Attack Bonus: +6
Feats: Improved Ranged Sneak Attack, Precise Shot
Skills: Craft (Bowyer) 10 ranks, Heal 7 ranks, Hide 10 ranks, Move Silently 10 ranks, Search 7 ranks, and Spot 10 ranks.
Class Skills
Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points: Each additional Level: 8 + Int modifier
Hit Die: d6
Class Features
Weapons and Armor Proficiency: Snipers are familiar with all weapons from their previous class and all Ranged Weapons. Snipers lose all abilities with all armor and shields except for Light Armor.
Prone Shot (Ex): The Sniper is no longer penalized and gains a +2 attack bonus when using a ranged weapon from a prone position.
Ultimate Judge (Ex): The Sniper having attained an intimate and ultimate knowledge of all ranged weapons and ammunition, is able to judge and know all the precise qualities and abilities of each ranged weapon or ammunition that he examines for one minute (whether magical or not and what abilities).
Sneak Attack (Ex): As Rogue ability (see Core Rule Book I). If the Sniper has this ability from a previous class, then the abilities stack.
Untraceable Shot (Ex): If a Sniper is able to spend at least 3 rounds Hiding in preparation for an ambush, the Sniper gains a +4 bonus to Hide and the Sniper may shoot at his targets without being seen from his firing position providing that the only actions that the Sniper takes once he starts shooting is to either reload, shoot, or withdraw.
For every round the Sniper continues shooting, every round thereafter, he takes a -1 to his Hide check.
One Shot - One Kill (Ex): Once per round, as a full attack action, the Sniper may make a single attack at a single target. If successful, the target must make a Fortitude save vs. the DC of the total damage dealt with the attack.
If the target successfully saves, then damage is normal with the effect of a severe wound, taking 1 point of damage per round thereafter until successfully healed by a Heal check, or magically healed.
If the target fails the save, then they take the normal damage, are rendered incapacitated, and are dropped to 0 HP (or less if the damage taken drops the character below 0), and have a severe wound that causes 1 point of damage per round thereafter until successfully healed by a Heal check, or magically healed.
This ability cannot be used on creatures that are not affected by Sneak Attacks (for similar and obvious reasons).
Table: Sniper
Sniper |
Base |
Fort |
Ref |
Will |
|
Level |
Attack Bonus |
Save |
Save |
Save |
Special |
1st |
+1 | +0 | +1 | +1 | Prone Shot, Ultimate Judge |
2nd |
+2 | +0 | +1 | +1 | Sneak Attack +1d6 |
3rd |
+3 | +0 | +2 | +2 | Untraceable Shot |
4th |
+4 | +1 | +2 | +2 | Sneak Attack +2d6 |
5th |
+5 | +1 | +3 | +3 | One Shot-One Kill |