The Sniper’s uncanny accuracy at nearly any range allows him to dominate any battlefield from on high, and his secondary emphasis on stealth provides his team with a nice backup when covert action is called for.
+3 or higher
Vitality per Level
1d10 + Con modifier
Skill Pts per Level
6 + Int modifier
From the fields of World War II to the grassy knoll, master marksmen have commanded worldwide attention for decades. Capable of impossible shots over incredible range, these lethal individuals offer their teams an advantage in any but the closest quarters, allowing the characters to forge contingency plans involving nothing more than a single bullet and a set of crosshairs.
Attributes: With the Sniper’s reliance on stealth and long-ranged weaponry, Dexterity is his most prized attribute. Wisdom’s emphasis on accurate perception and patience is important, but secondary.
Once per scene, you may spend and roll 1 action die, adding the result × 10 to the range increment of any 2-handed firearm or hurled weapon you use for the duration of the current scene.
|1||+1||+0||+1||+0||+1||+2||1||1W||Eagle eye, expert sharpshooter (Basics)|
|2||+2||+0||+2||+0||+1||+3||2||1W||Surprise shot +1|
|3||+3||+1||+2||+1||+2||+4||2||1W, 1S||Bonus feat|
|4||+4||+1||+2||+1||+2||+5||2||1W, 1S||Perfect killer, ranged sneak attack +1d6|
|5||+5||+1||+3||+1||+3||+5||3||2W, 1S||Expert sharpshooter (Mastery), magic touch|
|6||+6||+2||+3||+2||+4||+6||3||2W, 1S, 1T||Perfect killer|
|7||+7||+2||+4||+2||+4||+7||4||2W, 1S, 1T||Bonus feat, surprise shot +2|
|8||+8||+2||+4||+2||+5||+8||4||2W, 2S, 1T||Perfect killer, ranged sneak attack +3d6|
|9||+9||+3||+4||+3||+5||+9||4||2W, 2S, 1T||Expert sharpshooter (Supremacy), magic touch|
|10||+10||+3||+5||+3||+6||+10||5||3W, 2S, 1T||Million dollar skill|
At Level 1, you gain the Sharpshooter Basics feat.
At Level 5, you gain the Sharpshooter Mastery feat.
At Level 9, you gain the Sharpshooter Supremacy feat.
At Level 2, when you make a ranged attack with a 2-handed firearm or hurled weapon against a flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. opponent, your threat range increases by 1.
At Level 7, when you make a ranged attack with a 2-handed firearm or hurled weapon against a flat-footedA flat-footed character is vulnerable. He stops being flat-footed when he takes an action, or is successfully attacked. opponent, your threat range increases by an additional 1 (for a total increase of 2).
At Levels 4, 6, and 8, you may choose 1 of the following abilities. Each of these abilities may be chosen only once.
- Nest: So long as you benefit from at least 1/2 cover, you may substitute your Tactics skill bonus when making any Sneak check to avoid being spotted.
- Low-Light Vision: You ignore all vision penalties applied by low ambient light except “None”.
- One Shot: Your error range with all ranged attacks when using a 2-handed firearm or hurled weapon decreases by 2 (minimum 0).
- Sprint: Your Speed increases by 10 ft.
- Tunnel Vision: When making a ranged attack with a 2-handed firearm or hurled weapon, you ignore the effects of the fatiguedA fatigued character may not Run, and his Strength and Dexterity scores are each reduced by 2. While fatigued, a character gains a +6 bonus with any save made to resist becoming fatigued, but if he is fatigued a second time, he instead becomes exhausted. A character loses this condition when he becomes exhausted, or after 8 hours of inactive rest. condition, as well as attribute and stress damage.
Ranged Sneak Attack
At Level 4, when bracing a 2-handed firearm or hurled weapon , you may inflict 1 die of sneak attack damage with each successful attack. Further, when using a 2-handed firearm or hurled weapon, you may inflict sneak attack damage to targets within a number of range increments equal to your class level, even if they are beyond CQB range.
At Level 8, when bracing a 2-handed firearm or hurled weapon, you may inflict 2 additional dice of sneak attack damage with each successful attack (for a total of 3 sneak attack dice).
At Level 5, your base attack bonus is considered to be +1 higher when making any ranged attack with a 2-handed firearm or hurled weapon, or meeting the prerequisites of any Ranged Combat feat.
At Level 9, your attack bonus is considered to be an additional +1 higher when making any ranged attack under these circumstances (for a total of +2 higher).
Million Dollar Skill
At Level 10, once per round, when attacking with a 2-handed firearm or hurled weapon against a vulnerableA vulnerable character loses his Dexterity bonus to Defense (if positive), as well as all dodge bonuses to Defense. He may also be targeted with a variety of special effects, such as sneak attack damage. opponent, you may roll twice, keeping the result you prefer.
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