Author Topic: Sniper [3.5 Base]  (Read 1127 times)


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Sniper [3.5 Base]
« on: June 18, 2017, 09:45:44 AM »

”One Shot, One Kill”
            -Famous Sniper Axiom

A Wisdom-based Archer.

Abilities: Wis>Dex>Con=Int>Str=Cha
Races: Any.
Alignment: Any.
Starting Gold: as Rogue.

Class Skills
The Sniper's class skills are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (Dungeoneering, Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
Skill Points at 1st Level: (6+IntMod)x4
Skill Points at Each Additional Level: 6+IntMod

Hit Die: d8

Attack Bonus

1st+0+0+2+0Aim, Precise Shot, Trackless Step
2nd+1+0+3+0Close Quarters Ranged Combat, Light Step, Rangefinder, Trick Shot
3rd+2+1+3+1Keen Perception, Light Step (Spider Climb), Practiced Shooter
4th+3+1+4+1Rangefinder, Trick Shot
5th+3+1+4+1Fast Aim, Improved Snipe
6th+4+2+5+2Darkstalker, Trick Shot
7th+5+2+5+2Cunning Veil, Light Step (Water Walk)
8th+6/+1+2+6+2Rangefinder, Trick Shot
9th+6/+1+3+6+3Powerful Aim
10th+7/+2+3+7+3Greater Snipe, Trick Shot
11th+8/+3+3+7+3Hide in Plain Sight, Veteran Shooter
12th+9/+4+4+8+4Rangefinder, Trick Shot
13th+9/+4+4+8+4Accelerated Aim
14th+10/+5+4+9+4Light Step (Fly), Trick Shot
15th+11/+6/+1+5+9+5Superior Snipe
16th+12/+7/+2+5+10+5Rangefinder, Trick Shot
17th+12/+7/+2+5+10+5Mighty Aim
18th+13/+8/+3+6+11+6Sudden Aim, Trick Shot
19th+14/+9/+4+6+11+6Fire All
20th+15/+10/+5+6+12+6One Shot Kill, Trick Shot

Weapon and Armor Proficiencies: A Sniper is proficient in all Simple and Martial Weapons, the Hand Crossbow, the Boomerang, the Greatbow, and the Composite Greatbow, and with Light Armor.

Aim (Ex): When a Sniper uses a full-round action to make a full attack with any ranged weapon (including thrown weapons), she adds her Wisdom Modifier as a bonus to her attack rolls (on top of her Dexterity Modifier). In addition, these attacks each deal 1d4 additional damage for every 2 Sniper levels (rounded up). This damage increase is not considered Precision Damage for the purposes of creature immunities, and it also is multiplied in the case of a successful critical hit. If she does not take a full attack, a Sniper does not gain these bonuses. This ability counts as Point Blank Shot for the purposes of prerequisites.

Precise Shot: A Sniper gains Precise Shot as a bonus feat. In addition, if a Sniper's target is in a grapple, on a successful attack roll, she always hits her target, and does not need to roll to determine which grappler is hit.

Trackless Step (Ex): A Sniper leaves no trail in any surroundings and cannot be tracked. She may choose to leave a trail if she so desires.

Close Quarters Ranged Combat: Snipers trust their lives with their ranged weapons, and have trained to use them in any situation. Beginning at 2nd level, a Sniper does not provoke an Attack of Opportunity by using a ranged weapon in melee.

Light Step (Ex/SpL): A Sniper of 2nd level can move through difficult terrain at her normal speed without incurring any penalties. In addition, she may move at her full speed with no penalty to Hide or Move Silently, and only takes a -10 penalty while running or charging. At 3rd level, a Sniper can use Spider Climb once per day per Sniper level, with a caster level equal to her class level. At 7th level, a Sniper can use Water Walk once per day per two Sniper levels, with a caster level equal to her class level. In addition, she gains Climb and Swim speeds equal to half her base speed. At 14th level, a Sniper can use Fly once per day per three Sniper levels, except with a duration of 10 minutes per level, and with a caster level equal to her class level. In addition, her Climb and Swim speeds increase to be the same as her base speed, and she takes no penalty to Hide and Move Silently while running or charging. Uses of Spider Climb, Water Walk, and Fly may target willing allies in addition to the Sniper, and are spell-like abilities. All other benefits of Light Step are extraordinary.

Rangefinder (Ex): Shots at any range may be attempted; a ranged weapon's maximum range limit does not apply to a Sniper. At 4th level, the range increment of all ranged attacks is doubled. For example, a longbow's range increment becomes 200 feet instead of 100, a -2 penalty applies from 200 to 400 feet, and so on. At 8th level, the range increment is tripled, and at 12th level, the range increment is quadrupled. 
  At 16th level, a sniper may attack anyone she can see with no range penalty, and no maximum range. This does not allow a Sniper to attack between planes (i.e. Scry to another plane), ignore Cover or Concealment, or shoot through solid objects without the appropriate Trick Shots.
Trick Shot: Starting at 2nd level, and again at every even level after that, a Sniper may select a Trick Shot from the list below.

Keen Perception: Beginning at 3rd level, a Sniper adds 1/2 of her Sniper level as an Insight bonus to her Listen and Spot checks.

Practiced Shooter (Ex): By 3rd level, a Sniper has put enough practice shots downrange to know how best to conserve ammunition. All non-magical ammunition from a failed attack is recoverable. In addition, magical ammunition from a failed attack has a 75% chance of being recoverable.

Fast Aim (Ex): At 5th level, a Sniper may make a single ranged attack with her Aim bonuses as a Standard Action.

Improved Snipe (Ex): At 5th level, a Sniper who has successfully Hidden may make a single ranged attack and then immediately Hide at a -10 penalty. A full attack incurs a -20 penalty as normal.

Darkstalker: A Sniper who reaches 6th level gains Darkstalker as a bonus feat.

Cunning Veil (Ex): A Sniper of 7th level may apply her Wisdom modifier as a bonus to her Hide check.

Powerful Aim (Ex): At 9th level, the damage dice from the Sniper’s Aim ability increase to d6’s.

Greater Snipe (Ex): At 10th level, a Sniper who has successfully Hidden may make a single ranged attack and then immediately Hide at no penalty. In addition, if a Sniper who has successfully hidden uses a full-round action to attack with a ranged weapon, the penalty to the subsequent Hide check is decreased to -10.

Hide in Plain Sight (Ex): A Sniper of 11th level can use the Hide skill even while being observed. She can hide herself from view in the open, without anything to actually hide behind. 

Veteran Shooter (Ex): At 11th level, all of a Sniper’s ammunition from a missed attack is recoverable. In addition, magical ammunition from a successful attack has a 50% chance of being recoverable. Non-magical ammunition is still destroyed in a successful attack.

Accelerated Aim (Ex): A Sniper of 13th level can make a single ranged attack with her Aim bonuses as a Move Action.

Superior Snipe (Ex): At 15th level, a Sniper who has successfully Hidden may take a full attack action (as long as all are ranged attacks), and then immediately Hide at no penalty.

Mighty Aim (Ex): At 17th level, the damage dice from the Sniper’s Aim ability increase to d8’s.

Sudden Aim (Ex): At 18th level, a Sniper can make one ranged attack with her Aim bonuses as an Immediate Action.

Fire All (Ex): A Sniper of 19th level, once per encounter, may take a Full-Round Action to make a single Aim attack against all opponents she can see.

One Shot Kill (Su): A Sniper of 20th level has become a master of taking down her targets with a single blow. She may make a single ranged attack, with her Aim bonuses, as a standard action. If this attack hits, it deals damage normally, and the target must make a Fort save or die. The DC for this save is equal to 10 + 1/2 the Sniper’s class level + her Wisdom Modifier. The Sniper must declare that she is using this ability before the attack is rolled.
« Last Edit: June 18, 2017, 09:50:32 AM by FireInTheSky »


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Re: Sniper [3.5 Base]
« Reply #1 on: June 18, 2017, 09:46:16 AM »
Alternate Class Feature: Demoralizing Shot
Replaces: Light Step class feature.
Benefit: At 2nd level, any enemy the Sniper hits with a ranged attack must succeed on a Will Save, DC 10 + 1/2 CL + WisMod, or be Shaken for the next round. In addition, the Sniper gains a +4 bonus to resist Fear effects. At 3rd level, all enemies within 10’ of the target are subject to the same effect (each person rolls their own save). At 7th level, all who would be Shaken on a failed Will save are instead Frightened for the next round, and are unaffected by a successful save. In addition, the Sniper becomes immune to Fear effects. At 14th level, even enemies who are successful on their Will saves are still Shaken for the following round. Also at 14th level, enemies who are immune to Fear effects are affected by this ability, but are only Shaken on a failed save, and suffer no effects on a successful save. If a creature is already affected by a Fear effect of the same strength or greater, these abilities have no effect. All Demoralizing Shot abilities are Supernatural.

Trick Shots
Trick Shot
Distance Marksman
Distracting Attack
Energetic Shot
Lights Out
Martial Shot
Oh, Were You Walking There?
Penetrating Shot
Sharp Focus
   Called Shot
   Critical Shot
   Deadeye Shot
   Dread Shot
   Weak Spot
Sneak Attack
Stay Riiiight There
Thread the Needle
   Skip Shot
      Dimensional Shot
         Improved Dimensional Shot
           Perfect Dimensional Shot
      Phase Shot
Two Birds With One Arrow
Vital Shot
Whites of Their Eyes
   Double Jeopardy
      And Your Little Dog Too
You Don’t Need That
Precision Damage from Class Feature
BAB +8
Sniper Level 4
Sharp Focus
Sharp Focus
Sharp Focus
BAB +5, Demoralizing Shot ACF, Sharp Focus
Sharp Focus
Thread the Needle
Skip Shot, BAB +8
Dimensional Shot, BAB +10
Improved Dimensional Shot, Sniper Level 16
Skip Shot, BAB +8
Precision Damage from Class Feature
Whites of Their Eyes
Double Jeopardy
Increase Precision Damage Range
Flank From Distance
Ranged Attacks Count As Energy Types
Make a Ranged Stunning Attack
Martial Study adapted for Sniper
Make a Ranged Trip Attack
Ignore Damage Reduction
Increase Critical Threat Range
Auto-Threaten Crits
Crit Normally Immune Creatures
Increase Critical Multiplier
Increase Critical Multiplier vs. Frightened Creatures
Normal Attacks Become Touch Attacks
Increase Sneak Attack Damage
Make a Ranged Grapple Attempt
Ignore Cover, Lower Miss Chance
Ignore Total Cover
Ignore Force Effects, Attack Incorporeal
Attack Ethereal
Attack Across Planes
Shoot Through Solid Objects
Hit Multiple Targets With One Attack
Auto Sneak Attack
Threaten Squares With Ranged Weapon
Threaten Targets At Range
Threaten Squares At Range
Make a Ranged Disarm Attempt

(click to show/hide)

Sniper Feats
Alert Reaction
   Improved Alert Reaction
Extra Trick
Insightful Action
Pinpoint Aim
Studied Killer
Combat Reflexes, BAB +8
Trick Shot Class Feature
Improved Initiative
Precise Shot
Int 16, Aim Class Feature
# of Attacks of Opportunity = WisMod
Make Multiple AoO’s Against the Same Target
Learn an Additional Trick Shot
Add 1/2 x WisMod to Initiative Roll
Ignore size modifiers
Replace WisMod with IntMod for all Sniper CFs

(click to show/hide)

*Suggestions for other Feats or Trick Shots are welcome.
« Last Edit: June 18, 2017, 09:50:44 AM by FireInTheSky »