And Your Little Dog Too:Prerequisites: Whites of Their Eyes, Double Jeopardy
Benefit: This trick allows a Sniper to threaten any squares threatened by creatures she hit in the previous round. If anyone moves through those squares, the Sniper may make an Attack of Opportunity against them with her ranged weapon.
Special: This does not allow a Sniper to take more than one Attack of Opportunity per round unless she has some other ability granting this (e.g. Combat Reflexes).
Called Shot:Prerequisites: Sharp Focus
Benefit: A number of times per encounter equal to the Sniper’s Class Level or Wisdom Modifier, whichever is smaller, a Sniper may designate a ranged attack as a “Called Shot.” This attack is an automatic critical threat (make one attack roll; if the roll is successful, deal damage as a critical hit). A use of this ability must be declared before the attack roll is made, and the use is expended regardless of the result.
Special: This trick does not allow a Sniper to make a critical hit against a creature that is normally immune to such hits. This trick can only be taken once.
Critical Shot:Prerequisites: Sharp Focus
Benefit: A Sniper may make a critical hit with a ranged attack against creatures that are normally immune (or partially immune) to such attacks, regardless of the source of that immunity.
Special: If the Sniper has a source of precision damage (such as Sneak Attack), this Trick Shot allows her to apply that damage to creatures normally immune to such damage. The target must still be in a situation where precision damage would normally apply.
Deadeye Shot:Prerequisites: Sharp Focus
Benefit: The critical multiplier of a Sniper’s ranged attacks increases by 1.
Special: This effect stacks with all other multiplier increases, but is added last. This trick can only be taken once.
Dimensional Shot:Prerequisites: Thread the Needle, Skip Shot, BAB +8
Benefit: A Sniper’s ranged attacks ignore Force effects. In addition, a Sniper may attack Incorporeal creatures at no penalty and with no Miss Chance. The Sniper must be able to see or otherwise sense the Incorporeal creature to attack it.
Distance Marksman:Prerequisites: Precision Damage from a Class Feature (e.g. Sneak Attack, Sudden Strike, Skirmish)
Benefit: The maximum range at which your Precision Damage can be applied is equal to one Range Increment of your chosen weapon.
Distracting Attack:Prerequisites: None
Benefit: Any opponent a Sniper hits with a ranged attack is considered to be flanked for the subsequent round.
Double Jeopardy:Prerequisites: Whites of Their Eyes
Benefit: This trick increases the area a Sniper threatens to one range increment of her ranged weapon, or 30', whichever is smaller. In addition, a Sniper threatens any square (or squares) occupied by creatures she hit in the previous round. If anyone moves through those squares, the Sniper may make an Attack of Opportunity against them with her ranged weapon.
Special: This does not allow a Sniper to take more than one Attack of Opportunity per round unless she has some other ability granting this (e.g. Combat Reflexes).
Dread Shot:Prerequisites: BAB +5, Demoralizing Shot ACF, Sharp Focus
Benefit: Your Critical Multiplier increases if attacking a creature suffering from a fear-related condition. If targeting a Shaken creature, your critical multiplier increases by +1. If targeting a Frightened creature, it increases by +2. If targeting a Panicked or Cowering creature, it increases by +3.
Special: This effect stacks with all other multiplier increases, but is added last. This trick can only be taken once.
Energetic Shot:Prerequisites: BAB +8
Benefit: Choose one of the following energy types: Acid, Cold, Electricity, Fire, Sonic. Half of the damage dealt by all of your ranged attacks is considered to be of that energy type.
Special: This trick can be taken multiple times. Each time it is taken, choose an additional energy type and divide the damage an additional time. For example, if Energetic Shot is taken twice, with Electricity and Sonic types chosen and dealing 60 points of damage, 20 points are Electricity damage, 20 points are Sonic damage, and 20 points are normal damage.
Improved Dimensional Shot:Prerequisites: Thread the Needle, Skip Shot, Dimensional Shot, BAB +10
Benefit: A Sniper can attack Ethereal creatures while on the Material Plane. The Sniper must be able to see or otherwise sense the Ethereal creature to attack it.
Lights Out:Prerequisites: None
Benefit: A number of times per encounter equal to her Wisdom modifier, a Sniper may substitute a Ranged Touch Attack for a normal ranged attack. If this attack succeeds, instead of dealing normal damage, the target must make a Fortitude Save or be stunned for 1d4 rounds. The Save DC for this ability is 10 + 1/2 Class Level + Wisdom Modifier. A use of this ability must be declared before the attack roll is made, and the use is expended regardless of the result.
Special: This trick does not affect creatures normally immune to Stunning. This trick only works on creatures with discernible anatomy. Using this trick does not count against uses of the Weak Spot trick.
Martial ShotPrerequisite: Sniper Level 4
Benefit: Choose one of the following martial disciplines:
Diamond Arrow,
Falcon's Eye,
Falling Star,
Heaven's Arc,
Solar Wind,
Striking Eagle, or
True Arrow. Select one maneuver from the chosen discipline for every 4 Sniper levels (round down), ignoring all prerequisites except Initiator Level. Sniper levels count as full Initiator Levels for the purposes of maneuvers gained with this Trick Shot only. You can use each of these maneuvers once per encounter. If you later gain levels in a class granting a maneuver recovery mechanism, that mechanism cannot be used to recover maneuvers gained with this Trick Shot.
Special: This Trick can be taken multiple times, each time choosing a different discipline. Maneuvers learned with this trick may be used to satisfy prerequisites.
Oh, Were You Walking There?:Prerequisites: None
Benefit: A number of times per encounter equal to her Wisdom modifier, a Sniper may make a Trip attempt with her ranged attack. She makes a normal ranged attack. If the attack hits, it does normal damage. In addition, the Sniper makes a trip attempt using her Wisdom instead of her Strength, and with a bonus equal to 1/2 CL. This attack does not provoke an attack of opportunity. The target may not make an attempt to trip you if your attempt fails. You may attempt to trip targets of any size. A use of this ability must be declared before the attack roll is made, and the use is expended regardless of the result.
Special: This trick can be used in conjunction with the Sniper’s Aim ability.
Penetrating Shot:Prerequisites: None
Benefit: With this trick, a Sniper’s attacks become harder to resist. All of a Sniper’s ranged attacks ignore 2 points of Damage Reduction. In addition, choose two of the following Special Qualities: Adamantine, Bludgeoning, Chaotic, Cold Iron, Evil, Good, Lawful, Magic, Piercing, Silver, Slashing. All of a Sniper’s ranged attacks are considered to have the chosen qualities for the purposes of overcoming Damage Reduction.
Special: This trick can be taken multiple times. Each time it is taken after the first, ignore 2 additional points of damage reduction and choose one additional quality. In addition, you may change one of the qualities previously selected to a different one from the same list.
Perfect Dimensional Shot:Prerequisites: Thread the Needle, Skip Shot, Dimensional Shot, Improved Dimensional Shot, Sniper Level 16
Benefit: A number of times per day equal to her Wisdom modifier, a Sniper can attack a creature who is on a different Plane. The Sniper must be able to see or otherwise sense a creature to attack it.
Phase Shot:Prerequisites: Thread the Needle, Skip Shot, BAB +8
Benefit: With this trick, a Sniper can shoot through solid objects. The maximum thickness through which a shot can pass is 5 feet for every 2 Sniper levels. If a shot reaches the maximum distance without exiting the solid object, it stops, and remains inside the object. The shot can exit a solid object and enter another in its path as long as the total thickness does not exceed the maximum. The Sniper must be able to see or otherwise sense the creature on the other side of a solid object to attack it.
Sharp Focus:Prerequisites: None
Benefit: The critical threat range of a Sniper’s ranged attacks increases by 1.
Special: This trick may be taken multiple times, and its effects stack with all other effects that increase threat range, but are added last.
Skip Shot:Prerequisites: Thread the Needle
Benefit: This trick allows a Sniper’s ranged attacks to ignore Total Cover.
Sneak Attack:Prerequisites: None
Benefit: This trick grants +1d6 Sneak Attack Damage.
Special: This follows all of the normal rules for Sneak Attacks. This trick may be taken multiple times, and its effects stack with all other sources of Sneak Attack. If the Sniper has the Skirmish or Sudden Strike abilities, she may instead choose to apply this damage increase to that ability. This damage is independent of the bonus damage from the Sniper’s Aim class ability (under the correct circumstances, both apply).
Stay Riiiight There:Prerequisites: None
Benefit: A number of times per encounter equal to her Wisdom modifier, a Sniper can perform a ranged grapple attempt against an opponent by pinning it to a nearby surface. The target must be within 5' of a wall, tree, or other surface in which a projectile can be stuck. She must succeed on a ranged attack (not a ranged touch attack) – which deals damage normally – and then win an opposed grapple check using the Sniper’s Wisdom modifier instead of Strength modifier (your size modifier and the target's size modifier still apply). To break free, the victim must make a Strength check or an Escape artist check (DC 15 + Wisdom mod + 1/2 CL) as a standard action. A use of this ability must be declared before the attack roll is made, and the use is expended regardless of the result.
Special: This trick can be used in conjunction with the Sniper’s Aim ability. This trick counts as the Ranged Pin feat for the purposes of prerequisites.
Thread the Needle:Prerequisites: None
Benefit: This trick allows a Sniper’s ranged attacks to ignore anything less than Total Cover. In addition, if the Sniper’s target has a Miss Chance, the Miss Chance is decreased by 10%. Any creature whose Miss Chance is reduced to 0% is considered to not have
Concealment.
Special: This trick can be taken multiple times, and its effects stack.
Two Birds With One Arrow:Prerequisites: None
Benefit: A Sniper may use this trick to make an attack against multiple opponents at the same time. The maximum number of opponents attacked this way is equal to the number of iterative attacks the Sniper has, plus 1. All opponents must be in a direct line from the Sniper. The Sniper rolls one attack at a -4 penalty. The attack may hit any, all, or none, depending on each target’s AC. Damage and critical confirmations are rolled separately for each target.
Special: This trick can be used in conjunction with the Sniper’s Aim ability. Aim damage is applied to all successful attacks.
Vital Shot:Prerequisites: Precision Damage from a Class Feature (e.g. Sneak Attack, Sudden Strike, Skirmish)
Benefit: A number of times per encounter equal to the Sniper’s Class Level or Wisdom Modifier, whichever is smaller, a Sniper may declare her next single ranged attack roll to be eligible for Precision damage, even if her target is not flat-footed or flanked. A use of this ability must be declared before the attack roll is made, and the use is expended regardless of the result.
Special: This trick can only be taken once. This trick does not allow you to apply Precision damage to creatures which would normally be immune.
Weak Spot:Prerequisites: Sharp Focus
Benefit: A number of times per encounter equal to the Sniper’s Class Level or Wisdom Modifier, whichever is smaller, a Sniper may make a ranged touch attack instead of a normal ranged attack. A use of this ability must be declared before the roll is made, and the use is expended regardless of the result.
Special: This trick can only be taken once.
Whites of Their Eyes:Prerequisites: None
Benefit: With this trick, a Sniper threatens all squares in her normal reach, and can use her ranged weapon to make Attacks of Opportunity.
Normal: Only melee weapons can be used to make Attacks of Opportunity.
You Don’t Need That:Prerequisites: None
Benefit: This trick allows a Sniper to make a Disarm attempt with her ranged weapon at no penalty, and with a bonus equal to 1/2 CL. This attack does not provoke an attack of opportunity. The target may not make an attempt to disarm you if your attempt fails.
Special: This trick cannot be used in conjunction with the Sniper’s Aim ability. This trick counts as the Ranged Disarm feat for the purposes of prerequisites.