xigbar
Explorer
It is often said that you can't make an effective long distance one shot one kill kind of build. It's possible to pull off ridiculous ranges, and with the right set-up, you can get that sniper feel, but it takes a lot of work, and a good amount levelling before hand. So I thought I'd homebrew a base class, for people who don't want to wait so long to be decent at Sniping, and ask you all what you think.
Sniper
D8 BAB Good
Good Ref/Will, Poor Fort
Proficient with all ranged weapons, including thrown weapons, and melee weapons with the throwing enhancement.
Class Skills(6+Int modifier per level, x4 at first level.) Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge(Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival.
1st:Sniper's Shot +1d10, Weapon Specialization
2nd:Sniper's Weapon of Choice
3rd:Ever Watchful, Mobile Shooting
4th:Sniper's Weapon of Choice, Crack Shot
5th:Sniper's Shot +2d10, Cracking Shot
6th:Inescapable Eye 1/Day
7th:Wing Cutter, Poison Use
8th:Inescapable Eye 2/Day
9th:Sniper's Shot +3d10
10th:Inescapable Eye 3/Day, Sniper's Weapon of Choice
11th:Camoflauge Expert
12thInescapable Eye 5/day
13th:Sniper's Shot +4d10, Camoflauge Expert
14th:Inescapable Eye 7/Day, Eyes of the Devil
15th:Hide in Plain Sight, Wrecking Ball
16th:Inescapable Eye 10/Day, Sniper's Weapon of Choice
17th:Sniper's Shot +4d10, Professional
18th:Head Shot 1/Day, Predator
19th:Sniper's Weapon of Choice
20th:Head Shot 2/Day, Omnipotence
Sniper's Shot(Ex): Whenever you make a ranged attack against a target that is outisde at least one range increment of a weapon you wield, you can count them as being one increment closer, and may also make a concentration check, using the targets touch AC as the DC, and on a successful check, add 1d10 points of damage, which increases by another 1d10 every 4 levels after first. (5th, 9th, 13, etc.) This class feature can replace sneak attack, skirmish, and surdden strike for any prerequisite. It does not affect creatures immune to critical hits.
Weapon Specialization: As the Feat.
Sniper's Weapon of Choice: At second level, you get a bonus feat based on the weapon you chose to apply Weapon Focus to. If you chose a Crossbow, you gain Crossbow Sniper as a bonus feat at 2nd level, Rapid Reload at 4th, Penetrating Shot at 10th, and Coordinated Shot at 16th.
If you chose a longbow or a shortbow, including composite long/shortbows, you get Rapid Shot at 2nd level, Manyshot at 4th, Greater Rapid Shot at 10th, and Greater Manyshot at 16th. If you are using a ranged weapon not mentioned previously, but not a thrown weapon, you gain Point Blank shot at 2nd level, Rapid Shot at 4th, Shot On The Run at 10th, and Penetrating Shot at 16th. If you are using a thrown weapon, you gain Point Blank Shot at 2nd Level, Ranged Pin at 4th Level, Ranged Disarm at 10th, and Able Sniper at 16th Level. All Snipers gain Weapon Supremacy, or Ranged Weapon Supremacy, as appropriate for their weapon.
Ever Watchful: Functions as Alertness. Stackable.
Mobile Shooting: Functions as Combat Archery.
Crack Shot: Functions as Precise Shot.
Cracking Shot(Ex): You've learned to aim for the joints of enemies normally immune to your Sniper's Shot. Undead and Constructs, and other creatures with a noticeable limbs normally immune to Sniper's Shot are now subject to Sniper's Shot. Gelatinous creatures are still immune.
Inescapable Eye(Ex): A certain number of times per day (see the level progression above), you may make a concentration check, following the same rules as Sniper's Shot, on an enemy who is subject to Sniper's Shot. If the check succeeds, that enemy takes attacks of opportunity from you when they choose to make an action that normally would provoke an attack of opportunity from an enemy who they were in melee reach of.
Wing Cutter(Ex): A number of times per day equal to your dexterity modifier, you may make a ranged touch attack against a flying creature with wings. If this attack succeeds, they lose flight for the duration of combat, and take falling damage as normal for the distance from where they lose flight. This ability deals an addition 1d6 points of damage, because the arrows are weighted more heavily.
Poison Use(Ex): Exactly like the Assassin ability.
Camoflauge Expert(Ex): You've learned to stand where you are least likely to blow your cover. At 11th Level, you gain a +4 bonus to hide skills. At 13th level, this bonus improves to +8.
Eyes of the Devil(Ex): Your all seeing eyes strike fear in to all your potential victims. You can make anything that sees you succeed on a Will Save (DC=Sniper Class Level+Charisma Modifier) or be shaken for one round. This a mind affecting fear effect.
Hide In Plain Sight: As the Assassin's ability.
Wrecking Ball(Ex): Once per day, you may make a ranged touch attack against a wall, or construct. This attack ignores hardness. On non walls/constructs, treat this ability as a bull rush, DC=Sniper Class Levels+Dex Modifier.
Professional: High level Snipers attract a lot of attention from people who could use their skills. You will be asked to assassinate someone once a year, and may charge a fee, should you agree to do the job, equal to you Class Level(1000.) You may not take on more than one job at a time. You may seek additional jobs, regardless of how many you have done.
Predator: You gain a +5 Bonus to Survival Checks. Also, you now add an additional point of damage to Sniper's Shot attacks per range increment your target is away from you, per die of Sniper's Shot damage.
Head Shot(Ex): A certain number of times per day (see the level progression above), you may make a single attack roll you make in a round count as a 20 for the attack roll, causing a critical hit. You still roll to confirm the critical hit. If an enemy you attack with this ability is subject to Sniper's Shot, Sneak Attack, Skirmish, or Sudden Strike, the additional damage applies.
Omnipotence(Su): You are always aware of enemies within range of your attacks. You are never considered flat footed, unless prone or helpless, and you gain the blindsense ability out to 5ft times one half your class level, and the effects of the Blind Fight feat. You ignore partial cover, but not total cover. You may make a Wisdom, adding your level to the check, to locate invisble enemies, opposed by a caster level check, by the enemy, or the item they used to replicate invisibility.
Sniper
D8 BAB Good
Good Ref/Will, Poor Fort
Proficient with all ranged weapons, including thrown weapons, and melee weapons with the throwing enhancement.
Class Skills(6+Int modifier per level, x4 at first level.) Appraise, Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge(Local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival.
1st:Sniper's Shot +1d10, Weapon Specialization
2nd:Sniper's Weapon of Choice
3rd:Ever Watchful, Mobile Shooting
4th:Sniper's Weapon of Choice, Crack Shot
5th:Sniper's Shot +2d10, Cracking Shot
6th:Inescapable Eye 1/Day
7th:Wing Cutter, Poison Use
8th:Inescapable Eye 2/Day
9th:Sniper's Shot +3d10
10th:Inescapable Eye 3/Day, Sniper's Weapon of Choice
11th:Camoflauge Expert
12thInescapable Eye 5/day
13th:Sniper's Shot +4d10, Camoflauge Expert
14th:Inescapable Eye 7/Day, Eyes of the Devil
15th:Hide in Plain Sight, Wrecking Ball
16th:Inescapable Eye 10/Day, Sniper's Weapon of Choice
17th:Sniper's Shot +4d10, Professional
18th:Head Shot 1/Day, Predator
19th:Sniper's Weapon of Choice
20th:Head Shot 2/Day, Omnipotence
Sniper's Shot(Ex): Whenever you make a ranged attack against a target that is outisde at least one range increment of a weapon you wield, you can count them as being one increment closer, and may also make a concentration check, using the targets touch AC as the DC, and on a successful check, add 1d10 points of damage, which increases by another 1d10 every 4 levels after first. (5th, 9th, 13, etc.) This class feature can replace sneak attack, skirmish, and surdden strike for any prerequisite. It does not affect creatures immune to critical hits.
Weapon Specialization: As the Feat.
Sniper's Weapon of Choice: At second level, you get a bonus feat based on the weapon you chose to apply Weapon Focus to. If you chose a Crossbow, you gain Crossbow Sniper as a bonus feat at 2nd level, Rapid Reload at 4th, Penetrating Shot at 10th, and Coordinated Shot at 16th.
If you chose a longbow or a shortbow, including composite long/shortbows, you get Rapid Shot at 2nd level, Manyshot at 4th, Greater Rapid Shot at 10th, and Greater Manyshot at 16th. If you are using a ranged weapon not mentioned previously, but not a thrown weapon, you gain Point Blank shot at 2nd level, Rapid Shot at 4th, Shot On The Run at 10th, and Penetrating Shot at 16th. If you are using a thrown weapon, you gain Point Blank Shot at 2nd Level, Ranged Pin at 4th Level, Ranged Disarm at 10th, and Able Sniper at 16th Level. All Snipers gain Weapon Supremacy, or Ranged Weapon Supremacy, as appropriate for their weapon.
Ever Watchful: Functions as Alertness. Stackable.
Mobile Shooting: Functions as Combat Archery.
Crack Shot: Functions as Precise Shot.
Cracking Shot(Ex): You've learned to aim for the joints of enemies normally immune to your Sniper's Shot. Undead and Constructs, and other creatures with a noticeable limbs normally immune to Sniper's Shot are now subject to Sniper's Shot. Gelatinous creatures are still immune.
Inescapable Eye(Ex): A certain number of times per day (see the level progression above), you may make a concentration check, following the same rules as Sniper's Shot, on an enemy who is subject to Sniper's Shot. If the check succeeds, that enemy takes attacks of opportunity from you when they choose to make an action that normally would provoke an attack of opportunity from an enemy who they were in melee reach of.
Wing Cutter(Ex): A number of times per day equal to your dexterity modifier, you may make a ranged touch attack against a flying creature with wings. If this attack succeeds, they lose flight for the duration of combat, and take falling damage as normal for the distance from where they lose flight. This ability deals an addition 1d6 points of damage, because the arrows are weighted more heavily.
Poison Use(Ex): Exactly like the Assassin ability.
Camoflauge Expert(Ex): You've learned to stand where you are least likely to blow your cover. At 11th Level, you gain a +4 bonus to hide skills. At 13th level, this bonus improves to +8.
Eyes of the Devil(Ex): Your all seeing eyes strike fear in to all your potential victims. You can make anything that sees you succeed on a Will Save (DC=Sniper Class Level+Charisma Modifier) or be shaken for one round. This a mind affecting fear effect.
Hide In Plain Sight: As the Assassin's ability.
Wrecking Ball(Ex): Once per day, you may make a ranged touch attack against a wall, or construct. This attack ignores hardness. On non walls/constructs, treat this ability as a bull rush, DC=Sniper Class Levels+Dex Modifier.
Professional: High level Snipers attract a lot of attention from people who could use their skills. You will be asked to assassinate someone once a year, and may charge a fee, should you agree to do the job, equal to you Class Level(1000.) You may not take on more than one job at a time. You may seek additional jobs, regardless of how many you have done.
Predator: You gain a +5 Bonus to Survival Checks. Also, you now add an additional point of damage to Sniper's Shot attacks per range increment your target is away from you, per die of Sniper's Shot damage.
Head Shot(Ex): A certain number of times per day (see the level progression above), you may make a single attack roll you make in a round count as a 20 for the attack roll, causing a critical hit. You still roll to confirm the critical hit. If an enemy you attack with this ability is subject to Sniper's Shot, Sneak Attack, Skirmish, or Sudden Strike, the additional damage applies.
Omnipotence(Su): You are always aware of enemies within range of your attacks. You are never considered flat footed, unless prone or helpless, and you gain the blindsense ability out to 5ft times one half your class level, and the effects of the Blind Fight feat. You ignore partial cover, but not total cover. You may make a Wisdom, adding your level to the check, to locate invisble enemies, opposed by a caster level check, by the enemy, or the item they used to replicate invisibility.
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