Sharpshooter Class

The sharpshooter is the master of long-range combat, preferring to engage his enemies from hundreds of meters away. Stealth is his greatest asset – the ability to strike a target without warning and with uncanny accuracy. His patience, control, and cunning make him a feared opponent.

Many sharpshooters are members of military organizations. They often operate with spotters – partners who watch their backs while they focus on their goal. They penetrate deep into enemy territory and eliminate high-profile targets, sowing confusion and fear in the ranks of the opposition. Sometimes, sharpshooter teams are attached to other military units. One of the most famous sharpshooters in the New Republic was Myn Donos, a former member of the Corellian militia who earned his Corellian bloodstripes as a sniper. His shooting and flying skill prompted Wedge Antilles to recruit him as a member of Wraith Squadron, the New Republic Special Forces group that was instrumental in defeating Imperial Warlord Zsinj.

Not all sharpshooters serve in the military. On many urbanized worlds, local security forces train sharpshooters as part of crisis response teams. Similarly, sharpshooters are often included in the security forces that protect important political figures. Many sharpshooters are sports hunters, using their exceptional skill to track and kill the most dangerous wild beasts. And of course, sharpshooters assassins sell their deadly services to the highest bidder.

Requirements
To qualify to become a sharpshooter, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Skills: Hide 5 ranks, Spot 5 ranks
Feats: Far Shot, Point Blank Shot, Precise Shot

Game Rule Information
Vitality: Sharpshooters gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The sharpshooters’ class skills, and the key ability for each skill, are as follows.
Climb (Str), Craft* (Int), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge* (Int), Listen (Wis), Move Silently (Dex), Profession* (Wis), Repair (Int), Spot (Wis), Survival (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 4 + Int modifier

Class Features
The following are class features of the sharpshooter prestige class.

Preferred Weapon
At 1st, 5th, and 9th level, the sharpshooter gains a +1 bonus on attack rolls with a single ranged weapon of his choice. Choose one weapon with which the sharpshooter is proficient. Each time this ability is gained, it may be applied to the same weapon (the effects stack) or to a different weapon. This ability stacks with the Weapon Focus feat, as well as any other bonuses that increase the sharpshooter’s ranged attack bonus with the preferred weapon.

Ranged Sneak Attack
Beginning at 2nd level, if an opponent is unable to defend herself effectively from the attack, the sharpshooter can strike a vital spot for extra damage. If the sharpshooter’s target would be denied her Dexterity bonus to Defense (regardless of whether she has a Dexterity bonus) and the sharpshooter suffers no range penalties, his ranged attack deals +1d6 points of damage. At 6th level, this bonus improves to +2d6, at 10th level, it improves to +3d6. This ability only applies to one attack made during a given round. If a sharpshooter has begun aiming before combat and fires his weapon during the surprise round, the sharpshooter is allowed to add his sneak attack damage.

This ability is not cumulative with sneak attack bonus dice earned by gaining levels in other classes.

Follow Target
At 3rd level, the sharpshooter becomes adept at keeping his weapon trained on a moving target. If the sharpshooter has made a successful ranged touch attack against a moving target, there’s a chance he can retain the benefits of aiming (see Combat). Each round the target moves, the sharpshooter can attempt a Reflex save (DC = distance move in meters) to stay locked on target.

Improved Range
At 4th level, the sharpshooter has become so familiar with his preferred weapons that he can greatly extend their range. When using a preferred weapon, treat its range increment as if it was double its listed value. At 8th level, the sharpshooter treats the range increment for a preferred weapon as if it were 2.5 times the listed value. Improved range replaces the effects of the Far Shot feat when using a preferred weapon.

Deadly Aim
Beginning at 7th level, the sharpshooter can use a preferred weapon to deliver a coup de grace to a helpless foe even at long range as a full-round action. To use deadly aim, the sharpshooter must suffer no range penalties against the target and make a normal ranged attack roll. Because the target is helpless, ranged sneak attack damage also applies.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +0 +1 +2 Preferred Weapon +1 +0
2 +1 +0 +2 +3 Ranged Sneak Attack +1d6 +1 +0
3 +2 +1 +2 +3 Follow Target +2 +0
4 +3 +1 +2 +4 Improved Range (x2) +2 +0
5 +3 +1 +3 +4 Preferred Weapon +2 +1
6 +4 +2 +3 +5 Ranged Sneak Attack +2d6 +3 +1
7 +5 +2 +4 +5 Deadly Aim +3 +1
8 +6 +2 +4 +6 Improved Range (x2.5) +4 +1
9 +6 +3 +4 +6 Preferred Weapon +4 +2
10 +7 +3 +5 +7 Range Sneak Attack +3d6 +5 +2
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