A master of stealth and precision, the combat sniper brings death to unsuspecting foes with ease.
To qualify to become a combat sniper, a character must fulfill all the following criteria.
- Base Attack Bonus +6
- Feats: Combat Sniper, Martial Weapon Proficiency (Sniper Rifle), Weapon Focus (Sniper Rifle), Weapon Specialization (Sniper Rifle)
- Skills: Climb 4 ranks, Sense Motive 4 ranks, Spot 4 ranks
The combat sniper's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
- Skill Points at Each Level: 6 + Int modifier.
Weapon and Armor Proficiency
The combat sniper is proficient with daggers, all handguns, and all naturally scoped guns. The combat sniper gains no proficiency with any armor. When wearing medium or heavy armor, using a shield, or carrying a medium or heavy load, a combat sniper loses his sniper abilities.
If a combat sniper studies his victim through a scope for 3 rounds and then makes an attack with a scoped gun that successfully deals damage, the attack has the additional effect of possibly either paralyzing or killing the target (sniper’s choice). While studying the victim, the combat sniper can undertake minor actions so long as his attention stays focused on the target and the target does not detect the sniper or recognize the sniper as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the sniper's critical multiplier + the sniper’s class level + the sniper’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the sniper. If the victim’s saving throw succeeds, the attack is just a normal attack. Once the sniper has completed the 3 rounds of study, he must make the headshot within the next 3 rounds.
If a headshot is attempted and fails (the victim makes her save) or if the sniper does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another headshot. A combat sniper can only headshot living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to headshots. The sniper must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sniper cannot headshot while shooting a creature with concealment or shooting the limbs of a creature whose vitals are beyond reach.
At 1st level, a combat sniper gets a bonus combat-oriented feat. The combat sniper gains an additional bonus feat at 2nd level and 4th level. These bonus feats must be drawn from the feats noted as Gun Feats. A combat sniper must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A combat sniper is not limited to the list of gun feats when choosing these feats.
Scoped Expert (Ex)
When aiming through a weapon's scope, enemies are highlighted to the combat sniper, in an effect similar to faerie fire. While aiming down the sights of a scoped weapon, the combat sniper can ignore concealment and cover bonuses (aside from total cover) from any source, as long as his target is within 3 range increments of his scoped weapon.
A combat sniper blends in with his surroundings, allowing him to be an unseen threat. While laying prone or propped against cover, he may become invisible (as the spell). He remains invisible until he either leaves his square, loses the cover, or reveals himself. He may use this ability at will.
Greater Ability Boost
At 4th level, a combat sniper may increase two ability scores by +1. An ability score cannot be raised past 20 using this class feature. The ability scores raised may not be same score. The bonuses gained from this ability stack with those gained regularly by characters every 4 levels.
One Shot, One Kill (Ex)
While other classes may focus on getting as many attacks off as possible, the sniper prefers to fight with few well placed shots. When using a full attack while aiming down the sights of a scoped gun, the sniper may instead sacrifice each additional attack he would have been able to make to bolster his first shot. For each attack that is sacrificed in this manner, the damage dealt by the sniper is doubled, and the critical threat range increases by +2. Attacking in this manner bestows a -2 penalty to the attack roll.