Sharpshooter
The tickle of fletching against the cheek, the whir of the sling through
the air, the recoil as the bolt leaves the crossbow – these are
more beautiful than the sweetest sonnet to the sharpshooter. The force
of concentration and aim, the gasp of the shot – these give life
meaning. His skill at making and using bows, crossbows, and slings is
beyond measure. It is as if the sharpshooter’s projectile weapon
were a part of him, and he, part of it.
The Mailed Fists, the Woldian League of Adventurers, the Houses of Dirt
City, and other organizations in the Wold are always looking for marksmen.
An experienced sharpshooter can’t be beat in his aim and skill with
projectiles. But not only that, he’s an exceptional artisan as well.
In fact, it’s that craftsmanship that helps him in his amazing skill
with weapons. In crafting his bows, slings and crossbows, he gains a deeper
understanding of exactly how best to use the weapons he makes with his
own hands.
Adventurers: A sharpshooter works best in smaller units.
With his stealth abilities and his ranged attacks, he can deliver a staggering
blow to the enemy before they can even react to his presence. To this
end, many sharpshooters choose to forego the common military life, in
which their skills are often underused, and take up adventuring.
Characteristics: Sharpshooters are the ultimate ranged
combatants. They use their craft to create projectile weapons, giving
them detailed knowledge of every facet of their construction and use,
above and beyond that of other classes that use slings, bows and crossbows.
This insight into each minute detail grants them special bonuses when
using weapons they make themselves. This deeper understanding may make
them superior marksmen, but their melee prowess suffers. As a sniper,
location can be exceptionally vital and remaining concealed once finding
that location can be almost, if not more important.
Alignment: Sharpshooters can be of any alignment, but
most tend toward lawful, as their craftsmanship and aim requires a more
focused mind. Good sharpshooters will often work as mercenaries for good
causes, where evil sharpshooters often hire themselves out as assassins,
striking down their victims from a safe and undetectable position.
Religion: Those sharpshooters that do choose to worship
a deity tend to choose martial deities, such as Domi, Pantheon, or Jancassis.
Craft-conscious deities such as Ffloy are often a secondary choice for
a sharpshooter’s religion. Although they tend to have the utmost
confidence in their abilities, some choose to follow Warrd, as one can
always use a little extra luck.
Races: Individuals from all races can become sharpshooters.
However, the shorter races, such as, halflings and gnomes, tends to use
slings. Humans and elves have the highest number of archers. Dwarven sharpshooters
tend to use crossbows. But individuals of all races may defy these traditions.
Other Classes: Sharpshooters are a fine complement to
nearly any party. They do tend to have a friendly rivalry with rangers
who have chosen the archery weapon path. They work extremely well with
anyone that can keep enemies away from them, allowing them to use their
ranged attacks to their fullest extent.
Role: The sharpshooter provides the ranged attack support
for the group, using their phenomenal aim to pelt their enemies with arrow
after arrow. They are poor combatants in melee, however, so they prefer
to stay out of direct conflict whenever possible.
GAME RULE INFORMATION
Sharpshooters have the following game statistics
Abilities: Dexterity and Intelligence are by far the
Sharpshooter’s most important ability scores. Dexterity provides
him with his bonus to ranged attacks as well as a good number of his skills.
Intelligence offers him the important bonus to his craft skills. Strength
is important for slingers and archers who make bows with heavy pull. Wisdom
helps him in spotting his quarry from further away.
Alignment: Sharpshooters can be of any alignment, but
tend toward lawful.
Hit Die: d8
Class Skills
The sharpshooter’s class skills (and the key ability for each skill)
are Appraise(Int), Bluff(Chr), Climb(Str), Concentration(Con), Craft(Int),
Hide(Dex), Jump(Str), Listen(Wis), Move Silently(Dex), Profession(Wis),
Ride(Dex), Spot(Wis), Swim(Str), and Use Rope(Dex).
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier
Table: The Sharpshooter
| Level |
BAB |
Fort |
Reflex |
Will |
Benefits |
| 1 |
+1 |
+0 |
+2 |
+0 |
Artisan’s Gift, Trick Shots |
| 2 |
+2 |
+0 |
+3 |
+0 |
Bonus Feat |
| 3 |
+3 |
+1 |
+3 |
+1 |
|
| 4 |
+4 |
+1 |
+4 |
+1 |
Trick Shots |
| 5 |
+5 |
+1 |
+4 |
+1 |
|
| 6 |
+6 |
+2 |
+5 |
+2 |
Bonus Feat |
| 7 |
+7 |
+2 |
+5 |
+2 |
Artisan’s Innovation |
| 8 |
+8 |
+2 |
+6 |
+2 |
Trick Shots |
| 9 |
+9 |
+3 |
+6 |
+3 |
|
| 10 |
+10 |
+3 |
+7 |
+3 |
Bonus Feat |
| 11 |
+11 |
+3 |
+7 |
+3 |
|
| 12 |
+12 |
+4 |
+8 |
+4 |
Trick Shots |
| 13 |
+13 |
+4 |
+8 |
+4 |
Artisan’s Lore |
| 14 |
+14 |
+4 |
+9 |
+4 |
Bonus Feat |
| 15 |
+15 |
+5 |
+9 |
+5 |
|
| 16 |
+16 |
+5 |
+10 |
+5 |
Trick Shots |
| 17 |
+17 |
+5 |
+10 |
+5 |
|
| 18 |
+18 |
+6 |
+11 |
+6 |
Bonus Feat |
| 19 |
+19 |
+6 |
+11 |
+6 |
Artisan’s Ingenuity |
| 20 |
+20 |
+6 |
+12 |
+6 |
Trick Shots |
Class Features
All of the following are class features of the Sharpshooter
Weapon and Armor Proficiencies: Sharpshooters are proficient
in the use of all projectile weapons: composite longbows, composite shortbows,
hand crossbows, heavy crossbows, light crossbows, longbows, repeating
crossbows, short bows, and slings. They are proficient with no other weapons.
They are proficient with light armor and shields. When using armor heavier
than light armor, sharpshooters lose their Artisan’s Gift and the
ability to make Trick Shots.
Artisan’s Gift (Ex): When using a projectile
weapon that he has made himself, the Sharpshooter receives a bonus to
attack rolls (but not to damage rolls) equal to one third of his appropriate
Craft ranks (round down). For slings and crossbows, use Craft (Weaponsmith)
ranks; for bows, use Craft (Bowyer) ranks. This bonus is referred to as
his Artisan’s Gift and stacks with all other modifiers to attack
rolls. A sharpshooter loses this bonus when using weapons another has
enchanted, even if he originally made it. He also loses this bonus when
wearing armor heavier than light.
Artisan’s Innovation (Ex): At 7th level, the sharpshooter’s
devotion to creating projectile weapons and related paraphernalia has
grown so intense that he can put a part of himself into his creations
and make them magical. This ability is identical to the feat Craft Magical
Items, but only applies to projectile weapons (bows, crossbows, slings,
etc.) and related paraphernalia (ammunition, quivers, bracers of archery,
etc.). The Sharpshooter is considered to have the prerequisite spells
needed to create such magical items as if he were a wizard of his sharpshooter
level (thus he would need to be level 14 to make a Slaying Arrow, requiring
Finger of Death). Sharpshooter levels stack with caster levels when creating
these types of magical items. Because of the special effort and deep connection
a sharpshooter develops while creating a weapon (bow, crossbow, sling),
such items are magical only for the sharpshooter that created them. All
other magical items created by a sharpshooter don’t require such
a deep connection and remain magical for anyone that wishes to use it.
Artisan’s Lore (Ex): At 13th level, the sharpshooter’s
knowledge of projectile weapons and related paraphernalia has deepened
to an almost magical level. He can learn information about such items
in a way identical to the Bardic Knowledge class ability, and sharpshooter
levels stack with bard levels for such items. Also, the sharpshooter can
identify such items as per the spell a number of times per day equal to
his Int modifier without the need of material components.
Artisan’s Ingenuity (Ex): At 19th level, the
sharpshooter has become so skilled and precise at making projectile weapons
and ammunition that he no longer needs to make weaponsmith and bowyer
craft checks. All craft rolls for such items are considered to be a natural
20.
Trick Shots (Ex): Starting at 1st level and every four
levels thereafter, the sharpshooter begins to learn special “trick
shots” that he can perform with projectile weapons. He learns a
number of trick shots equal to his Int modifier + 1. Each of these trick
shots is a standard action (and cannot be combined with the Manyshot feat),
unless otherwise noted.
Disarm Trick: Sharpshooters may make disarm attacks
against weapons up to 30 feet away. These resolve exactly like melee
disarm attacks. Each time the Disarm Trick is taken beyond the first,
a +1 bonus on disarm opposed rolls and an extra 5 feet of range is gained.
Staple Trick: Sharpshooters may attempt a ranged grapple
attack by pinning the target’s garments to a nearby structure
with an arrow or bolt. Against targets up to 30 feet away, a staple
shot suffers a –4 penalty to the attack roll and the target must
be in a square adjacent to a structure no less than one size category
smaller than it. A successful staple shot does not cause the target
to suffer any penalties, but it cannot move away unless it uses a standard
action to pull free (Strength or Escape Artist check vs. a DC equal
to the damage the bolt or arrow would have inflicted). If the target
is stapled by more than one arrow or bolt, the DC to pull free is the
total of all the damage that would have been inflicted by all projectiles
– or each projectile must be broken. Each time the Staple Trick
is taken beyond the first, a +1 bonus on staple attack rolls and an
extra 5 feet of range is gained.
Sunder Trick: Sharpshooters that have taken this feat
may attempt to sunder items from up to 30 feet away with sling bullets.
With crossbows and bows, sunder attempts may be attempted against slashing
weapons only. Sunder shots are resolved exactly like melee sunder attacks.
Within the conditions specified above, ranged weapon attack damage is
not halved. Each time the Sunder Trick is taken beyond the first, a
+1 bonus on sunder opposed rolls and an extra 5 feet of range is gained.
Slice Trick: Sharpshooters can cut weaker items, such
as paper, rope or glass (see PHB165) without having their range weapon
damage halved. Each time the Slice Trick is taken beyond the first,
a +2 bonus on attack rolls is gained to hit objects.
Grapnel Trick: Sharpshooters can use an arrow or bolt
as a grappling hook, requiring a special bowstring filament. The sharpshooter
learns how to make three kinds of special bowstring that can be used
as rope:
• Light (50 ft): AC18, 1 HP, Str break DC18, Cost 10 gp, can support
up to 150 pounds
• Medium (50 ft): AC20, 2 HP, Str break DC20, Cost 15 gp, can
support up to 225 pounds
• Heavy (50 ft): AC22, 3 HP, Str break DC22, Cost 20 gp, can support
up to 300 pounds
To make a successful Grapnel Trick (as with a grappling hook, PHB126),
make a Use Rope check, DC 10, +2 per 10 feet of distance. The DC is
increased by +5 for a medium filament and +10 for a heavy filament.
Each time the Grapnel Trick is taken beyond the first, a +2 bonus on
Grapnel Trick Use Rope checks is gained.
Arching Trick: Sharpshooters learn to arch their shots
to extend their range. Each time the Arching Trick is taken, extend
the range increment for that weapon type by 5 feet. This applies to
all attacks and does not require a standard action.
Blindfold Trick: Sharpshooters can train their observation
skills and memory to allow them to make amazing shots, even while blindfolded.
In target shooting (non-combat), the Sharpshooter is considered to have
the Blind-Fighting feat. In combat, by making a Listen check DC 10 +
HD/Lvl of the target, the Sharpshooter can negate 3% of the target’s
concealment. If the target is moving silently, then the DC is the move
silent check + HD/Lvl of the target. Each time the Blindfold Trick is
taken beyond the first, an additional 3% can be negated. This trick
applies to all attacks and does not require a standard action.
Ricochet Trick: You can use hard objects in the area
to help bank sling bullet shots against targets who have cover. When
you are firing at a target with less than total cover, target’s
cover bonus to AC is reduced by one. Also, as a standard action, you
can shoot around corners at foes; if you cannot see the target, you
can attack around corners into a square as if attacking an opponent
with total concealment (PHB p 152). Each time you take this trick beyond
the first, the target’s cover bonus is reduced by one. Reducing
cover bonuses can be used with any attack, not just with standard attacks.
The DM may rule that this trick does not work if there is no hard surface
available.
Note: Sharpshooters can research other trick shots via the BGC.
Bonus Feats: At 2nd level and every four levels thereafter,
the Sharpshooter receives a bonus feat, much as a fighter does. The Sharpshooter
must meet the prerequisites for these feats as usual. Selection of bonus
feats is limited to the following: Accuracy1, Combat Shooting1, Defensive
Shooting1, Dire Shot1, Far Shot, Greater Weapon Focus2, Improved Critical2,
Improved Initiative, Improved Precise Shot, Improved Sniping1, Many Shot,
Mounted Archery, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot,
Shot on the Run, Skill Focus3, Speedy Slinger1, Stunning Shot1, Weapon
Focus2, and Wounding Shot1.
1 New feats designed specifically for the sharpshooter, detailed below.
2 These feats can only be applied to projectile weapons
3 Skill focus applies only to Craft: Bowyer or Craft: Weaponsmith
Special Sharpshooter Only Feats
Accuracy [General]
You are able to fire into melee with even greater accuracy than other
archers.
Prerequisites: Point Blank Shot, Precise Shot
Benefits: When firing into melee, the in-house +1 per target in the
path penalty is reduced by half, round down. When firing at a target
with concealment, if the concealment makes you miss, you can reroll
your miss chance percentile once to see if you actually hit.
Defensive Shooting [General]
You may attempt to shoot while watching foes and dodging blows.
Prerequisites: Dodge
Benefits: Shooting on the defensive does not provoke any attacks of
opportunity, but it does require a Concentration check to pull off.
The Concentration DC is 5 plus 5 per missile you wish to shoot with
your turn: DC 10 for a single shot, DC 15 for two, DC 20 for three,
etc. Failure means that you provoke attacks of opportunity as usual.
Combat Shooting [General]
You are better at shooting on the defensive
Prerequisites: Shooting on the Defensive
Benefits: You gain a +5 bonus to Concentration checks when shooting
on the defensive
Speedy Slinger [General]
You can reload your sling more quickly than most slingers.
Benefits: The time required for you to reload your sling is reduced
to a free action; you may fire your sling as many times in a full attack
action as you could attack if you were using a bow. Also, you can reload
your sling while using a buckler or light shield.
Improved Sniping [General]
You are skilled at hiding after sniping
Benefits: When sniping (PHB76) with a projectile weapon, the penalty
on Hide checks after firing is reduced to –15. If you are sniping
with a crossbow while prone, your penalty on Hide checks is reduced
to –10.
Dire Shot [General]
You can do tremendous amounts of damage to your target with a single
shot.
Prerequisites: Weapon Focus (projectile weapon), Sharpshooter level
5.
Benefits: Choose one type of projectile weapon for which you have already
selected Weapon Focus. When you declare you are using this feat before
rolling an attack, a successful Dire Shot inflicts normal damage plus
an additional amount of damage equal to your character level. If you
miss, the Dire Shot is wasted. You may attempt a Dire Shot once per
day for every four levels you have attained, and no more than once per
round.
Wounding Shot [General]
You can inflict wounds that continue to bleed.
Prerequisites: Weapon Focus (projectile weapon), Sharpshooter level
10.
Benefits: Choose one type of projectile weapon for which you have already
selected Weapon Focus. When you declare you are using this feat before
rolling an attack, a successful Wounding Shot inflicts normal damage
and continues to inflict 1d3 hp of damage each round after the attack.
If you miss, the Wounding Shot is wasted. You may attempt a Wounding
Shot once per day for every four levels you have attained, and no more
than once per round. A Wounding Shot continues to inflict damage each
round until healed by a successful heal check (DC20) or by any kind
of magical healing. Wounding Shot damage stacks, so if the Sharpshooter
hits the same target three times, it will take an additional 3d3 hp
of damage each round. Constructs, oozes, plants, undead, incorporeal
creatures, and creatures immune to critical hits are immune to Wounding
Shots.
Stunning Shot [General]
You can inflict wounds that stun foes.
Prerequisites: Greater Weapon Focus (projectile weapon), Sharpshooter
level 15.
Benefits: Choose one type of projectile weapon for which you have already
selected Greater Weapon Focus. When you declare you are using this feat
before rolling an attack, a successful Stunning Shot inflicts normal
damage and stuns the target for one round. If you miss, the Stunning
Shot is wasted. You may attempt a Stunning Shot once per day for every
four levels you have attained, and no more than once per round. A stunned
character can’t act, loses any Dexterity bonus to AC, and takes
a –2 penalty to AC. Constructs, oozes, plants, undead, incorporeal
creatures, and creatures immune to critical hits cannot be stunned by
this feat.
This Woldian Class was created by Philip and approved by Development
ACDM Cayzle on March 26, 2006.
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