Class Information:

Hit Die: The Sniper gains 1d8 hit points per level. The character’s Constitution modifier applies.

Feats: The Sniper gains any new feat, of their choice, at every even level; if they fulfill the feat’s prerequisites.

Class Skills

The Sniper’s class skills (and the key ability for each skill) are: Athletics (Str), Demolitions (Int), Intimidate (Cha), Knowledge (current events, history, popular culture, and tactics) (Int), Navigate (Int), Profession (Wis), Perception (Wis), Piloting (Dex), Stealth (Dex), Survival (Wis).

Skill Points at Each Level: 3 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Class Features Reputation bonus
1st +1 +0 +2 +0 Battle Focus, Weapon Focus +0
2nd +2 +0 +3 +0 Weapon specialization, Far Shot +0
3rd +3 +1 +3 +1 Bonus feat, Settle In +0
4th +4 +1 +4 +1 Battle Focus 2, Improved Critical +0
5th +5 +1 +4 +1 Zero In +1
6th +6 +2 +5 +2 Bonus feat +1
7th +7 +2 +5 +2 Battle Focus 3, Situational Awareness +1
8th +8 +2 +6 +2 Greater weapon specialization +1
9th +9 +4 +6 +3 Bonus feat +2
10th +10 +5 +7 +3 Battle Focus 4, Critical strike +2
11th +11 +7 +7 +3 - +2
12th +12 +8 +8 +4 Bonus feat +2
13th +13 +8 +8 +4 Battle Focus 5,- +3
14th +13 +9 +9 +4 Zero In 2 +3
15th +15 +5 +9 +5 Bonus feat +3
16th +16 +5 +10 +5 Battle Focus 6,- +3
17th +17 +5 +10 +5 - +4
18th +18 +6 +11 +6 Bonus feat +4
19th +19 +6 +11 +6 Battle Focus 7 (1 per day) +4
20th +20 +6 +12 +6 - +4

Basic Training

The Sniper begins with the Personal Firearms Proficiency, Advanced Firearms Proficiency, Armor Proficiency (light) feats as class features.

Battle Focus

A Sniper begins with the Battle Focus class feature.

Class Features

Weapon Focus

At 1st level, a Sniper gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Sniper chooses a specific weapon. The Sniper can choose unarmed strike or grapple as the weapon. The Sniper must be proficient with the chosen weapon.

The Sniper adds +1 to all attack rolls made using the selected weapon.

Weapon Specialization

At 2nd level, a Sniper gains weapon specialization with a specific ranged weapon that they have also has applied the Weapon Focus feat or class feature to. The Sniper gets a +2 bonus on damage rolls with the chosen weapon.

At 2nd level, a Sniper gains the far shot feat for any long arm, for which the Sniper has Weapon Specialization. The weapons range increment increases by one-half (multiply by 1.5).

Bonus Feats
At 3rd, 6th, 9th, 12th, 15th, and 18th level, the Sniper gets a bonus feat. The bonus feat must be selected from the following list, and the Sniper must meet all the prerequisites of the feat to select it.

Archaic Weapons Proficiency, Armor Proficiency (heavy), Brawl, Cleave, Combat Reflexes, Exotic Firearms Proficiency, Far Shot, Great Cleave, Im­proved Brawl, Knockout Punch, Improved Knockout Punch, Power Attack.

Settle In

At 3rd level, if the Sniper finds a beneficial position in cover to set up, they gain an additional +2 cover bonus to Defense and a +2 cover bonus to maintain stealth.

Improved Critical

At 4th level any weapon the Sniper has applied weapon specialization to, the critical threat range increases by one.

Zero In

At 5th level, when using the Overwatch action, every additional action spent aiming without firing, while in Overwatch, you increase the critical threat range of the shot by an additional 1, as well as increase your chance to hit the target by 1.

At 14th level, when using Zero In, the critical multiplier of the Sniper’s attack is increased by one.

Situational Awareness

At 7th level, a Sniper gains a +2 competence bonus on initiative and Perception checks.

Greater Weapon Specialization

At 8th level, a Sniper gains greater weapon specialization with the weapon he or she selected at 2nd level. This ability increases the bonus on damage rolls to +4 when using the selected weapon.

Critical Strike

At 10th level, a Sniper gains the ability to automatically confirm a threat as a critical hit when attacking with the weapon he or she has applied weapon specialization to, eliminating the need to make a roll to confirm the critical hit.


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