Prestige Class Sniper.
Requirements.
You must be on active duty for the Marine or Army service class, or the Mercenary core class. Upon mustering out of that class you must also leave the Sniper class unless you enter another one still meeting the requirements. Example, a Marine Sniper becomes a Mercenary Sniper. Abilities required, Wisdom 12+ Intelligence 10+ and Dexterity 14+. Required Skills, survival ranks 8+, hide ranks 7+, move silently ranks 7+. And finally required feats, Weapon proficiency (Combat Rifleman), Point blank shot, precise shot, Far shot and Sniper.
Class skills
Balance
Climb
Craft (Gunsmithing)
Disguise
Hide
Intuit direction
Listen
Move silently
P/hunting
Sense Motive
Spot
Survival
Swim
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
Level BAB Fort Ref Will Special
1st +1 +1 +0 +1 Weapon specialty Rifleman
2nd +2 +2 +0 +2 Camouflage
3rd +3 +2 +1 +2 Personal Weapon
4th +4 +2 +1 +3 Steady hand
5th +5 +3 +1 +3 Weapon focus (Personal weapon)
6th +6 +3 +2 +4 Weapon specialization (Personal weapon
7th +7 +4 +2 +5 True shot
8th +8 +4 +2 +6 Freeze
9th +9 +4 +3 +7 Behind enemy lines
10th +10 +5 +3 +8 Master work weapon</pre>[/QUOTE] Weapon specialty Rifleman
All Snipers have mastered the art of rifle combat. Add +1 to all attack rolls made with this type of weapon.
Camouflage
The Sniper is able to add terrain elements (like grass and leafy branches) to his garb to further increase the effectiveness of his Camouflage. Add +5 to Hide and AC.
Personal Weapon
The Sniper has lived and bonded with a specific weapon. (Some times they give it a name) Add +1 to all attack and damage roles when using his baby.
Steady hand
At level four the Sniper develops a knack for calming his own nerves. The -4 penalty for using the sniper feat is reduced to -3.
True shot
A true Sniper never misses. This feat allows him rerole a failed attack roll once per day or treat a successful attack as a critical success once per week.
Freeze
When a Sniper is stalking, or if some one is trying to spot him, he has the ability to freeze and remain utterly motionless for a total of two minutes times his constitution score plus ten. Constitution check DC10 for every minute after that. Add +1 to the DC for every minute past his limit. For as long as he remains frozen add +5 to the snipers hide check.
Behind enemy lines
The Sniper must operate behind enemy lines and in unfamiliar terrain. He is well trained in this area and receives a +2 bonus to Spot and Survival rolls.
Master work weapon
The Imperium has at its disposal a hand full of master weapon smiths that do incredible work. At level ten the Sniper is considered a master at his trade and is awarded a weapon to suit his talents. The weapon received is a masterwork three times over, add +3 to all attack and damage roles.
Requirements.
You must be on active duty for the Marine or Army service class, or the Mercenary core class. Upon mustering out of that class you must also leave the Sniper class unless you enter another one still meeting the requirements. Example, a Marine Sniper becomes a Mercenary Sniper. Abilities required, Wisdom 12+ Intelligence 10+ and Dexterity 14+. Required Skills, survival ranks 8+, hide ranks 7+, move silently ranks 7+. And finally required feats, Weapon proficiency (Combat Rifleman), Point blank shot, precise shot, Far shot and Sniper.
Class skills
Balance
Climb
Craft (Gunsmithing)
Disguise
Hide
Intuit direction
Listen
Move silently
P/hunting
Sense Motive
Spot
Survival
Swim
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
Level BAB Fort Ref Will Special
1st +1 +1 +0 +1 Weapon specialty Rifleman
2nd +2 +2 +0 +2 Camouflage
3rd +3 +2 +1 +2 Personal Weapon
4th +4 +2 +1 +3 Steady hand
5th +5 +3 +1 +3 Weapon focus (Personal weapon)
6th +6 +3 +2 +4 Weapon specialization (Personal weapon
7th +7 +4 +2 +5 True shot
8th +8 +4 +2 +6 Freeze
9th +9 +4 +3 +7 Behind enemy lines
10th +10 +5 +3 +8 Master work weapon</pre>[/QUOTE] Weapon specialty Rifleman
All Snipers have mastered the art of rifle combat. Add +1 to all attack rolls made with this type of weapon.
Camouflage
The Sniper is able to add terrain elements (like grass and leafy branches) to his garb to further increase the effectiveness of his Camouflage. Add +5 to Hide and AC.
Personal Weapon
The Sniper has lived and bonded with a specific weapon. (Some times they give it a name) Add +1 to all attack and damage roles when using his baby.
Steady hand
At level four the Sniper develops a knack for calming his own nerves. The -4 penalty for using the sniper feat is reduced to -3.
True shot
A true Sniper never misses. This feat allows him rerole a failed attack roll once per day or treat a successful attack as a critical success once per week.
Freeze
When a Sniper is stalking, or if some one is trying to spot him, he has the ability to freeze and remain utterly motionless for a total of two minutes times his constitution score plus ten. Constitution check DC10 for every minute after that. Add +1 to the DC for every minute past his limit. For as long as he remains frozen add +5 to the snipers hide check.
Behind enemy lines
The Sniper must operate behind enemy lines and in unfamiliar terrain. He is well trained in this area and receives a +2 bonus to Spot and Survival rolls.
Master work weapon
The Imperium has at its disposal a hand full of master weapon smiths that do incredible work. At level ten the Sniper is considered a master at his trade and is awarded a weapon to suit his talents. The weapon received is a masterwork three times over, add +3 to all attack and damage roles.