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Description: There are many who seek mastery of their chosen craft, but none compare to the

Sharpshooters. Nothing short of perfection will satisfy these individuals, practicing day in and day out
with their chosen weapon to the point where they know every detail down to the battle scars. A
bullseye nine times out of ten is not nearly enough for them. Many who see a sharpshooter utilizing
their talents claim that magic is involved, or mistakenly think they are arcane archers. While
sharpshooters will certainly make use of magical weapons, any sharpshooter worth his salt would take
offense to others claiming that their ability with their weapon came from magic. As such, sharpshooters
generally spurn arcane archers, rejecting them as frauds whose skill with the bow comes only from
magic. Sharpshooters often trade many others aspects of their life for their ability. However, these
sharpshooters are unsurpassed in their skills, able to perform awe inspiring feats of marksmanship.
Rumors even persist of sharpshooters so accurate that they can pin a fly to a tree from a hundred yards
away without killing it.

Role: How a sharpshooter applies his abilities in and out of combat varies greatly. Their level of precision
has innumerable offensive and defensive capabilities, whethis it is finding a tiny chink in a foes armor,
or sniping hostile projectiles from the air. Their extreme attention to detail makes them alert and wary,
noticing the slightest change in the vicinity. They naturally perform well as lookouts and scouts due to
this ability.

Alignment: Because the drive for perfection can be found in any alignment, a sharpshooter can be of
any alignment, though this behavior leans more toward lawful types. Chaotic individuals, while averse to
the intense training regimen of a sharpshooter, enjoys the chaos and confusion they can create with one
precise shot.

Hit Die: D8
Class Skills: Acrobatics (Dex), Intimidate (Cha), Perception (Wis), Sense Motive (Wis)
Skill Ranks per Level: 2 + Intelligence modifier

BAB: +5
Feats: Point-Blank Shot, Precise Shot, Weapon Focus (any ranged weapon)
Special: Dexterity 17
Skills: Perception 5 ranks

Class Features
Bonus Feats (Ex): At every odd level a sharpshooter gains a bonus feat from the following list: Improved
initiative, Improved Precise Shot, Pinpoint Targeting, Rapid Shot, Manyshot, Quick Draw, Rapid Reload,

Crossbow Mastery, Focused Shot, Snatch Arrows, Two Weapon Fighting, Improved Two Weapon
Fighting, Greater Two Weapon Fighting. At 7th Level, add Point-Blank Master to the list. He does not
need to meet the prerequisites to take these feats, unless that prerequisite is a feat that is also on this
Weapon Training (Ex): A sharpshooter adds a bonus equal to half his class level to his attack and
damage rolls made with the weapon that he has Weapon Focus with. If he has Weapon Focus with more
than one weapon, he must choose one weapon for this class feature. Once this choice is made it cannot
be changed. If a thrown weapon that can be used as a melee weapon is chosen, it must be thrown to
gain the benefits of this ability.
Weapon Bond (Su): A sharpshooter trains with his chosen weapon day in and day out, almost nonstop.
Over time he comes to know every in and out, every nook and cranny of his weapon, that he forms a
bond with it. In the case of thrown weapons, he may designate a group of weapons to act under this
bond. This bond allows the sharpshooter to take 10 on any noncombat ranged attack roll. At 5th level, his
weapon training bonus is doubled for the purpose of these attacks. At 10th level he can take 20 for the
purpose of these attacks. Taking 20 in this way does not increase the number of attempts nor does it
increase the time it takes to make the attack like taking 20 normally does. It also does not score a critical
threat. In addition, by focusing he can call his weapon to his hand from far away. He can accomplish this
by spending 3 focus points as a free action. The weapon teleports to the sharpshooters hand. If the
sharpshooter does not have a hand open, his weapon teleports to its customary spot on the
sharpshooters person. At levels 5, 8, and 10, the cost to call your bonded weapon(s) to you is reduced
by 1 (minimum 0). If the sharpshooters weapon(s) is(are) destroyed or otherwise lost, a new weapon or
group of weapons may be bonded to him. His process takes a total of 8 hours training exclusively with
the new weapon(s), though these hours need not be consecutive. However, they must be spent at least
in one hour increments, and if the sharpshooter is interrupted, he loses his progress on the current hour
of training.
Focus (Ex): At 2nd level, a sharpshooter gains extreme focus, represented as a pool of focus points. The
number of points in his focus pool is equal to half of his sharpshooter level plus his Wisdom modifier.
Many of the extraordinary abilities a sharpshooter possesses require a great deal of mental effort,
represented by spending focus points. As a swift action he can spend 1 focus point to double his weapon
training bonus until the beginning of his next turn. After 8 hours of rest his focus pool is completely
Hawkeye (Ex): At 2nd level, a sharpshooters attention to precision improves his eyesight. He receives a
+2 bonus to perception checks, and adds 10 feet to the range increment of his bonded weapon. These
bonuses increase by +2 and 10 feet respectively every 2 levels thereafter (4th, 6th, 8th, and 10th), to a total
of +10 to perception checks and adding 50 feet to the range increment of his bonded weapon.
Ranged Maneuvers (Ex): At 3rd level a sharpshooter learns to perform combat maneuvers at range. By
spending 1 focus point he can perform any combat maneuver using his weapon, taking a -4 penalty to
his combat maneuver bonus. However, he can add his weapons enhancement bonus, and his weapon
training bonus to the roll. This ability uses ammunition normally, and can only be performed with his
bonded weapon. By spending an additional focus point he can reduce the penalty to 0. At 7th level he
can use any ability that normally only functions with melee weapons in a similar manner (i.e. an
assassins Death Attack).
Dead Shot (Ex): At 4th level, as a full-round action, the sharpshooter can take careful aim and pool all of
his attack potential into a single, deadly attack. When he does this, he makes one attack at a single

target, but makes as many attack rolls as he can, based on his base attack bonus, as well as any effects
that give him extra attacks during a full-attack. He makes the attack rolls in order from highest bonus to
lowest, as if he were making a full attack. If any of the attack rolls hit the target, the sharpshooters
single attack is considered to have hit. For each additional successful attack roll beyond the first, the
sharpshooter increases the damage of the attack by the base damage dice of the weapon. For instance,
if a 4th level sharpshooter firing a longbow hits with two attacks, he does 2d8 points of damage with the
attack, instead of 1d8 points of damage, before adding any damage modifiers. Precision damage and
extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are
not increased by this ability. If one or more rolls are critical threats, he confirms the critical once using
his highest base attack bonus 5. For each critical threat beyond the first, he reduces this penalty by 1
(to a maximum of 0). The sharpshooter must spend 1 focus point to use this ability, and he can only use
this ability with his bonded weapon.
Improved Focus (Ex): At 5th level a sharpshooters focus becomes sharper, and it is easier to regain
focus. By meditating for 10 consecutive minutes, a sharpshooter can attempt to regain focus points
equal to half of his sharpshooter level. This meditation must be done in peace and quiet, preferably
where the sharpshooter is alone. If the meditation is interrupted the sharpshooter loses this attempt to
regain focus. At the end of this meditation he must make a Will save (DC 15 + his sharpshooter level). On
a failed save, nothing happens. On a successful save, the sharpshooter regains focus points equal to half
his sharpshooter level. A sharpshooter must wait at least 1 hour before attempting to regain focus in
this way again. In addition, whenever the sharpshooter spends focus points, he gains a bonus to Will
saves equal to the number of focus points he spent until the beginning of his next turn.
Danger Sense (Ex): At 5th level, a sharpshooters attention to detail lends him an innate sense for
danger. In any situation that constitutes a potential danger to the sharpshooter (an ambush, a trap, etc.)
he is entitled to a perception check to discover the danger. If he succeeds he is entitled to one standard
action immediately, before anything else happens. If the situation becomes a combat, this action is
taken before the surprise round, and he may also act in the surprise round. If he does not succeed, he
may still be caught flat-footed, surprised, subject to the trap, etc.
Call the Target (Ex): At 6th level, a sharpshooter can spend 2 focus points to view distant targets as if
they were standing directly in front of him. Ignore all range increment penalties until the beginning of
your next turn.
Trick Shot (Ex): At 7th level, a sharpshooter can hit targets that others cannot. By spending 1 focus point
he can ignore partial cover and partial concealment. By spending two focus points he can ignore
superior cover and total concealment. In the case of total concealment, he can only use this ability if he
has located his target through other means, such as blindsense or footprints in powder, etc.
Ranged Parry (Ex): At 8th level, a sharpshooter can defend himself and allies from enemy attacks, by
deflecting the attacks. This ability must be used after the attack is announced, but before the attack roll
is made. As an immediate action you make an opposing attack roll. If your roll is higher than the
enemys, the attack is deflected. This costs 1 focus point, and may only be used against nonadjacent
enemies with a -4 penalty to the attack roll for each size category larger the enemy is than you. By
spending an additional focus point, he can use this ability to deflect ranged attacks in the same manner,
even if the attack targets him.
Greater Focus (Ex): At 9th level, a sharpshooters focus increases dramatically. His focus pool increases to
his sharpshooter level + twice his Wisdom modifier.

Perfect Aim (Ex): At 10th level, a sharpshooters skill reaches legendary proportions. All critical threats he
scores with his bonded weapon are automatically confirmed. In addition, a natural 1 on an attack roll
made using his bonded weapon is no longer considered an automatic miss. Finally, once per day, a
sharpshooter can make a perfect shot as a full-round action. When making a perfect shot a sharpshooter
ignores all penalties to the attack roll, no matter the source (this includes penalties incurred by making
called shots), as well as any armor (including natural armor) or shield bonuses to AC. To use this ability, a
sharpshooter must spend 3 focus points, and the sharpshooter cannot voluntarily move in any way
during the round that this attack is made. This means that he cannot make a 5-foot step.