Arcane Sniper (3.5e Prestige Class)

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Arcane Sniper
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Arcane Sniper[edit]

Arcane Snipers specialize in the use of the pistol and the rifle, trading their proficency for other means of casting for the ability to imbue their bullets with magical effects.Having shunned traditional arcane studies, they are often looked askance by traditional mages, and put in the same class as sorcerors, bards and warlocks. It is a theory of some Arcanists that the gun mage was developed by people of lesser magical aptitude in a more techno-arcane society some time in the future, thats prevalance in the lands is only increasing because of a distrubance in the chronosphere around the Prime material plane.

Making a Arcane Sniper[edit]

Arcane Snipers excel at ranged combat, especially against a foe who has resistances to most mortal weapons able to imbue their shots with wicked effects that seems to stem from every aspect of magic, from Daemon bound guns, to elemental shots, the path a arcane sniper walks is much determined by the gun mages own decisions on how or from where he draws his power. Shunned by serious Arcanists, most wizards and mages will have nothing to with the daring do of a Arcane Sniper, or his devil may care attitudes. Though Arcane Snipers run the gamut from serious to frivolous, most are seen as the swashbucklers of ranged weapons, seperated only from their other arcane peers by their dedications to their guns.Arcane Snipers work well with Fighters, Sorcerors, Rogues and Bards, who appreciate his slightly magical and decidely sneaky combat focus. Sorcerors, Sigilists and Warlocks are often interested in his ability to Channel, as well as the Daggerspell casters. Mages, Wizards, Priest, Clerics, and other casters of Divine and Arcane disciplines are often skeptical of their abilites and look down their noses at Arcane Snipers as not being actual casters.


Spells: Ability to cast 3rd level arcane spells.

Skills: Knowledge (arcane) 4 ranks, Spellcraft 3 ranks, Tumble 4 ranks.

Feats: Improved Initiative.

Table: The Sniper Wizard[edit]

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Magic Shot 1/day, Special Ability, +1 level arcane spellcasting
2nd +2 +0 +3 +3 Evasion
3rd +3 +1 +3 +3 Special Ability, +1 level arcane spellcasting
4th +4 +1 +4 +4 Magic Shot 2/day
5th +5 +1 +4 +4 +1 level arcane spellcasting
6th +6/+1 +2 +5 +5 Special Ability
7th +7/+2 +2 +5 +5 +1 level arcane spellcasting
8th +8/+3 +2 +6 +6 Magic Shot 3/day
9th +9/+4 +3 +6 +6 Special Ability, +1 level arcane spellcasting
10th +10/+5 +3 +7 +7 Improved Evasion, Master Shot

Class Skills (2 + Int modifier per level, ×4 at 1st level)
The Arcane Sniper’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the Arcane Sniper.

Weapon and Armor Proficiency[edit]

At 1st level, a Arcane Sniper gains proficiency with simple weapons and all ranged martial weapons. She also gains proficiency with light armor.

Magic Shot (Su)[edit]

A Arcane Sniper can use Magic Shot with any ranged weapon. Special Abilities use Magic Shot in various ways, from returning spells to imbuing your own spells in your ammo. Magic Shot is an attack and the effects of the Special Ability used apply in addition to normal damage from the attack.

Magic Shot abilities can only be applied to ranged attacks.

Special Abilities[edit]

The Arcane Sniper gets a number of special abilities, one at level 1, one at level 3 and every 3 levels afterwards. Below are the possible abilities. Some may be taken repeatedly if noted in their description.

All come with a 'master shot'. At 10th level you may employ the master shot form or its normal ability.

  • Imbue Shot

When first taken by using a Magic Shot, one can imbue a spell they currently have into their next shot. You can imbue any spell from levels 1-3. Spells which have Reflex saves no longer allow for a save for the affected target (if hit), although spells which have Fortitude and Will saves still apply. Area effect spells like Fireball still allow Reflex saves for those not direct hit by the arrow.

This ability can be taken multiple times. Each time it applies to the next highest 3 spell levels.

Master: You may apply any Metamagic Feat you know to your Imbued Shots on the fly as a full round action, like a sorcerer. For example, you can take a normal Fireball, level 3, and imbue it with Maximize without changing its spell slot level. Some Metamagic, such as Quicken or Heighten, cannot be applied successfully this way. Quicken has no effect and Heighten must be applied beforehand.

  • Double Imbue

Pre-requisite: Must be able to use imbue shot on level 9 spells.

This ability allows you to insert two spells at once into an projectile. Both spells are used of course, and it uses up a Magic Shot. Therefore, a double-imbued arrow costs a Magic Shot for doubling it, and a Magic Shot for imbuing it.

Master: You may imbue three spells at once instead of two. You consume 3 Magic Shots total (one for imbuing, and two for Triple Imbue).

  • Dead Aim

By using a Magic Shot, you may apply half your class level as a bonus to attack rolls.

Master: You may treat your arrow as a touch attack by consuming a Magic Shot.

  • Power Shot

By using a Magic Shot, you may apply half your class level as a bonus to weapon damage.

Master: You may expend a Magic Shot to instead increase the critical range on your weapon by +2 for this one shot.

  • Splash Damage

By using a Magic Shot, in addition to damaging the target all those in a 20 ft. radius must make a Reflex save or take typeless damage from the magical explosion it produces, equal to the damage done to the original target. The save DC is (10 + 1/2 class level + Int modifier).

Master: As a full round action you may specify who counts as targets. You will not harm your allies who are in the blast radius when it goes off.

  • Seeker Shot

By using a Magic Shot you give your shot the Seeking properties. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)

Master: By consuming 2 Magic Shots instead of 1, the projectile becomes impossible to dodge. This can only be made at living targets. Undead and constructs cannot be targeted in such a matter.

  • Counter Shot

When counterspelling, you may choose to expend a Magic Shot and arrow to intercept a spell being cast and negate it. The rules for counterspells apply as normal, but you do not use any spells of your own nor are required to have that spell on hand.

Master: When you successfully counterspell using Counter Shot, you absorb the spell into your shot which then seeks out and attacks the caster. For example if the enemy cast Polar Ray, it would absorb the Polar Ray and make the enemy caster the target, at the same DC and abilities as it has originally.

  • Additional Shot

This is not an ability which uses Magic Shot. Rather it acts like a Feat, and it increases your Magic Shots per day by +1.

This ability may be taken multiple times.

Epic Arcane Sniper[edit]

Table: The Epic Arcane Sniper[edit]

Hit Die: d8

Level Special
11st Magic Shot 4/day
12nd ->
13rd Bonus Feat
14th Magic Shot 5/day
16th Bonus Feat
17th Magic Shot 6/day
19th Bonus Feat
20th Magic Shot 7/day

2 + Int modifier skill points per level.

Spell Strike[edit]

Every 10 levels you gain an additional use of the Spell Strike ability per day.

Bonus Feats[edit]

The epic Arcane Sniper gains a bonus feat (selected from the list of epic Sniper Wizard feats) every three levels after 20th.

Epic Arcane Sniper Bonus Feat List[edit]

Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the wizard may select any item creation feat or metamagic feat not listed here.

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