Arcane Sniper (3.5e Prestige Class)
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|Editing:||Constructive edits welcome|
Arcane Snipers specialize in the use of the pistol and the rifle, trading their spellcasting proficiency for the ability to imbue bullets with magical effects. Having shunned traditional arcane studies, they are often looked askance by traditional mages. It is a theory of some arcane philosophers that the arcane sniper is a specialized prestige class derived from the gun mage that was developed by people of lesser magical aptitude in a more techno-arcane society some time in the future, that its prevalence in the lands is only increasing because of a disturbance in the timeline of the Prime material plane.
Making a Arcane Sniper
Arcane Snipers excel at ranged combat, especially against foes that have resistances to most mortal weapons. They are able to imbue their shots to produce wicked effects such as elemental shots or Daemon bound guns. Where an arcane sniper chooses to draw his power from determines his path. The magical community considers the arcane sniper's devil-may-care attitude and loose cannon lifestyle a mockery of the magical arts. Most Arcane Snipers are seen as the swashbucklers with a preference for ranged weapons and a touch of magical skills. Arcane Snipers work well with Fighters, Sorcerers, Rogues and Bards, who appreciate his sneaky, underhanded magical and ranged combat focus. Sorcerers, Sigilists, Warlocks, and Daggerspell casters are often interested in his ability to Channel. Mages, Wizards, Priest, Clerics, and other casters of Divine and Arcane disciplines are often sceptical 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) 6 ranks, Spellcraft 6 ranks, Tumble 3 ranks.
Feats: Improved Initiative.
|1st||+1||+0||+2||+2||Magic Shot 1/day, Special Ability||+1 level arcane spellcasting|
|3rd||+3||+1||+3||+3||Deadly Aim, Special Ability||+1 level arcane spellcasting|
|4th||+4||+1||+4||+4||Magic Shot 2/day|
|5th||+5||+1||+4||+4||Power||+1 level arcane spellcasting|
|7th||+7||+2||+5||+5||Improved Evasion, Keen||+1 level arcane spellcasting|
|8th||+8||+2||+6||+6||Magic Shot 3/day|
|9th||+9||+3||+6||+6||Special Ability||+1 level arcane spellcasting|
|10th||+10||+3||+7||+7||Piercing, 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).
All of the following are class features of the Arcane Sniper.
Weapon and Armor Proficiencies: an Arcane Sniper gains proficiency with all simple weapons and all ranged martial weapons. She also gains proficiency with light armor.
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming an Arcane Sniper, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Magic Shot (Su): At level 1, the arcane sniper gains her main class ability, Magic Shot, which can only be applied to ranged attacks. Magic Shot can be used in various ways as listed below.
Deadly Aim (Su): At level 3, whenever the arcane sniper uses Magic Shot, she may apply half her class level as a class bonus to attack rolls.
Power (Su): At level 5, whenever the arcane sniper uses Magic Shot, she may apply half her class level as a class bonus to weapon damage.
Keen (Su): At level 7, whenever the arcane sniper uses Magic Shot, her weapon is treated as having the keen enhancement.
Piercing (Su): At level 10, whenever the arcane sniper uses Magic Shot, she may treat your arrow as a ranged touch attack by consuming a Magic Shot.
Master Shot (Su): At level 10, all of her special abilities improve to 'master shot' status.
At level 1, the Arcane Sniper gains access to one of the special abilities listed below. Some may be taken repeatedly if noted in their description. At level 3 and every 3 levels afterwards he gains an additional ability.
Imbue Shot As a full round action, an arcane sniper can cast and imbue an incomplete spell into their ranged weapon and loose the projectile weapon at a creature (the spell is finished wherever it lands). 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. If the imbued projectile is not loosed in the same round it was created, the spell is lost.
- Master: You may apply any Metamagic Feat you know to your Imbued Shots on the fly like a sorcerer. For example, you can take a normal Fireball, level 3, and imbue it with Maximize without changing its spell slot level. The Metamagic feats, Quicken Spell and Heighten Spell, cannot be applied this way.
Double Imbue This ability allows you to imbue two spells at once into a projectile. This uses up 2 uses of Magic Shot. The combined level of the spells cannot exceed your caster level -4.
- Master: You may imbue three spells at once instead of two. You consume 3 Magic Shots instead
Splash Damage Whenever you use Magic Shot, in addition to damaging the target, all creatures within 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). This ability cannot be used on a spell that produces an area of effect.
- Master: You can choose who will be harmed by the splash damage.
Seeker Shot Whenever you use 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 manner.
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 Magic Shot The number of times per day you can use Magic Shot increases by 1.
- This ability may be taken multiple times.
Epic Arcane Sniper
|11st||Magic Shot 4/day|
|14th||Magic Shot 5/day|
|17th||Magic Shot 6/day|
|20th||Magic Shot 7/day|
2 + Int modifier skill points per level.
Every 10 levels you gain an additional use of the Spell Strike ability per day.
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
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.