Sniper Wizard (3.5e Class)
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 Sniper Wizard
Focusing on combat more than a usual wizard, a Sniper Wizard has the abilities to provide both magical and nonmagical destruction from afar, as well as the reflexes to survive the distant attacks of other spellcasters. His spell slots suffer as he has not the time to devote to magic, so every spell counts. However he can learn his entire 9 levels of spells.
 Making a Sniper Wizard
A Sniper Wizard provides the useful spells of a wizard and fighting power when he runs out of spells (and he will). He also has a fair share of skill points, although he cannot complete with the rogue on the matter.
Intelligence is the primary ability for any wizard class, and it holds true here, providing spells (and much needed bonus spell slots) and skill points. Dexterity for their ranged attacks and for their AC. Constitution is always important for staying alive in the event that you are forced into melee.
Any race is apt to take this class, though humans and elves rank highest. Half-orc and other races not prone to magic have no purpose for this class and rarely become one.
 Starting Age
|Saving Throws||Special||Spells per Day|
|1st||+1||+0||+2||+2||Magic Shot 1/day, Special Ability, Summon Familiar||1||0||—||—||—||—||—||—||—||—|
|4th||+4||+1||+4||+4||Magic Shot 2/day||2||1||1||—||—||—||—||—||—||—|
|8th||+8/+3||+2||+6||+6||Magic Shot 3/day||2||2||1||1||1||—||—||—||—||—|
|12th||+12/+7/+2||+4||+8||+8||Magic Shot 4/day, Special Ability||2||2||2||2||1||1||1||—||—||—|
|16th||+16/+11/+6/+1||+5||+10||+10||Magic Shot 5/day||2||2||2||2||2||2||1||1||1||—|
|20th||+20/+15/+10/+5||+6||+12||+12||Magic Shot 6/day, Master Shot||2||2||2||2||2||2||2||2||2||2|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
The Sniper Wizard’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
All of the following are class features of the Sniper Wizard.
 Weapon and Armor Proficiency
At 1st level, a Sniper Wizard gains proficiency with simple weapons and all ranged martial weapons. She also gains proficiency with light armor.
A Sniper Wizard can cast wizard spells derived from her class levels of Sniper Wizard while in light armor without the normal arcane spell failure chance.
A Sniper Wizard has fewer daily spell slots than a standard wizard. Divine by 2 each spell per day from each spell level on Table: The Wizard (to a minimum of zero spells per day). For example, a 1st-level Sniper Wizard may cast one 0-level spells and zero 1st-level spells per day (plus bonus spells, if any).
A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the Sniper Wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Unlike a bard or sorcerer, a Sniper Wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Sniper Wizard decides which spells to prepare.
 Bonus Languages
A Sniper Wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
A Sniper Wizard can obtain a familiar in exactly the same manner as a sorcerer can.
 Magic Shot (Su)
A Sniper Wizard 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
The Sniper Wizard 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 20th 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.
A Sniper Wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all Sniper Wizards can prepare from memory.
A Sniper Wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the Sniper Wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new Sniper Wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new Sniper Wizard level) for her spellbook. At any time, a Sniper Wizard can also add spells found in other wizards’ spellbooks to her own.
 School Specialization
A Sniper Wizard may specialize in a single school exactly like a wizard.
 Sniper Wizards Spell List
Sniper Wizards learn spells from the usual wizard list of spells.
 Epic Sniper Wizard
|30th||Magic Shot 7/day|
2 + Int modifier skill points per level.
The Sniper Wizard’s caster level is equal to her class level. The Sniper Wizard’s number of spells per day does not increase after 20th level. Each time the Sniper Wizard achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).
The Sniper Wizards’s familiar continues to increase in power. Every two levels beyond 20th the familiar’s natural armor and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s class level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.
 Spell Strike
Every 10 levels you gain an additional use of the Spell Strike ability per day.
 Bonus Feats
The epic Sniper Wizard gains a bonus feat (selected from the list of epic Sniper Wizard feats) every three levels after 20th.
 Epic Sniper Wizard 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.
 Sniper Wizard Lore
Characters with ranks in Knowledge (arcana) can research Sniper Wizards to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 DC 5
Sniper Wizards cast spells like wizards do, but also engage in direct combat.
 DC 10
Sniper Wizards know many spells but do not have many spells per day.
 DC 15
A Sniper Wizard channel spells through a weapon to cast at the enemy during an attack with the weapon.
 DC 20
A Sniper Wizard has one chosen weapon type for using its Spell Strike. With Spell Strike they can cast up to three spells at once.
 DC 30
Those that reach this level of success learn details about specific Sniper Wizards and various trivia, including their exploits, beliefs, or general location.