Sniper

Level 5
Creature· humanMediumRemaster
AC
21
HP
65
Speed
25 ft.
Perception
+15
Fort
+10
Ref
+15
Will
+11
Languages common
Skills stealth +15, acrobatics +11, athletics +11, medicine +11, survival +11
Recall Knowledge DC 20 (society)

Attacks

Melee Dagger +15 (agile, finesse, versatile-s), Damage 1d4+8 piercing
Melee Dagger +15 (agile, thrown 10 ft., versatile-s), Damage 1d4+8 piercing
Melee Fist +15 (agile, finesse, nonlethal, unarmed), Damage 1d4+8 bludgeoning
Melee Arquebus +15 (concussive, fatal-d12, kickback, reload 1 ft.), Damage 1d8+6 piercing

Abilities

Silencerinteraction

A Silencer is an uncommon item worth 1 sp. It has light Bulk and can be attached to a firearm in 1 minute; the sniper typically already has one attached before going into combat. The first time a shot is fired through it, the silencer is consumed and reduces the report to a quiet noise. A silencer doesn't work on scatter firearms.

Concussive Shot◆◆

The sniper makes an arquebus Strike against a creature within the weapon's first range increment. On a success, the creature must succeed at a DC 21 fortitude save or be Stunned 1 (Stunned 2 on a critical failure).

Full Bore◆◆

The sniper makes an arquebus Strike against two creatures that are adjacent to each other. The attack ignores any lesser cover one target provides the other. Roll damage once, and apply it to each creature the sniper hits. This counts as two attacks when determining the sniper's multiple attack penalty.

Sniper's Edge

The sniper's ranged Strikes deal 2d6 extra precision damage to Off-Guard creatures.

Surprise Attack

All enemy creatures that have not yet acted in combat are Off-Guard to the sniper.

A keen eye, a steady hand, and a killer instinct combine to form a ruthless, emotionless harbinger of death. A sniper usually works alone, though they're occasionally seen alongside a spotter or as part of a larger squad.


A military serves to defend and fight on behalf of nations and can be trained and deployed in various ways.