Level 1 Sniper: OP Gunslinger PF2 – A Comprehensive Guide
Are you ready to delve into the world of the Level 1 Sniper: OP Gunslinger in the Pathfinder Second Edition (PF2)? This guide will provide you with an in-depth look at this intriguing class, covering its abilities, strengths, weaknesses, and how to make the most out of it in your adventures.
Class Overview
The Level 1 Sniper: OP Gunslinger is a specialized class designed for those who prefer a distance-based approach to combat. This class combines the precision of a sniper with the versatility of a gunslinger, making it a formidable opponent on the battlefield.
Ability Scores
As a Level 1 Sniper: OP Gunslinger, you’ll need to focus on the following ability scores:
Ability Score | Focus |
---|---|
Strength | Not Required |
Dexterity | Required |
Constitution | Not Required |
Intelligence | Required |
Wisdom | Not Required |
Charisma | Not Required |
Hit Points
As a Level 1 Sniper: OP Gunslinger, you start with 8 hit points and gain 1 hit point per level. Your hit points are determined by your Constitution score, modified by your proficiency bonus.
Armor and Weapons
The Level 1 Sniper: OP Gunslinger can wear light armor and shields, and can use all simple weapons, hand crossbows, longbows, and heavy crossbows. This allows you to be flexible in your combat choices and adapt to various situations.
Skills
The Level 1 Sniper: OP Gunslinger has proficiency in the following skills:
- Stealth
- Intimidation
- Insight
- Survival
Class Features
The Level 1 Sniper: OP Gunslinger has several key features that make it a unique class:
Sniper’s Shot
As a bonus action, you can make a ranged attack with a hand crossbow, longbow, or heavy crossbow. If you hit, you add your proficiency bonus to the attack roll and deal an extra 1d6 damage for each 10 feet of range between you and the target.
Sniper’s Precision
When you hit a creature with a ranged weapon attack, you can use your reaction to deal an extra 1d6 damage to that creature. You can use this feature a number of times equal to your Intelligence modifier (minimum of once).
Sniper’s Focus
Choose one type of ammunition for your hand crossbow, longbow, or heavy crossbow. When you use that ammunition, you add your Intelligence modifier to the attack roll and damage rolls for that weapon.
Sniper’s Aim
Once per long rest, you can choose a creature you can see within 30 feet of you. For the next 1 minute, that creature has disadvantage on attack rolls against you.
Sniper’s Retreat
When you are hit by an attack, you can use your reaction to move up to half your speed and take no damage from the attack. If you move at least 5 feet, you can also choose to have disadvantage on the next attack roll made against you until the end of your next turn.
Sniper’s Strike
Starting at 3rd level, you can use your action to make a single attack with a hand crossbow, longbow, or heavy crossbow. If you hit, you deal an extra 1d8 damage for each 5 feet of range between you and the target.
Sniper’s Resilience
Starting at 5th level, you have advantage