These long-shot artists are masters at taking down dragons with sharp shooting and light siege weaponry.
Wyrm snipers have the following class features:
Artillery Proficiency: Wyrm snipers are proficient with light siege engines, in addition to the normal gunslinger weapon proficiencies.
A wyrm sniper swaps a trio of deeds for the following deeds.
Munitions Master: At 7th level, a wyrm sniper can spend 1 grit point to reduce the number of full-round actions (or move actions, if the sniper has the Master Siege Engineer feat) required to load a light siege engine by 1. This deed replaces the gunslinger’s startling shot deed.
Skeleton Crew: At 11th level, as long as a wyrm sniper has at least 1 grit point, she treats all light siege engines as requiring a crew of one fewer than normal to operate (minimum 1). This deed replaces the gunslinger’s lightning reload deed.
Anti-Air Targeting: At 15th level, whenever a wyrm sniper targets a creature’s wings with the targeting deed, the wyrm sniper completely disables one of the creature’s wings on a successful hit. If the wyrm sniper hits her target, the creature falls to the ground, regardless of its altitude, taking the appropriate amount of falling damage as a result. As long as the target has at least one functioning wing, it may attempt a DC 20 Fly check to gain the benefits of feather fall instead of plummeting to the ground. In either case, it must succeed at a Reflex save (DC 10 + 1/2 the wyrm sniper’s level + the wyrm sniper’s Wisdom modifier) or fall prone when reaching the ground.
This ability replaces the gunslinger’s menacing shot deed.
Starting at 5th level, a wyrm sniper may select one specific type of light siege weapon (such as a ballista or light bombard) in place of a specific type of firearm as part of her gun training class ability.
Pathfinder Player Companion: Dragonslayer’s Handbook © 2013, Paizo Publishing, LLC; Authors: Shaun Hocking, Marie Small, and Jerome Virnich.