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Gunslinger Class Details | Gunslinger Dares | Gunslinger Deeds | Archetypes

Wyrm Sniper

Source Dragonslayer's Handbook pg. 23
These long-shot artists are masters at taking down dragons with sharp shooting and light siege weaponry. The following are class features for wyrm snipers.

Class Skills: A wyrm sniper adds Knowledge (arcana) to her list of class skills, in addition to the normal gunslinger class skills.

Artillery Proficiency: Wyrm snipers are proficient with light siege engines, in addition to the normal gunslinger weapon proficiencies. See page 26 of this book for new anti-dragon siege weaponry.

Deeds: 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.

Siege Commander (Ex): At 4th level, a wyrm sniper may select the Siege Commander combat feat as her bonus feat, even if she does not meet the prerequisites.

Heavy Gunner (Ex): 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. Every 4 levels thereafter (9th, 13th, and 17th), when she can pick a new type of firearm for the gun training class ability, the gunslinger may again select another type of light siege engine.

Master Siege Engineer (Ex): At 12th level, a wyrm sniper may select the Master Siege Engineer combat feat as her bonus feat, even if she does not meet the feat’s prerequisites.