| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 18 | +4 | +6 |
| CON | 11 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +4 |
| CHA | 9 | −1 | −1 |
Deadeye Mark:
As a bonus action, the Arcadian Sniper-Scout may choose a target. Attacks against that target gain +2 to hit until end of turn.
Camouflage Gear:
While prone and motionless, the Sniper has advantage on Stealth (DC 15 to spot in natural terrain).
M-23 "Whisperfang" Rifle:
Ranged Weapon Attack: +6 to hit, range 300/1200 ft.
Hit: 3d10 + 4 piercing damage.
Description
"You never hear 'em, never see 'em. Just a crack in the distance—and some poor bastard drops before he can scream. Sniper Scouts? They're ghosts with rifles, and when they’re on our side, death comes with precision."
- Field Marshal Commander Atlas Nash, 53rd Expeditionary Marines
The Arcadian Sniper-Scout is the silent blade of the Republic’s military doctrine — a deadly hybrid of reconnaissance operative and long-range assassin. Trained to operate alone or in pairs deep behind enemy lines, these soldiers are outfitted with lightweight gear, camouflaged cloaks, and the M-23 "Whisperfang" Rifle, a precision weapon capable of disabling targets from half a mile away.
Sniper-Scouts are selected from elite ranks for their calm under pressure, exceptional marksmanship, and ability to remain unseen for days at a time. While their kills are few compared to a machine gunner or rifle squad, each one is calculated — officers, mages, signalmen — and each shot shifts the tide of battle. Their scopes are often enchanted with techno-magical glyphs for enhanced range finding.
They also act as advanced reconnaissance, mapping terrain, identifying enemy movements, and calling in coordinated artillery or airstrikes. They're ghosts to the enemy — never seen, only feared. Most Dominarian knights and mages learn early: 'If you hear the shot, it wasn't meant for you'
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