Rifleman Requirements
(from http://rampage.privateerpress.com/ironkingdoms/default.php?x=rules/prc/rifleman#Requirements)
To qualify as a
rifleman, a character must fulfill all the following criteria.
Base Attack Bonus:
+5 Skills:
Craft (small arms) 8, Spot 4
Feats: Exotic Weapon Proficiency (small arms), Weapon Focus
(rifle), Point Blank Shot
Special: Ownership of at least 1 rifle. The potential
rifleman must also find a willing mentor, as the skills of this class are
trained, not developed innately.
Class Skills
The rifleman class skills (and the key ability for
each skill) are Climb (Str), Concentration (Con), Craft (Blacksmith), Craft
(Carpentry), Craft (Gunsmith), Craft (Cannoneer) (Int), Craft (small arms) (Int),
Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Spot (Wis).
Skills at Each Level:
4 + Int modifier.
Class Features
Weapon and Armor Proficiency: Riflemen are proficient
in all simple and non-ranged martial weapons. Riflemen are proficient in all
light and medium armor, but do not use shields. Riflemen who rely on stealth
avoid wearing anything heavier than leather due to armor check penalties.
Far Shot: As a benefit of their special focus and training, riflemen get the
Far Shot feat (PHB 84) automatically at 1st level. Those who already have
this feat when becoming riflemen can pick from the feats listed below (under
Bonus Feats) Rifle Mastery: Due to focused training, at
2nd level Riflemen are considered masters in the use of long guns (any
firearm 2 feet or longer), gaining a +1 bonus to attack roll and damage. The
+1 to attack roll stacks with the bonus from weapon focus, and the damage
stacks with specialization (if any). The bonus damage is only applied within
the initial range increment for the rifle. For example, a rifleman using a
military rifle could add +1 damage within 200 feet.
Sniping Shot (Ex):
Starting at 2nd level, a rifleman gains the signature ability to do a
sniping shot. This full-round action can only be done with a long gun, and
requires the rifleman to be outside point-blank range (over 30 feet away).
Most importantly, a sniping shot can only be made if the target has no idea
of the sniper's location. Most snipers use the Hide skill and concealment to
gain a first shot against an unsuspecting target. An initial sniping shot
allows time to aim, providing a +2 to hit bonus. A successful hit with a
Sniping Shot is automatically treated as a critical hit threat (as if the
sniper had rolled 19 or 20) and if the critical check succeeds the hit does
critical damage per the sniper's level-based multiplier. (This supersedes
the weapon's regular critical multiplier for purpose of this ability. If the
attack roll actually was a 19-20, the weapon multiplier can be used if it is
higher than the level based multiplier.) If the
sniper is firing from a location with concealment and manages to remain
hidden, he may try subsequent sniping shots. The target and any other allies
are given a chance to Spot the sniper in an opposed roll at a +3 bonus
against the sniper's Hide skill. If the sniper remains hidden and the target
is still unaware of his location, another sniping shot can be executed. Each
shot forces another opposed Spot check with a cumulative +3 bonus to Spot.
The sniper can attempt to Move Silently and Hide at a different location to
negate the cumulative bonus, providing they have not yet been spotted. Given
reload time, trying to do several sniping shots in a row is not practical
unless the rifleman has more than one loaded rifle at the ready. A team of
snipers working in tandem and alternating loading, hiding and firing can
take a heavy toll when ambushing an opposing force. Once the target knows
the location of a sniper, this ability cannot be used although the rifleman
can continue to fire regularly at the target.
Bonus Feats:
Starting at 3rd level and every third level thereafter, the rifleman can
choose a bonus feat from the following list: Alertness, Ambidexterity,
Combat Reflexes, Exotic Weapon Proficiency (Cannon), Expertise, Improved
Critical, Lightning Reflexes, Mounted Archery (in this case applying to
firearms), Mounted Combat, Precise Shot, Quick Draw, Rapid Shot*, Shot on
the Run, and Weapon Finesse. Many of these feats have prerequisites and
these prerequisites must be met.
* Rapid Shot
– Multiple shots per round with firearms are only possible in special cases,
requiring either special firearms (such as dual-pistols as dual-rifles), or
multiple pre-loaded firearms. In all cases reload time is a limitation and
will prevent multiple shots in the same round from the same firearm unless
reloading is not necessary. As an example, the only way to do 2 shots in the
same round would be with one double rifle, or with a pistol in each hand,
and an offhand weapon penalty would apply. The only way to do 3 shots would
be with two pistols, one of which was a dual-pistol, etc. Even with multiple
firearms, multiple shots aren't possible if they aren't instantly at the
ready, as drawing a firearm is a move-equivalent action and prevents
multiple shots unless the rifleman also has the Quick Draw Feat.
Rifle Melee (Ex):
Starting at 3rd level, a rifleman can swing the stock of his rifle using
both hands to do 1d6 bludgeoning damage. He is trained to do this without
risk of harming the firearm (unless striking at something as hard as
stone—hardness 8). Further, the rifleman can decide whether this damage is
regular or subdual without the usual penalties, so long as it is declared
ahead of time. In addition, if a clamp device is affixed to the barrel of
the rifle, he can attach a dagger and use the rifle as a bayonet—this is
equivalent to a halfspear, doing 1d6 piercing damage but requiring both
hands. If the rifle is loaded during a successful bayonet strike, the
rifleman can fire the rifle into the target as a free action and hit
automatically. Both attack forms are considered awkward but enable the
rifleman to melee without switching weapons. Riflemen do not get weapon
focus or rifle mastery attack bonuses when using either melee attack.
Salvage Ammunition:
Although all ammunition charges are designed for specific firearms, an
experienced rifleman can salvage charges intended for one gun and adapt them
to work on his own. The Salvage Ammunition feat is given free at 4th level
(although the Rifleman must still meet the feat’s prerequisites.)
Hairtrigger (Ex):
Starting at 5th level, a rifleman holding a rifle at the ready which is
already loaded receives a +4 bonus to initiative as if he had the Improved
Initiative feat. This bonus does not stack with Improved Initiative,
however.
Quick Load (Ex):
Through long practice and training, the 7th level rifleman learns to reload
firearms faster than most. This only applies to his own firearms, or those
with which he has had a great deal of practice and familiarity. The rifleman
gets a +2 bonus to all Craft (small arms) rolls to reload, and can reduce
reloading time by 1 standard action. If the weapon is already at 1 standard
action, it is reduced to a move-equivalent-action. This can allow a rifleman
to fire and reload in the same round if using a firearm that regularly takes
one standard action to reload, given that he has not taken a move-equivalent
action.
Gunsmith Expertise:
By 10th level most riflemen have such intimate familiarity with firearms
that they excel as Gunsmiths. All riflemen with this ability get a +2 bonus
to any skill checks involving Craft (Gunsmith), and can reduce the costs of
materials involved in crafting firearms by 20%. Some veteran riflemen will
work with dedicated professional gunsmiths to hone and personalize their
weapons. Examples of modifications include: 1) Adding a simple double-lens
device for magnified targeting, which grants +1 to attack rolls on aimed
shots. 2) Customized stock giving perfect fit for a specific rifle wielder,
granting another +1 bonus to attack rolls on aimed shots. 3) Customized
harness straps allowing rifle to be brought to readiness quickly, giving +1
initiative. All of these modifications require a week to complete, paying a
cost of 1/5 the total weapon price, a check at a DC of 25 and only provide
their benefits for the person for which they were designed. A botched check
on modifying a weapon means the firearm is damaged and is no longer
functional until repaired.
Advancement
Level
|
BAB
|
Fort
Save
|
Ref Save
|
Will Save
|
Special
|
1
|
+1
|
+2
|
+2
|
+0
|
Far Shot
|
2
|
+2
|
+3
|
+3
|
+0
|
Rifle Mastery,
Sniping Shot (x2 critical)
|
3
|
+3
|
+3
|
+3
|
+1
|
Bonus Feat, Rifle
Melee
|
4
|
+4
|
+4
|
+4
|
+1
|
Salvage
Ammunition, Sniping Shot (x3 critical)
|
5
|
+5
|
+4
|
+4
|
+1
|
Hair-trigger
|
6
|
+6
|
+5
|
+5
|
+2
|
Bonus Feat,
Sniping Shot (x4 critical)
|
7
|
+7
|
+5
|
+5
|
+2
|
Quick Load (small
arms)
|
8
|
+8
|
+6
|
+6
|
+2
|
Sniping Shot (x5
critical)
|
9
|
+9
|
+6
|
+6
|
+3
|
Bonus Feat, Quick
Load (cannons)
|
10
|
+10
|
+7
|
+7
|
+3
|
Gunsmith
Expertise, Sniping Shot (x6 critical–max critical)
|
New Feats:
Salvage Ammunition [General]
This feat is the only non-magical way to convert ammunition fabricated for
one gun to use in another. The only way new ammunition can be created is by
a difficult magical & alchemical process.
Prerequisites:
Alchemy 2, Craft (Blacksmith) 2, Craft (small arms) 10, Ownership of a
Gunner's Kit, and membership in either the Rifleman or Pistoleer prestige
classes. NPC alchemists and gunsmiths can have this feat without the usual
prerequisites. At a GMs discretion a PC of another class who spends
considerable time training under a mentor can gain this feat if he meets the
other prerequisites.
Benefit:
Via this feat, ammunition charges are disassembled into their components
(two types of blasting powder, wrapper, projectile), and then reassembled to
work with a different firearm. Along with measuring out and wrapping
blasting powder charges, this process also entails altering the ammunition
projectile. Use of this feat requires several hours (generally 1/2 a day)
and allows salvage of anywhere from 10-100 charges.
How many charges
are salvaged depends upon the size of the old charges versus the size of the
new. It is never possible to salvage 100% of charges as this process always
results in loss, but larger charges converted to smaller results in greater
salvage, while trying to make larger charges from smaller results in less
salvage. The base is 70% salvage if converting charges for firearms of
approximately the same size, represented by dice of damage. Therefore, if
converting charges for a 2d6 pistol for another 2d6 pistol, 70% of charges
are salvaged. Each increment in dice adds to or reduces from this by 10%,
with a maximum salvage of 90%. For example, using this feat to convert 30
charges of Military Rifle ammunition (2d8) to Small Pistol (2d4) would
result in 90% salvage, or 27 salvaged charges. Converting 30 charges of
Small Pistol (2d4) ammunition to Military Rifle (2d8) ammunition would
result in 50% salvage, or 15 salvaged charges.
Cannon charges
cannot be converted into small arm ammunition or vice versa, as these
charges use slightly different alchemy. At the DM's discretion a rifleman
with Craft (Cannoneer) can use this feat to salvage different sizes of
cannon ammunition the same way as described above.
Normal:
Tampering with firearm charges without this feat will always fail, ruining
the charges, and is also dangerous. Trying to take apart firearm charges has
a 50% chance of exploding the charge, causing half the damage the charge
would usually do if fired from a firearm to the person tampering, along with
igniting anything flammable within 2 feet (including other charges, which
would also explode).
Rifleman Equipment
Gunner's Kit
(100 crowns): This kit includes a number of tools useful for cleaning,
disassembling and reassembling firearms. It also includes a scale for
measuring blast powder, and some tools for altering firearm projectiles, and
generally has a secure area for storing completed ammunition charges.
Blasting powder is a magic item requiring an alchemist who is also a 5th
level caster to prepare, so this kit does not allow the creation of blasting
powder. This kit is required for the Salvage Ammunition feat.
|