Soft Serve
02-11-2009, 08:24 AM
Rifleman
Rifleman are masters of the weapons called "firearms" which are relatively new to the realms. Firearms are powerful devices and come in many shapes and sizes, and serve just about as many purposes. Rifles for medium to long range attacks, Pistols for medium to short range, Blunderbuss' for close quarters combat and heavy damage, firearms run the gamut and the Rifleman knows how to use them all. A rifleman could be anything from a farmer with almost no combat training avenging his fathers death, a trained stealth sniper working for his nation, or a cheap adventureer looking to make quick money without learning to use a bow. Rifleman are a powerful addition to any group, but can't work alone. If an enemy gets close and a rifleman is unprepared they are basically defenseless since they don't wear heavy armor, and take attacks of opportunity from their only proficient weapons. Adventures: Rifleman adventure for many different reasons. As guards and assassins, as spelunkers, or pirates, as defenders of their homes. Rifleman can be in any situation, at any given time, and are growing steadily in numbers across the realms. Characteristics: Rifleman are as strong as fighters if they were focused in ranged combat. Rifleman must clean and oil their weapons everyday or after 3-days the weapon will begin to deteriorate and the wielder will lose all abilities, as well as taking -2 accuracy, and damage. After 10-days the weapon will no longer function, 5-days if it has been used in battle twice without being cleaned. Alignment: Rifleman may be of any alignment. Anyone who can hold a 10inch pole can use a rifle, and anyone who can lift a 5-lbs weight can use a pistol. Background: Rifleman can come to their classes in any number of ways. Having grown up shooting cans in the backyard, military training, wanting to fight straight-forward but not being blessed with the strength to do hand-to-hand combat is usually what leads people to be rifleman. Races: Humans and Half-Elves take to rifleman quickly if they don't have very much time to train since rifles are simple to use and reload. Dwarves take to rifles easily as well since their sturdy size reduces kick. Halflings enjoy pistols since they're easy to conceal and wield, Gnomes enjoy tinkering with the firearms and mixing them with magical effects, Half-Orcs prefer to take advantage of their strength, and Elves, although graceful enough, would rather use the bow. Other Classes: While rifleman excell greatly at distance fighting, they usually need someone to cover their backs and keep the front-line way ahead of them. Fighters, Barbarians, and other combat classes make perfect partners for Rifleman.
Game Rule Information
Abilities: Dexterity is the most important ability for accuracy, and avoiding damage. Inteligence for more skills, and Constitution for a good health rating incase things get ugly. Hit Dice: d6. Class Skills: Balance, Climb, Concentration, Heal, Hide, Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, Use Rope. Skill Points: 1st lv 8X Int mod X4, every other level 8X Int mod.
I don't want to put the table here mainly because I don't know how, but it basically has the Base Attack Bonus of the Monk, and the Saves of the Fighter. I might want to change the saves to the Rogue's though, but I'm not sure yet. Here's the special abilities they get and their proficiency.
Weapon and Armor Proficiency: A Rifleman is proficient with all simpel weapons, and all firearms. They are also proficient in Light armor. Flanking Fire: Riflemen are able to maneuver to their foes' sides and backs, and take advantage of the way this exposes these foes to attack. A Rifleman's ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses. Deadeye Shot: Riflemen are trained to be able to strike their enemies from unexpected angles even in the chaos of a melee. Deadeye Shot acts like Sneak Attack, but only works with ranged weapons. A Rifleman can only use Deadeye Shot at ranges up to 45 ft, while either the target is denied a Dexterity bonus to AC or the Rifleman is considered to be flanking his target. Feats that apply to Sneak Attack apply to Deadeye Shot similarly. Deadeye Shot can be used to qualify for classes that require Sneak Attack, and any improvements to Sneak Attack that this class would gain are instead granted to Deadeye Shot. A Rifleman with levels as a Rogue may apply damage from both Sneak Attack and Deadeye Shot. As with a Sneak Attack, the extra damage dealt by Deadeye Shot is not multiplied on a critical hit. Fake-Out: Starting at 2nd level, Riflemen are able to take advantage of a successful feint with their ranged attacks. Perform this feint as normal, making a Bluff check against the target's Sense Motive check. Flash of Insight: A Rifleman's natural gift at locating targets improves his ability to notice other things as well. Starting at 4th level, he adds 1/2 his class level to Spot, Search, and Listen checks. As a psi-like ability, this is negated by effects that dispel or nullify psionics, but is always active, and never provokes attacks of opportunity. Headshot: Starting at 5th level, Riflemen become able to aim their ranged attacks at their enemies' weak points. Once a day, he may expend his use of this ability as a swift action to make his next attack, if successful, an automatic critical hit. He doesn't add his base attack bonus to this roll. If this attack misses, the use of the ability is expended without effect. The Rifleman gains an additional use of this ability every 5 levels afterward. This ability cannot be used in conjunction with a Sneak Attack, Deadeye Shot, or similar ability. Uncanny Dodge: At 6th level, the Rifleman's ability to avoid damage improves. As long as he's wearing light or no armor, he retains his Dexterity bonus to AC, even while flat-footed or against invisible attackers. He still loses his Dexterity bonus to AC if immobilized. If the Rifleman already has Uncanny Dodge from another class, he gains Improved Uncanny Dodge instead. Rapid Feint: At 10th level, a Rifleman's advanced training and years of experience allow him to feint more rapidly than ever. He is from here on able to make a Bluff check to feint in combat as a move action. If he could do so already, he becomes able to make this Bluff check to feint as a swift action. If he can do this already as well, he becomes able to make this bluff check as a free action. Covering Fire: Starting from 12th level, Riflemen can expend a move action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out to 30 ft. Shootout: A Rifleman's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 18th level, he no longer provokes attacks of opportunity for using ranged weapons in melee. Unpredictable: At 20th level, the Rifleman becomes able to switch targets on the fly. Making a Bluff check to feint becomes a swift action. If he could do this already, he becomes able to make a Bluff check to feint as a free action.
That's all there is, tell me if you would do more or what you would take out please. I really want to add this class through because I've got a total number of classes at 249 without it...:biggrin:
Well that and because I want firearms to be as big a part of this campaign as bows are.
Rifleman are masters of the weapons called "firearms" which are relatively new to the realms. Firearms are powerful devices and come in many shapes and sizes, and serve just about as many purposes. Rifles for medium to long range attacks, Pistols for medium to short range, Blunderbuss' for close quarters combat and heavy damage, firearms run the gamut and the Rifleman knows how to use them all. A rifleman could be anything from a farmer with almost no combat training avenging his fathers death, a trained stealth sniper working for his nation, or a cheap adventureer looking to make quick money without learning to use a bow. Rifleman are a powerful addition to any group, but can't work alone. If an enemy gets close and a rifleman is unprepared they are basically defenseless since they don't wear heavy armor, and take attacks of opportunity from their only proficient weapons. Adventures: Rifleman adventure for many different reasons. As guards and assassins, as spelunkers, or pirates, as defenders of their homes. Rifleman can be in any situation, at any given time, and are growing steadily in numbers across the realms. Characteristics: Rifleman are as strong as fighters if they were focused in ranged combat. Rifleman must clean and oil their weapons everyday or after 3-days the weapon will begin to deteriorate and the wielder will lose all abilities, as well as taking -2 accuracy, and damage. After 10-days the weapon will no longer function, 5-days if it has been used in battle twice without being cleaned. Alignment: Rifleman may be of any alignment. Anyone who can hold a 10inch pole can use a rifle, and anyone who can lift a 5-lbs weight can use a pistol. Background: Rifleman can come to their classes in any number of ways. Having grown up shooting cans in the backyard, military training, wanting to fight straight-forward but not being blessed with the strength to do hand-to-hand combat is usually what leads people to be rifleman. Races: Humans and Half-Elves take to rifleman quickly if they don't have very much time to train since rifles are simple to use and reload. Dwarves take to rifles easily as well since their sturdy size reduces kick. Halflings enjoy pistols since they're easy to conceal and wield, Gnomes enjoy tinkering with the firearms and mixing them with magical effects, Half-Orcs prefer to take advantage of their strength, and Elves, although graceful enough, would rather use the bow. Other Classes: While rifleman excell greatly at distance fighting, they usually need someone to cover their backs and keep the front-line way ahead of them. Fighters, Barbarians, and other combat classes make perfect partners for Rifleman.
Game Rule Information
Abilities: Dexterity is the most important ability for accuracy, and avoiding damage. Inteligence for more skills, and Constitution for a good health rating incase things get ugly. Hit Dice: d6. Class Skills: Balance, Climb, Concentration, Heal, Hide, Listen, Move Silently, Search, Spot, Survival, Swim, Tumble, Use Rope. Skill Points: 1st lv 8X Int mod X4, every other level 8X Int mod.
I don't want to put the table here mainly because I don't know how, but it basically has the Base Attack Bonus of the Monk, and the Saves of the Fighter. I might want to change the saves to the Rogue's though, but I'm not sure yet. Here's the special abilities they get and their proficiency.
Weapon and Armor Proficiency: A Rifleman is proficient with all simpel weapons, and all firearms. They are also proficient in Light armor. Flanking Fire: Riflemen are able to maneuver to their foes' sides and backs, and take advantage of the way this exposes these foes to attack. A Rifleman's ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses. Deadeye Shot: Riflemen are trained to be able to strike their enemies from unexpected angles even in the chaos of a melee. Deadeye Shot acts like Sneak Attack, but only works with ranged weapons. A Rifleman can only use Deadeye Shot at ranges up to 45 ft, while either the target is denied a Dexterity bonus to AC or the Rifleman is considered to be flanking his target. Feats that apply to Sneak Attack apply to Deadeye Shot similarly. Deadeye Shot can be used to qualify for classes that require Sneak Attack, and any improvements to Sneak Attack that this class would gain are instead granted to Deadeye Shot. A Rifleman with levels as a Rogue may apply damage from both Sneak Attack and Deadeye Shot. As with a Sneak Attack, the extra damage dealt by Deadeye Shot is not multiplied on a critical hit. Fake-Out: Starting at 2nd level, Riflemen are able to take advantage of a successful feint with their ranged attacks. Perform this feint as normal, making a Bluff check against the target's Sense Motive check. Flash of Insight: A Rifleman's natural gift at locating targets improves his ability to notice other things as well. Starting at 4th level, he adds 1/2 his class level to Spot, Search, and Listen checks. As a psi-like ability, this is negated by effects that dispel or nullify psionics, but is always active, and never provokes attacks of opportunity. Headshot: Starting at 5th level, Riflemen become able to aim their ranged attacks at their enemies' weak points. Once a day, he may expend his use of this ability as a swift action to make his next attack, if successful, an automatic critical hit. He doesn't add his base attack bonus to this roll. If this attack misses, the use of the ability is expended without effect. The Rifleman gains an additional use of this ability every 5 levels afterward. This ability cannot be used in conjunction with a Sneak Attack, Deadeye Shot, or similar ability. Uncanny Dodge: At 6th level, the Rifleman's ability to avoid damage improves. As long as he's wearing light or no armor, he retains his Dexterity bonus to AC, even while flat-footed or against invisible attackers. He still loses his Dexterity bonus to AC if immobilized. If the Rifleman already has Uncanny Dodge from another class, he gains Improved Uncanny Dodge instead. Rapid Feint: At 10th level, a Rifleman's advanced training and years of experience allow him to feint more rapidly than ever. He is from here on able to make a Bluff check to feint in combat as a move action. If he could do so already, he becomes able to make this Bluff check to feint as a swift action. If he can do this already as well, he becomes able to make this bluff check as a free action. Covering Fire: Starting from 12th level, Riflemen can expend a move action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out to 30 ft. Shootout: A Rifleman's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 18th level, he no longer provokes attacks of opportunity for using ranged weapons in melee. Unpredictable: At 20th level, the Rifleman becomes able to switch targets on the fly. Making a Bluff check to feint becomes a swift action. If he could do this already, he becomes able to make a Bluff check to feint as a free action.
That's all there is, tell me if you would do more or what you would take out please. I really want to add this class through because I've got a total number of classes at 249 without it...:biggrin:
Well that and because I want firearms to be as big a part of this campaign as bows are.