trav_laney
First Post
I know that everyone has a favorite "sniper" type prestige class that they use in their campaigns; this one happens to be mine. I used it in a steampunk-themed campaign a couple of years ago, which had a strong military influence and gunpowder technology. The Rifleman in the story became one of the party's favorite NPCs.
I know that rifles might not be suitable for every campaign. If your campaign does not have rifles, a good substitute would be an exotic crossbow. A "great crossbow," for lack of a better name, should be too large and mechanically complicated to use without special training (thus making it an exotic weapon), and should have the same damage, weight, and range increment as a rifle.
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Prestige Class: Federation Rifleman
“Ready…aim…gotcha.”
The elite of the Federation army, the Riflemen are among the most highly-trained and disciplined soldiers currently enlisted. Easily identified by their rifle badges, black uniforms, and silver insignias, they command respect wherever they travel. Expert marksmen with deadly aim, they are the most effective assassins, snipers, and hunters in the realm.
Federation Riflemen are unequaled masters of the rifle (or musket, in some campaigns). Their skills, training, and talents are all centered around mastering this impressive weapon...especially when sniping opponents from a hidden location.
Many Federation Riflemen are also fighters or warriors. More than a good number of them are rangers, and some of the most effective are also rogues or assassins. Other classes often lack the discipline required to excel in this class.
Prerequisites
To be a Federation Rifleman, the character must satisfy all of the following requirements:
Alignment: Any Lawful
Base Attack Bonus: +6 or higher
Skills: Hide 5 ranks, Profession (soldier) 2 ranks, Spot 5 ranks
Feats: Exotic Weapon Proficiency (rifle), Skill Focus (spot), Weapon Focus (rifle)
Special: The character must enlist into the Federation Army, and must apply and be accepted for six months of special training. The cost of this training is 1500 gp. Upon graduation, the character receives a Federation-issued rifle and bayonet (both masterwork), and a Federation dress uniform (treat as a Noble's Outfit).
Hit Dice: d8
Class Skills:
The Class Skills for the Federation Rifleman (and the key ability for each) are Climb (Str), Craft (Int), Hide (Int), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), and Swim (Str).
Skill points per level: 4 + Int. modifier
Class Abilities:
The following are the class abilities of the Federation Rifleman class:
Weapon and Armor Proficiency: The Federation Rifleman’s military training gives him proficiency with all simple and marital weapons, the rifle, and the bayonet. They are proficient with light armor, but not shields.
Academy Graduate (Ex): Their extensive training at the Federation Academy gives the Federation Rifleman a +2 competence bonus to all Charisma-based skill cheks made within Federation-occupied lands. This bonus increases to +4 if the Federation Rifleman is wearing his uniform.
Take Aim (Ex): By concentrating on his opponent from a vantage point, the Federation Rifleman can improve his chances of hitting his target. If the Federation Rifleman concentrates on his opponent for a number of rounds (taking no other action except aiming his rifle), the Federation Rifleman may add that same number of rounds as a competence bonus to his attack roll. This bonus may not exceed the Federation Rifleman’s level, regardless of the amount of time the Federation Rifleman spends taking aim with his rifle.
If the Federation Rifleman moves, takes any damage, fails any save throw, takes any action (including free actions), or is otherwise disturbed while taking aim, the Take Aim attempt fails and the attack roll is made normally (without the bonus.) This ability may not be used with any weapon other than a rifle. This is an extraordinary ability that draws an attack of opportunity.
Range Bonus (Ex): The Federation Rifleman is skilled in hitting targets from a distance, and is able to get the most accuracy and range from his weapon. The range increment for a rifle (and only a rifle) is increased by 10 feet for every Federation Rifleman level, to a maximum of +100 feet. This increase is to the base range increment of the weapon itself, and therefore may be increased further by the Far Shot feat.
Bayonet Mastery (Ex): The Federation Rifleman’s training with the rifle is not limited to bullets alone, but extends to include the rifle and bayonet as a single deadly weapon. At 2nd Level, the Federation Rifleman’s bayonet automatically gains the benefit of any weapon-specific feats he may have for his rifle. For example, a Federation Rifleman with the Weapon Focus (rifle) feat is considered to also have the Weapon Focus (bayonet) feat.
Bonus Feat (Ex): At 3rd Level and for every 3 levels thereafter, the Federation Rifleman gains a bonus feat in addition to any other feats due the character. These bonus feats must be chosen from the following list: Alertness, Improved Critical (rifle), Far Shot, Improved Precise Shot, Leadership, Point Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, or Weapon Focus (rifle). These bonus feats may only apply to the rifle, and all prerequisites for these bonus feats must be met beforehand.
Shot in the Dark (Ex): At 4th Level, the Federation Rifleman has trained his eyes to focus in even the dimmest light. The Federation Rifleman gains low-light vision, if he did not already have it. Characters who already have low-light vision (i.e., elves who qualify for this class) do not gain any additional bonus from this ability.
Sniper Sight (Ex): At 5th Level, the Federation Rifleman has finely-tuned his eyesight and trained his aim so well, that he can shoot through cover with almost no penalty while using his Take Aim ability (above). If the Federation Rifleman uses his Take Aim ability for more than 5 rounds against a single target, he may ignore the penalties of cover and concealment as if he had the Improved Precise Shot feat. (A Federation Rifleman who already has the Improved Precise Shot feat may use it without penalty, and does not need to Take Aim for five rounds to gain its benefit.)
Ranged Coup de Grace (Ex): At 7th Level, the Federation Rifleman may take a coup de grace action against a helpless foe. The Federation Rifleman need not be adjacent to his foe to deliver this attack, but must be within 30 feet and must be using his Take Aim ability (above). This is an extraordinary ability that provokes an attack of opportunity.
Right Between the Eyes (Su): At 10th Level, the Federation Rifleman is the ultimate sniper. Once per day, he can use his Take Aim ability (above) to deliver a fatal shot to his target. The target must be a living creature with 10 Hit Dice or less, and must have a discernible anatomy. Creatures that are immune to death from massive damage or critical hits are likewise immune to this ability.
To use this ability, the Federation Rifleman states that he is shooting to kill and uses his Take Aim ability, gaining a bonus to the attack roll (see Take Aim, above). If the attack hits, the target takes damage as normal and must make a Fortitude save (DC=10 + damage dealt) or die immediately.
This ability requires an exhausting amount of mental focus, and puts a great deal of strain on the eyes. Thus, the Federation Rifleman may not use this ability again until 24 hours have passed.
I know that rifles might not be suitable for every campaign. If your campaign does not have rifles, a good substitute would be an exotic crossbow. A "great crossbow," for lack of a better name, should be too large and mechanically complicated to use without special training (thus making it an exotic weapon), and should have the same damage, weight, and range increment as a rifle.
- - - - - - - - - - - - - - - - - - - - - - - - - -
Prestige Class: Federation Rifleman
“Ready…aim…gotcha.”
The elite of the Federation army, the Riflemen are among the most highly-trained and disciplined soldiers currently enlisted. Easily identified by their rifle badges, black uniforms, and silver insignias, they command respect wherever they travel. Expert marksmen with deadly aim, they are the most effective assassins, snipers, and hunters in the realm.
Federation Riflemen are unequaled masters of the rifle (or musket, in some campaigns). Their skills, training, and talents are all centered around mastering this impressive weapon...especially when sniping opponents from a hidden location.
Many Federation Riflemen are also fighters or warriors. More than a good number of them are rangers, and some of the most effective are also rogues or assassins. Other classes often lack the discipline required to excel in this class.
Prerequisites
To be a Federation Rifleman, the character must satisfy all of the following requirements:
Alignment: Any Lawful
Base Attack Bonus: +6 or higher
Skills: Hide 5 ranks, Profession (soldier) 2 ranks, Spot 5 ranks
Feats: Exotic Weapon Proficiency (rifle), Skill Focus (spot), Weapon Focus (rifle)
Special: The character must enlist into the Federation Army, and must apply and be accepted for six months of special training. The cost of this training is 1500 gp. Upon graduation, the character receives a Federation-issued rifle and bayonet (both masterwork), and a Federation dress uniform (treat as a Noble's Outfit).
Hit Dice: d8
Class Skills:
The Class Skills for the Federation Rifleman (and the key ability for each) are Climb (Str), Craft (Int), Hide (Int), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), and Swim (Str).
Skill points per level: 4 + Int. modifier
Class Abilities:
The following are the class abilities of the Federation Rifleman class:
Weapon and Armor Proficiency: The Federation Rifleman’s military training gives him proficiency with all simple and marital weapons, the rifle, and the bayonet. They are proficient with light armor, but not shields.
Code:
Rifle (large exotic weapon):
Cost: 500 gp, Damage: 1d12, Critical: x3,
Range: 150 ft., Weight: 10 lbs., Type: Piercing.
Bayonet (large exotic weapon):
Cost 8 gp, Damage: 1d6, Critical x2,
Range: M, Weight: 1 lb., Type: Piercing.
Academy Graduate (Ex): Their extensive training at the Federation Academy gives the Federation Rifleman a +2 competence bonus to all Charisma-based skill cheks made within Federation-occupied lands. This bonus increases to +4 if the Federation Rifleman is wearing his uniform.
Take Aim (Ex): By concentrating on his opponent from a vantage point, the Federation Rifleman can improve his chances of hitting his target. If the Federation Rifleman concentrates on his opponent for a number of rounds (taking no other action except aiming his rifle), the Federation Rifleman may add that same number of rounds as a competence bonus to his attack roll. This bonus may not exceed the Federation Rifleman’s level, regardless of the amount of time the Federation Rifleman spends taking aim with his rifle.
If the Federation Rifleman moves, takes any damage, fails any save throw, takes any action (including free actions), or is otherwise disturbed while taking aim, the Take Aim attempt fails and the attack roll is made normally (without the bonus.) This ability may not be used with any weapon other than a rifle. This is an extraordinary ability that draws an attack of opportunity.
Range Bonus (Ex): The Federation Rifleman is skilled in hitting targets from a distance, and is able to get the most accuracy and range from his weapon. The range increment for a rifle (and only a rifle) is increased by 10 feet for every Federation Rifleman level, to a maximum of +100 feet. This increase is to the base range increment of the weapon itself, and therefore may be increased further by the Far Shot feat.
Bayonet Mastery (Ex): The Federation Rifleman’s training with the rifle is not limited to bullets alone, but extends to include the rifle and bayonet as a single deadly weapon. At 2nd Level, the Federation Rifleman’s bayonet automatically gains the benefit of any weapon-specific feats he may have for his rifle. For example, a Federation Rifleman with the Weapon Focus (rifle) feat is considered to also have the Weapon Focus (bayonet) feat.
Bonus Feat (Ex): At 3rd Level and for every 3 levels thereafter, the Federation Rifleman gains a bonus feat in addition to any other feats due the character. These bonus feats must be chosen from the following list: Alertness, Improved Critical (rifle), Far Shot, Improved Precise Shot, Leadership, Point Blank Shot, Precise Shot, Rapid Shot, Shot On The Run, or Weapon Focus (rifle). These bonus feats may only apply to the rifle, and all prerequisites for these bonus feats must be met beforehand.
Shot in the Dark (Ex): At 4th Level, the Federation Rifleman has trained his eyes to focus in even the dimmest light. The Federation Rifleman gains low-light vision, if he did not already have it. Characters who already have low-light vision (i.e., elves who qualify for this class) do not gain any additional bonus from this ability.
Sniper Sight (Ex): At 5th Level, the Federation Rifleman has finely-tuned his eyesight and trained his aim so well, that he can shoot through cover with almost no penalty while using his Take Aim ability (above). If the Federation Rifleman uses his Take Aim ability for more than 5 rounds against a single target, he may ignore the penalties of cover and concealment as if he had the Improved Precise Shot feat. (A Federation Rifleman who already has the Improved Precise Shot feat may use it without penalty, and does not need to Take Aim for five rounds to gain its benefit.)
Ranged Coup de Grace (Ex): At 7th Level, the Federation Rifleman may take a coup de grace action against a helpless foe. The Federation Rifleman need not be adjacent to his foe to deliver this attack, but must be within 30 feet and must be using his Take Aim ability (above). This is an extraordinary ability that provokes an attack of opportunity.
Right Between the Eyes (Su): At 10th Level, the Federation Rifleman is the ultimate sniper. Once per day, he can use his Take Aim ability (above) to deliver a fatal shot to his target. The target must be a living creature with 10 Hit Dice or less, and must have a discernible anatomy. Creatures that are immune to death from massive damage or critical hits are likewise immune to this ability.
To use this ability, the Federation Rifleman states that he is shooting to kill and uses his Take Aim ability, gaining a bonus to the attack roll (see Take Aim, above). If the attack hits, the target takes damage as normal and must make a Fortitude save (DC=10 + damage dealt) or die immediately.
This ability requires an exhausting amount of mental focus, and puts a great deal of strain on the eyes. Thus, the Federation Rifleman may not use this ability again until 24 hours have passed.
Code:
Lv BAT Fort Ref Will Special Abilities
1 +1 +2 +0 +0 Academy Graduate, Take Aim, Range Bonus
2 +2 +3 +0 +0 Bayonet Mastery
3 +3 +3 +1 +1 Bonus Feat
4 +4 +4 +1 +1 Shot in the Dark
5 +5 +4 +1 +1 Sniper Sight
6 +6 +5 +2 +2 Bonus Feat
7 +7 +5 +2 +2 Ranged Coup de Gras
8 +8 +6 +2 +2
9 +9 +6 +3 +3 Bonus Feat
10 +10 +7 +3 +3 Right Between the Eyes
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