Another Sniper: The Federation Rifleman

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.

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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I'd propose a new damage type for light arms fire, because the armor used to stop bullets is totally different than the armor used to stop arrows. If we are going to have magical spider-silk bullet proof vests and spells like protection from arrows, we should distinguish between them, no?

Is Fortitude the correct high save for a ranged attacker? I could see arguments in favor, but also arguments for Will and Reflex. What's your reason for choosing Fort?

For skills, the lack of Survival and Move Silently could hamper him significantly. Intentional? Would that be stepping on the toes of a more commando-style PrC that you also allow?

Weapon Focus (Rifle) is listed as both a pre-req and a bonus feat. :)

Sniper Sight seems a bit worthless compared to Improved Precise Shot.

The range on Ranged Coup de Grace is quite short! Especially compared to the extensive range that he can normally fire.

The death shot mechanic seems a bit wonky, too. While I'm not a huge advocate of the Assassin's Death Attack mechanic, it's at least fairly well known.


Now, for some other possible abilities:
- Spotter: You can make Aid Another checks to assist other Federation Riflemen make ranged attacks.
- Rapid Shot (Rifle): You may gain the effect of the Rapid Shot feat, but it applies to Rifles instead of Bows.
- Stab and Blast: You can make an immediate Rifle attack against a foe whom you have just struck with your Bayonet. Your foe is considered flat-footed against this attack. Unlike normal gunfire, this attack does not provoke an AoO.

Cheers, -- N
 

Nifft said:
I'd propose a new damage type for light arms fire, because the armor used to stop bullets is totally different than the armor used to stop arrows. If we are going to have magical spider-silk bullet proof vests and spells like protection from arrows, we should distinguish between them, no?
Assuming it's a rather medieval weapon (older than the beginning 19th century), normal armors should still be rather good at stopping these bullets.

How fast can that rifle be reloaded? I'd rather not have it to be used with Rapid Shot considering the hopefully long reload time.

What about Crossbow Sniper (PHB2) as bonus feat/Class ability?
 

Nifft said:
Is Fortitude the correct high save for a ranged attacker? I could see arguments in favor, but also arguments for Will and Reflex. What's your reason for choosing Fort?
My reason is error. :) It was supposed to be high Reflex, not Fort. Oops.

Nifft said:
For skills, the lack of Survival and Move Silently could hamper him significantly. Intentional? Would that be stepping on the toes of a more commando-style PrC that you also allow?
Meh, not really. I don't see a problem with adding Move Silently as a class skill. Survival doesn't really fit the idiom of the character very well (these are "city-snipers," not woodsy forest hunter types,) but Survival could also be applied to that setting too, I suppose.

Nifft said:
Weapon Focus (Rifle) is listed as both a pre-req and a bonus feat. :)
Oops again.

Nifft said:
Sniper Sight seems a bit worthless compared to Improved Precise Shot.
It is. But a lot of characters have a hard time qualifying for Improved Precise Shot, considering all of the prerequisites. This is a way to allow the class to use an ability similar to the IPS feat, but with a restriction (having to spend rounds concentrating on a target).

Which points out another error. The time spent Taking Aim should be 2 rounds or more, not more than 5 rounds.

Nifft said:
The range on Ranged Coup de Grace is quite short! Especially compared to the extensive range that he can normally fire.
I was worried about power balance. So you think I should increase the range?


Nifft said:
Now, for some other possible abilities:
- Spotter: You can make Aid Another checks to assist other Federation Riflemen make ranged attacks.
- Rapid Shot (Rifle): You may gain the effect of the Rapid Shot feat, but it applies to Rifles instead of Bows.
- Stab and Blast: You can make an immediate Rifle attack against a foe whom you have just struck with your Bayonet. Your foe is considered flat-footed against this attack. Unlike normal gunfire, this attack does not provoke an AoO.
I had feats that did similar things...well, except for Spotter. That could be done in a way similar to the "aid another" action, I suppose. Cool idea. Anyway, Rapid Shot (Rifle), as you suggested, was called Muzzleloader" in my campaign, and allowed you to reload a rifle in 1 round (instead of 1 minute). Stab and Blast was offered as a feat, but it tuned out to be kinda useless on the battlefield...most often you wouldn't use your bayonet unless you were out of ammo or trying to be silent.
 
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Darklone said:
How fast can that rifle be reloaded? I'd rather not have it to be used with Rapid Shot considering the hopefully long reload time.
It depends on which rules you are using. D20 Modern rifles are fully-automatic, and flintlocks take forever.

For my steampunk game, a rifle could be reloaded in 1 minute. If you had the Muzzleloader feat, you could reload it in one round. So typically, riflemen would fight in pairs: one rifleman would do the shooting while another reloaded, and they would keep passing their rifles back and forth.

Sloppy, I admit. But it worked well enough to keep the fun level up.
 
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trav_laney said:
It is. But a lot of characters have a hard time qualifying for Improved Precise Shot, considering all of the prerequisites. This is a way to allow the class to use an ability similar to the IPS feat, but with a restriction (having to spend rounds concentrating on a target).

Which points out another error. The time spent Taking Aim should be 2 rounds or more, not more than 5 rounds.

That makes total sense. 5 rounds is quite worthless, 2 rounds is perfect, and makes IPS nice but not as vital. With IPS, you can ready an action to attack another sniper as he breaks total cover to take a shot (with only partial cover), without it you can't. But this ability gives you a nice option for a lot of other situations.


trav_laney said:
I was worried about power balance. So you think I should increase the range?

Not necessarily. Just curious how you see it being used.



trav_laney said:
I had feats that did similar things...well, except for Spotter. That could be done in a way similar to the "aid another" action, I suppose. Cool idea. Anyway, Rapid Shot (Rifle), as you suggested, was called Muzzleloader" in my campaign, and allowed you to reload a rifle in 1 round (instead of 1 minute). Stab and Blast was offered as a feat, but it tuned out to be kinda useless on the battlefield...most often you wouldn't use your bayonet unless you were out of ammo or trying to be silent.

As feats, makes total sense. Perhaps if this guy got a bonus feat every other level, or more frequently any way, and had a larger list (including the ones above)?

For Spotter, yeah, I totally intended it to be exactly like Aid Another, but for ranged shots instead of melee.

For Stab & Blast, I was thinking the rifles had ammo clips -- which are a higher tech level entirely. :)

Looking forward to seeing the new feats.

Cheers, -- N
 

I think your range incremint is a little high and your damage is two unreliable. Early firearms were nearly worthless for accuracy over point blank range but their bullets tended to splinter, or bounce inside a target causing a great deal of damage. In d20 past muskets have range 40 ft. and don't add dex bonus to hit rolls, even a .50 cal sniper rifle onle gets 120 ft. I always considered this a bit extreme but I still wouldn't give a fire arm of this tech level more that 80 ft. range. Also they judge reload time to be two full round actions which I consider pretty fair.
 

Simm said:
I think your range incremint is a little high and your damage is two unreliable. Early firearms were nearly worthless for accuracy over point blank range but their bullets tended to splinter, or bounce inside a target causing a great deal of damage. In d20 past muskets have range 40 ft. and don't add dex bonus to hit rolls, even a .50 cal sniper rifle onle gets 120 ft. I always considered this a bit extreme but I still wouldn't give a fire arm of this tech level more that 80 ft. range. Also they judge reload time to be two full round actions which I consider pretty fair.
My campaign was steampunk, similar to the technology in the Girl Genius comics (which I highly recommend.) So there really wasn't a historic equivalent to base this class on. The Federation Riflemen did not use "early firearms;" they used well-made, functional, reliable rifles that looked and operated nothing like 16th or 17th century muskets.
 

Consider the steel crossbow

trav_laney said:
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.

Code:
Rifle (large exotic weapon):
Cost: 500 gp, Damage: 1d12, Critical: x3,
Range: 150 ft., Weight: 10 lbs., Type: Piercing.
In Grymwurld™ I have the steel crossbow with the same stats, except that the critical is ×4 rather than ×3.

My interpretation of the sniper is a little different. I have them take weapon focus, weapon specialisation, greater weapon focus, greater weapon specialisation, improved critical, point blank shot, precise shot, improved precise shot, and far shot. Also, I give them the sneak attack ability (crossbow 1st range increment) as well as the death attack of the assassin (crossbow 30' range). Skill-wise they have hide in shadows, move silently, spot, and survival. The idea is that they focus their abilities on getting that first shot right.

I've been toying around with the idea of granting them spells like the 3e Assassin. True Strike granting a +20 insight bonus is very compelling as is Keen Edge. After all, D&D is all about the magic and a sniper is basically an assassin who only strikes with a crossbow.
 

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