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[IK] The Corvis University Discreet Investigation and Retrieval Union (OOC)
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<blockquote data-quote="Blue_Genie" data-source="post: 1815966" data-attributes="member: 13477"><p><strong>Ranger, 3rd level</strong></p><p>Saves: Fort +3, Ref +3, Will +1</p><p>BAB, HP, HD, Skill Points like in the 3.5 PHB</p><p>Class Skills: Climb, Concentration, Craft, Craft (cannoneer, demolitions, small arms), Creature Lore, Handle Animal, Hide, Jump, Knowledge (geography, nature, tactics), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope.</p><p>Class abilities: 1st favored enemy, Track (bonus feat), Wild Empathy, 1st favored terrain, Alertness (bonus feat).</p><p></p><p>Favored Terrain: Chose a type of terrain from the list below as a favored terrain, representing specialized training and familiarity in that environment. The ranger gains a +2 competency bonus to Hide, Move Silently, Spot, and Survival chekcs in this favored terrain and this ability also reduces movement penalties (see PHB) in the favored terrain to the next highest fraction. Available favored terrains are: arctic, desert, forest, hills, jungle, mountains, plains, scrub, and swamp.</p><p></p><p></p><p></p><p>See my reply to Karl Green above for info about firearm customization options and new ammo, all of which are available for rifles. Two additional available only for the rifle are: Barrell Baffle (shortens RI by 30', makes it almost impossible to locate a concealed shooter; Cost 40 gp per baffle, 15 gp to replace powder, which is used up each time the rifle is fired; replacing baffle is a standard action), and Scope Customization (reduces RI Penalty from -2 to -1; Cost 75 gp).</p><p></p><p>I've already listed bunches of new pistols and one carbine. Here are new rifles:</p><p></p><p><strong><span style="font-size: 12px">RIFLES</span></strong></p><p></p><p>Clockwerk Arms revolving rifle: 900 gp, 2d6-2, 19-20/x3, 120' RI, 20 lbs.</p><p><em>(Up to 3 shots as a full attack action, or with Rapid Shot, reload 4 S, check DC 16 to fully reload or 2 S to reload one barrel, Ammo 7-9 gp)</em></p><p></p><p>Radliffe twoshot rifle: 625 gp, 2d6-2, 19-20/x3, 140' RI, 10 lbs.</p><p><em>(Up to 2 shots as a full attack action, or with Rapid Shot, reload 2 S, check DC 14 to fully reload or 1 S to reload one barrel, Ammo 8-10 gp)</em></p><p></p><p>Rifle, long: 500 gp, 2d6, 19-20/x3, 160' RI, 10 lbs.</p><p><em>(Reload 1 S, DC 10, Ammo 8-10 gp)</em></p><p></p><p>Rifle, military: 600 gp, 2d8, 19-20/x3, 200' RI, 15 lbs.</p><p><em>(Reload 2 S, DC 12, Ammo 10-12 gp)</em></p><p></p><p>Serricsteel long rifle: 800 gp, 2d6, 18-20/x3, 160' RI, 8 lbs.</p><p><em>(Increased hp and hardness, Reload 1 S, DC 8, Ammo 8-10 gp)</em></p><p></p><p>Serricsteel military rifle: 900 gp, 2d8, 18-20/x3, 200' RI, 12 lbs.</p><p><em>(Increased hp and hardness, Reload 2 S, DC 10, Ammo 10-12 gp)</em></p><p></p><p>Vanar liberator: 725 gp, 2d8+2, 19-20/x3, 240' RI, 20 lbs.</p><p><em>(Reload 2 S, DC 14, Ammo 16-18 gp)</em></p><p></p><p>Vislovski Rifle: 600 gp, 2d6+2, 19-20/x3, 180' RI, 14 lbs.</p><p><em>(Reload 1 S, DC 12, Ammo 10-12 gp)</em></p><p></p><p>Note that reloading in combat draws attacks of opportunity, unless you make a DC 15 Concentration check. The Combat Loading feat gives you a +4 on that roll (like Combat Casting). The IKCG does not list Concentration as a class skills for fighter classes, but I do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Here are some combat-related feats from the IKCG you might be interested in:</p><p></p><p><strong><span style="font-size: 12px">IK FEATS</span></strong></p><p></p><p><strong>BAYONET CHARGE [GENERAL]</strong></p><p><strong>Prereqs:</strong> Dex 13, Dodge, Mobility, Point Blank Shot.</p><p><strong>Benefit:</strong> When using the charge action with a loaded missle weapon mounted with a bayonet, the character can fire the weapon at point blank range, and made a charge attack with the boyonet, provided that he is able to reach his opponnent with his charging movement. This does not provoke an attack of opportunity. Both attacks must target the same opponent.</p><p></p><p><strong>GROUP SUBDUAL [GENERAL]</strong></p><p><strong>Prereqs:</strong> BAB +1</p><p><strong>Benefit:</strong> If the character and one or more of his allies with the Group Subdual feat are attacking the same target and inflicting only nonlethal damage, he gets one extra attack per round at his highest BAB.</p><p></p><p><strong>GUNSLINGER [GENERAL]</strong></p><p><strong>Prereqs:</strong> Dex 13, EWP (small arms), Quick Draw</p><p><strong>Benefit:</strong> On the first round of combat, you can subtract a number (up to your BAB) from you attack roll and add it to your Initiative check.</p><p></p><p>I'll add more when I'm not at work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Blue_Genie, post: 1815966, member: 13477"] [B]Ranger, 3rd level[/B] Saves: Fort +3, Ref +3, Will +1 BAB, HP, HD, Skill Points like in the 3.5 PHB Class Skills: Climb, Concentration, Craft, Craft (cannoneer, demolitions, small arms), Creature Lore, Handle Animal, Hide, Jump, Knowledge (geography, nature, tactics), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim, Use Rope. Class abilities: 1st favored enemy, Track (bonus feat), Wild Empathy, 1st favored terrain, Alertness (bonus feat). Favored Terrain: Chose a type of terrain from the list below as a favored terrain, representing specialized training and familiarity in that environment. The ranger gains a +2 competency bonus to Hide, Move Silently, Spot, and Survival chekcs in this favored terrain and this ability also reduces movement penalties (see PHB) in the favored terrain to the next highest fraction. Available favored terrains are: arctic, desert, forest, hills, jungle, mountains, plains, scrub, and swamp. See my reply to Karl Green above for info about firearm customization options and new ammo, all of which are available for rifles. Two additional available only for the rifle are: Barrell Baffle (shortens RI by 30', makes it almost impossible to locate a concealed shooter; Cost 40 gp per baffle, 15 gp to replace powder, which is used up each time the rifle is fired; replacing baffle is a standard action), and Scope Customization (reduces RI Penalty from -2 to -1; Cost 75 gp). I've already listed bunches of new pistols and one carbine. Here are new rifles: [B][SIZE=3]RIFLES[/SIZE][/B] Clockwerk Arms revolving rifle: 900 gp, 2d6-2, 19-20/x3, 120' RI, 20 lbs. [I](Up to 3 shots as a full attack action, or with Rapid Shot, reload 4 S, check DC 16 to fully reload or 2 S to reload one barrel, Ammo 7-9 gp)[/I] Radliffe twoshot rifle: 625 gp, 2d6-2, 19-20/x3, 140' RI, 10 lbs. [I](Up to 2 shots as a full attack action, or with Rapid Shot, reload 2 S, check DC 14 to fully reload or 1 S to reload one barrel, Ammo 8-10 gp)[/I] Rifle, long: 500 gp, 2d6, 19-20/x3, 160' RI, 10 lbs. [I](Reload 1 S, DC 10, Ammo 8-10 gp)[/I] Rifle, military: 600 gp, 2d8, 19-20/x3, 200' RI, 15 lbs. [I](Reload 2 S, DC 12, Ammo 10-12 gp)[/I] Serricsteel long rifle: 800 gp, 2d6, 18-20/x3, 160' RI, 8 lbs. [I](Increased hp and hardness, Reload 1 S, DC 8, Ammo 8-10 gp)[/I] Serricsteel military rifle: 900 gp, 2d8, 18-20/x3, 200' RI, 12 lbs. [I](Increased hp and hardness, Reload 2 S, DC 10, Ammo 10-12 gp)[/I] Vanar liberator: 725 gp, 2d8+2, 19-20/x3, 240' RI, 20 lbs. [I](Reload 2 S, DC 14, Ammo 16-18 gp)[/I] Vislovski Rifle: 600 gp, 2d6+2, 19-20/x3, 180' RI, 14 lbs. [I](Reload 1 S, DC 12, Ammo 10-12 gp)[/I] Note that reloading in combat draws attacks of opportunity, unless you make a DC 15 Concentration check. The Combat Loading feat gives you a +4 on that roll (like Combat Casting). The IKCG does not list Concentration as a class skills for fighter classes, but I do :) Here are some combat-related feats from the IKCG you might be interested in: [B][SIZE=3]IK FEATS[/SIZE][/B] [B]BAYONET CHARGE [GENERAL][/B] [B]Prereqs:[/B] Dex 13, Dodge, Mobility, Point Blank Shot. [B]Benefit:[/B] When using the charge action with a loaded missle weapon mounted with a bayonet, the character can fire the weapon at point blank range, and made a charge attack with the boyonet, provided that he is able to reach his opponnent with his charging movement. This does not provoke an attack of opportunity. Both attacks must target the same opponent. [B]GROUP SUBDUAL [GENERAL][/B] [B]Prereqs:[/B] BAB +1 [B]Benefit:[/B] If the character and one or more of his allies with the Group Subdual feat are attacking the same target and inflicting only nonlethal damage, he gets one extra attack per round at his highest BAB. [B]GUNSLINGER [GENERAL][/B] [B]Prereqs:[/B] Dex 13, EWP (small arms), Quick Draw [B]Benefit:[/B] On the first round of combat, you can subtract a number (up to your BAB) from you attack roll and add it to your Initiative check. I'll add more when I'm not at work ;) [/QUOTE]
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