Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Steampunk Paragon Paths
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Grimgrin" data-source="post: 4549510" data-attributes="member: 78830"><p><span style="font-size: 15px"><strong>Rifleman</strong></span></p><p><em>The deadliest weapon in the world is me an' my rifle.</em> </p><p> </p><p><strong>Prerequisites:</strong> Far Shot Feat, "Insight" is a trained skill. </p><p> </p><p>As a sharpshooter, you use intellect and will power to focus on his target. You can slow your breath and even your heartbeat to help steady your firearm. Through intensive training you develop a near mystical ability to accurately predict the movements of your target and the effect of the weather on the path of your bullet. Riflemen are know by a wide range of names including sharpshooter, sniper, dead shot, fusilier, dragoon, and Uhlan. </p><p> </p><p><strong>Rifleman Path Features</strong> </p><p><strong>Shoot and Scoot (11th Level):</strong> When you spend an action point to take an additional action you also gain a "move" action you can use during another turn later in the same encounter. </p><p><strong>Gun Control (11th Level):</strong> When utilizing a "swine feather" to stabilize your gun you can add your INT modifier or WIS modifier as an equipment attack bonus rather than the normal +1 bonus. </p><p><strong>Weapon Proficiency (11th Level):</strong> You are skilled with the "Big Bore Rifle". </p><p><strong>Retake the Shot (16th Level):</strong> Whenever you make a ranged attack with a firearm, you can roll twice and use the higher roll as an immediate free action. If both rolls miss you are "dazed" in wonderment at your incompetence until the end of your next turn. </p><p> </p><p> </p><p><strong>Rifleman Exploits</strong> </p><p> </p><p><span style="font-size: 12px"><strong>Called Shot</strong></span> Rifleman Attack 11 </p><p><em>You know where to put your bullet where it will do the most damage.</em></p><p>_______________________ </p><p><strong>Encounter & Martial, Weapon</strong> </p><p><strong>Immediate Reaction Ranged</strong> </p><p><strong>Trigger:</strong> Successfully strike your target with a ranged attack from a crossbow or firearm </p><p><strong>Requirements:</strong> You must be attacking with a crossbow of firearm. </p><p>_______________________ </p><p><strong>Effect:</strong> The ranged attack you just made automatically inflicts critical damage. </p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Perfect Cover</strong></span> Rifleman Utility 12 </p><p><em>You find for yourself and your companions the perfect shooting blind. Your expertise with camouflage allows you to rapidly divine for others the perfect hiding places on the battle field. Common camouflage tricks include rearranging bushes and tree limbs to conceal you, digging a shallow trench to lie in, covering yourself with plant foliage, or hidding your weapon inside an apparently innocent object.</em> </p><p>_______________________ </p><p><strong>Daily & Martial, Illusion</strong> </p><p><strong>Standard Action Close</strong> burst 10 </p><p>_______________________ </p><p><strong>Effect:</strong> You and any companions within 10 squares gain "total concealment" (-5 to strike) until the start of your next turn once combat begins. </p><p><strong>Sustain Minor:</strong> You can sustain you camouflage as a minor action until combat starts which will quickly reveal your position. </p><p><strong>Special:</strong> You and your allies must attempt to be inconspicuous, moving around, talking, or fidgeting spoils the effect. </p><p> </p><p><span style="font-size: 12px"><strong>One Shot, One Kill</strong></span> Rifleman Attack 20 </p><p><em>You have a near mystic ability to arc bullets around obstructions and properly judge lead time on moving targets. Before you even take the shot, you play it out in your head and can tell if you will miss or not and take the appropriate action.</em> </p><p>_______________________ </p><p><strong>Daily & Martial, Reliable, Weapon</strong> </p><p><strong>Standard Action Ranged</strong> </p><p><strong>Requirements:</strong> You must be attacking with a crossbow or firearm </p><p><strong>Target:</strong> One creature </p><p><strong>Attack:</strong> Dexterity vs. AC and you can ignore the penaties from partial cover and concealment.</p><p>_______________________ </p><p><strong>Hit:</strong> 5d10 plus either your Wisdom Modifier or your Intelligence Modifier </p><p><strong>Miss:</strong> If you miss, you can rewind your turn to before the point you used this power and use another in its place. You can use this power again during this encounter but can save it for the next encounter. </p><p> </p><p> </p><p> </p><p><strong>NEW SUPERIOR WEAPON</strong></p><p><strong>Big Bore Rifle:</strong> Prof: +3, Dam: 1d10, Range: 30/60, Cost: 300gp & 1gp for 10 bullets, Wt: 12lbs & 5lbs for 10 bullets, Group: Firearm, Properties: Armor Piercing (-1 AC), Load: Standard, Jams 1, Overlong (Spend a move action to brace before firing).</p><p> </p><p><em>Description: </em>The Big Bore Rifle (BB Gun) is commonly described as as long as a man is tall. This immense musket is rifled (at considerable expense) in order to ensure the accuracy of its massive brass ball ammunition that warps into the groves of the rifle when fired. Like all muskets this weapon is reloaded by pushing a charge of black powder down the muzzle of the barrel followed by a single round of ammunition. This weapon is to heavy and awkward to fire properly while standing upright. When shooting, you must expend a move action to brace the weapon before you can fire it.</p><p> </p><p> </p><p><strong>NEW PARAGON FEAT</strong></p><p> </p><p><strong>Trained Sniper</strong></p><p><em>Prerequisites:</em> Far Shot, Weapon Focus: Firearms</p><p><em>Benefit: </em>You can ignore the -2 penalty for partial cover or partial concealment when using firearms or crossbows. Total cover and concealment is still fully effective.</p></blockquote><p></p>
[QUOTE="Grimgrin, post: 4549510, member: 78830"] [SIZE=4][B]Rifleman[/B][/SIZE] [I]The deadliest weapon in the world is me an' my rifle.[/I] [B]Prerequisites:[/B] Far Shot Feat, "Insight" is a trained skill. As a sharpshooter, you use intellect and will power to focus on his target. You can slow your breath and even your heartbeat to help steady your firearm. Through intensive training you develop a near mystical ability to accurately predict the movements of your target and the effect of the weather on the path of your bullet. Riflemen are know by a wide range of names including sharpshooter, sniper, dead shot, fusilier, dragoon, and Uhlan. [B]Rifleman Path Features[/B] [B]Shoot and Scoot (11th Level):[/B] When you spend an action point to take an additional action you also gain a "move" action you can use during another turn later in the same encounter. [B]Gun Control (11th Level):[/B] When utilizing a "swine feather" to stabilize your gun you can add your INT modifier or WIS modifier as an equipment attack bonus rather than the normal +1 bonus. [B]Weapon Proficiency (11th Level):[/B] You are skilled with the "Big Bore Rifle". [B]Retake the Shot (16th Level):[/B] Whenever you make a ranged attack with a firearm, you can roll twice and use the higher roll as an immediate free action. If both rolls miss you are "dazed" in wonderment at your incompetence until the end of your next turn. [B]Rifleman Exploits[/B] [SIZE=3][B]Called Shot[/B][/SIZE] Rifleman Attack 11 [I]You know where to put your bullet where it will do the most damage.[/I] _______________________ [B]Encounter & Martial, Weapon[/B] [B]Immediate Reaction Ranged[/B] [B]Trigger:[/B] Successfully strike your target with a ranged attack from a crossbow or firearm [B]Requirements:[/B] You must be attacking with a crossbow of firearm. _______________________ [B]Effect:[/B] The ranged attack you just made automatically inflicts critical damage. [SIZE=3][B]Perfect Cover[/B][/SIZE] Rifleman Utility 12 [I]You find for yourself and your companions the perfect shooting blind. Your expertise with camouflage allows you to rapidly divine for others the perfect hiding places on the battle field. Common camouflage tricks include rearranging bushes and tree limbs to conceal you, digging a shallow trench to lie in, covering yourself with plant foliage, or hidding your weapon inside an apparently innocent object.[/I] _______________________ [B]Daily & Martial, Illusion[/B] [B]Standard Action Close[/B] burst 10 _______________________ [B]Effect:[/B] You and any companions within 10 squares gain "total concealment" (-5 to strike) until the start of your next turn once combat begins. [B]Sustain Minor:[/B] You can sustain you camouflage as a minor action until combat starts which will quickly reveal your position. [B]Special:[/B] You and your allies must attempt to be inconspicuous, moving around, talking, or fidgeting spoils the effect. [SIZE=3][B]One Shot, One Kill[/B][/SIZE] Rifleman Attack 20 [I]You have a near mystic ability to arc bullets around obstructions and properly judge lead time on moving targets. Before you even take the shot, you play it out in your head and can tell if you will miss or not and take the appropriate action.[/I] _______________________ [B]Daily & Martial, Reliable, Weapon[/B] [B]Standard Action Ranged[/B] [B]Requirements:[/B] You must be attacking with a crossbow or firearm [B]Target:[/B] One creature [B]Attack:[/B] Dexterity vs. AC and you can ignore the penaties from partial cover and concealment. _______________________ [B]Hit:[/B] 5d10 plus either your Wisdom Modifier or your Intelligence Modifier [B]Miss:[/B] If you miss, you can rewind your turn to before the point you used this power and use another in its place. You can use this power again during this encounter but can save it for the next encounter. [B]NEW SUPERIOR WEAPON[/B] [B]Big Bore Rifle:[/B] Prof: +3, Dam: 1d10, Range: 30/60, Cost: 300gp & 1gp for 10 bullets, Wt: 12lbs & 5lbs for 10 bullets, Group: Firearm, Properties: Armor Piercing (-1 AC), Load: Standard, Jams 1, Overlong (Spend a move action to brace before firing). [I]Description: [/I]The Big Bore Rifle (BB Gun) is commonly described as as long as a man is tall. This immense musket is rifled (at considerable expense) in order to ensure the accuracy of its massive brass ball ammunition that warps into the groves of the rifle when fired. Like all muskets this weapon is reloaded by pushing a charge of black powder down the muzzle of the barrel followed by a single round of ammunition. This weapon is to heavy and awkward to fire properly while standing upright. When shooting, you must expend a move action to brace the weapon before you can fire it. [B]NEW PARAGON FEAT[/B] [B]Trained Sniper[/B] [I]Prerequisites:[/I] Far Shot, Weapon Focus: Firearms [I]Benefit: [/I]You can ignore the -2 penalty for partial cover or partial concealment when using firearms or crossbows. Total cover and concealment is still fully effective. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Steampunk Paragon Paths
Top