GLoG class - The Rifleman
16th of December, 2019The Rifleman class gets less attacks per round than the Pistolero (2 vs 4 at level 4). To make up for this a Rifleman can deal greater damage per shot, and can do it from farther away.
With template D they gain the ability to perform a SWN style execution attack, as well as the ability to perform all sorts of firearm trickery with Impossible Shot.
Rifleman
A Rifleman starts with a hunting breechloader, 25 small calibre bullets, a leather vest, and a brass pocket watch.
A) | Expert Shot, Steady Hand |
B) | Covering Fire, Rifle Expert |
C) | Who Shot Me?, Sharp Eye, +1 attack |
D) | Headshot, Impossible Shot |
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Expert Shot
Place your bullet exactly where you want. If you beat a to-hit roll by 6 or more, you may decide to impose one of the following effects instead of rolling damage.
Blind: Target will have the Blind condition for one round.
Confuse: Target will have a 2 in 6 chance of attacking it’s own allies next round, and a 2 in 6 chance of doing nothing.
Cripple: Drop the target’s movement rate to zero for one round.
Disarm: Knock an object out of the target’s hands.
Frighten: Target will spend it’s movement next round trying to retreat from you. -
Steady Hand
Double the listed effective range for all firearms.
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Covering Fire
Use one bullet per target HD, up to 6 HD, to spend the round distracting the enemy. All the target’s actions will recieve a -4 penalty for the next round. No roll necessary.
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Rifle Expert
All damage dice you roll for long guns now explode on ones and max. Additionally you may now add your level to damage with rifles.
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Who Shot Me?
Enemies now only have a 1 in 12 chance of spotting you when you are at least 100 feet away, and are firing from a sufficiently well hidden location (5 feet back from a dark window, crouched behind a parapet on a roof, on a hillside in a ghillie suit, etc.). Chance to spot you increases by 1 for every additional round you fire.
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Sharp Eye
Tripple the listed effective range for all firearms.
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Headshot
You spend 1 minute taking aim at an unsuspecting target. If you are spotted, the target moves out of sight, or the target becomes alerted that they may be in danger, the Headshot fails. If you successfully aim uninterupted for 1 minute, the attack auto hits. The target makes a Con save. On a success, they take half their max HP in damage, on a fail they are dropped to 0 HP.
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Impossible Shot
Once per session, you may make an impossible shot with a rifle. The bullet can turn corners, cut a hangmans rope, ricochet off a galloping horse’s steel shoe, or light a candle from a thousand yards. The shot auto hits. Roll damage as usual.