Samurai,Arqebuser (3.5e Class)
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A Samurai with an Arqebus. A close range, ranged fighter who sacrifices accuracy and range for damage and fast reloading.
Making a Arqebuser
An Arqebuser works best with other Arqebusers.
Starting Age: Simple.
|Saving Throws||Special|| Power|
|1st||+0||+0||+2||+0||Arqebuser Expert, Spring into Action||0|
|2nd||+1||+0||+3||+0||Bonus Feat, Move and Attack||0|
|3rd||+2||+1||+3||+1||Improved Move and Attack ,Support Fire||0|
|4th||+3||+1||+3||+1||Deadeye Shot +1d6, Flash of Insight||0|
|5th||+3||+1||+4||+1||Bonus Feat, Archers Bane||0|
|6th||+4||+1||+4||+1||Position, 5 yard + movement||0|
|9th||+6/+1||+2||+6||+2||Deadeye Shot +2d6||0|
|12th||+9/+4||+4||+8||+4||Bonus Feat, 5 yard + movement||2|
|15th||+11/+6/+1||+5||+9||+5||, Deadeye Shot +3d6||3|
|17th||+12/+7/+2||+5||+10||+5||Deadeye Shot +4d6||4|
|18th||+13/+8/+3||+6||+11||+6||Bane of Armour||5|
|19th||+14/+9/+4||+6||+11||+6||Deadeye Shot +5d6||5|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Arqebuser.
Weapon and Armor Proficiency:
- light armour
Spring into Action: Soldiers must be ready; always. She gains a +2 to Initiative checks and the Quick Draw feat.
Archers Bane: The Arqebuser's are trained at fighting and countering other ranged combatants. For this they gain a +1 damage bonus against an attacker with a bow or crossbow as well as a +4 initiative check against an attack with a bow or crossbow.
Bane of Armour:
- +1d4 damage against armor reduction.
- Ignore armor bonus to AC.
- Costs 2 powerpoints.
Move and Fire: The Arqebuser gain:
- 10 feet to his move and attack.
- The ability to attack with the Arqebus as he runs. Tumble check DC:10
Improved Move and Fire: The Arqebuser gains
- An additional 10 feet to his move and attack.
- The ability to attack with the Arqebus as he jumps over obstacles. Tumble check:DC:!0
Support fire: You join another arqebuser and merge your shot into one spray.
- Add + 4 BaB against target
- Add range + 20 ft.
- Replace base damage with 2d10.
- Damage is always 2d10 no matter how many join the support fire.
Deadeye Shot (Ex): Riflemen are trained to be able to strike their enemies from unexpected angles even in the chaos of a melee. Deadeye Shot acts like Sneak Attack, but only works with ranged weapons. A Rifleman can only use Deadeye Shot at ranges up to 45 ft, while either the target is denied a Dexterity bonus to AC or the Rifleman is considered to be flanking his target. Feats that apply to Sneak Attack apply to Deadeye Shot similarly. Deadeye Shot can be used to qualify for classes that require Sneak Attack, and any improvements to Sneak Attack that this class would gain are instead granted to Deadeye Shot. A Rifleman with levels as a Rogue may apply damage from both Sneak Attack and Deadeye Shot. As with a Sneak Attack, the extra damage dealt by Deadeye Shot is not multiplied on a critical hit.
Flash of Insight (Ps): A Rifleman's natural gift at locating targets improves his ability to notice other things as well. Starting at 4th level, he adds 1/2 his class level to Spot, Search, and Listen checks. As a psi-like ability, this is negated by effects that dispel or nullify psionics, but is always active, and never provokes attacks of opportunity.
Headshot (Ex): Starting at 5th level, Riflemen become able to aim their ranged attacks at their enemies' weak points. Once a day, he may expend his use of this ability as a swift action to make his next attack, if successful, an automatic critical hit. He doesn't add his base attack bonus to this roll. If this attack misses, the use of the ability is expended without effect. The Rifleman gains an additional use of this ability every 5 levels afterward. This ability cannot be used in conjunction with a Sneak Attack, Deadeye Shot, or similar ability.
Covering Fire (Ex): Starting from 12th level, Riflemen can expend a move action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out to 30 ft.
Shootout (Ex): A Rifleman's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 18th level, he no longer provokes attacks of opportunity for using ranged weapons in melee.
Unpredictable (Ex): At 20th level, the Rifleman becomes able to switch targets on the fly. Making a Bluff check to feint becomes a swift action. If he could do this already, he becomes able to make a Bluff check to feint as a free action.