Rifleman

The backbone of most of the world's militaries. The Rifleman's main focus is dominance on the battlefield. However, they are also good generalists being trained and equipped for survival, first aid, and traversing hard terrain.

**Role:** Rifleman are deadly but also versatile, always ready to fill the gaps wherever needed. Focus on taking down opponents while remaining aware of the party's needs and adapting to the situation as it unfolds.

**Alignment:** Any Lawful

**Hit Die:** d10

**Starting Wealth:** 100 + 4d6x10gp Average: 240gp

Each character also begins play with a magitech rifle with 75 rounds of Ammunition, the Standard Rifleman Equipment List, a Grenade, a Smoke Grenade and a First Aid Kit.

## Class Skills

The Rifleman's class skills are:

* Climb (Str)
* Craft (Wis)
* Diplomacy (Cha)
* Heal (Wis)
* Intimidate (Cha)
* Knowledge (Engineering) (Int)
* Knowledge (Local) (Int)
* Knowledge (Nobility) (Int)
* Perception (Wis)
* Stealth (Dex)
* Survival (Wis)
* Swim (Str)

**Skill Ranks per level** 5 + Int modifier

## Class Features

### Weapon and Armor Proficiency

Rifleman are proficient with all magitech firearms except heavy firearms, simple weapons, and light armor.

### Discipline

Rifleman have endured tough training, and can use their knowledge to strengthen themselves, their allies, and break their enemies. Rifleman start with one discipline and gains one each time they gain this feat. They can use these powers a number of times/rounds per day of 4 + Dex modifier. Each level after 1st grants two additional uses per day. Only one discipline can be active at a time. If the Rifleman dies or is knocked unconscious the affect ends.

Morale bonuses and fear affects caused by discipline are Mind Affecting.

* **The Sword (Ex):** The rifleman gains a +4 bonus to Dexterity.
* **The Hammer (Ex):** The rifleman gains a +4 bonus to Strength.
* **The Shield (Ex):** The rifleman gains a +4 bonus to Constitution.
* **Critical Aiming (Ex):** The rifleman gains ½ their level as a morale bonus to damage rolls.
* **Swift March (Ex):** The rifleman and allies within 50 feet gain a +10 feet enhancement bonus to the base land speed.
* **Rally Call (Ex):** The rifleman and all allies in 30 feet gain a +1 morale bonus to attack rolls and +2 morale bonus on saving throws against fear affects.
* **Courage (Su):** The rifleman becomes immune to fear and all allies within 10 feet receive a +4 morale bonus on saving throws against fear effects.
* **Stoicism (Su):** The rifleman is immune to charm and all allies within 10 feet of the knight gains a +4 morale bonus on saving throws against charm effects.
* **Intimidating Presence (Ex):** The Rifleman causes all foes within 30 feet to become frightened. They may make a save versus Will with a DC of 10 + the rifleman’s level. If they make the save, they are shaken instead of frightened. This ability has no effect on frightened creatures. Foes with more HD than the rifleman’s level are unaffected.
* **Heroism (Ex):** The rifleman gains a +2 morale bonus on attack rolls, saves, and skill checks. Prerequisite: Rifleman level 5th.
* **Inspire Heroism (Ex):** The Rifleman and all allies within 30 feet gain a +2 morale bonus on attack rolls, saves, and skill checks. Prerequisite: Rally Call and Heroism.
* **Resolve (Su):** The rifleman does not fall unconscious while this ability is active, including sleep effects. While this ability is active, the rifleman is staggered. This power can be activated immediately if the rifleman’s hit points drop to below 0 or a sleep effect is put on them, consuming one round of use. If this effect ends, the rifleman has the option of activating the feat Diehard if it would normally apply. Prerequisite: Rifleman 11th level.
* **Disciplined Shots (Su):** The rifleman’s attacks count as lawful-aligned. Prerequisite: 11th level.

### Take Cover (Ex)

At 2nd level the rifleman gains the ability to run to a piece of cover within ½ their base run speed without provoking an attack of opportunity as a move action.

### Endurance

At 4th level the rifleman gains Endurance as a bonus feat.

### Formation Fighting (Ex)

At 6th level the rifleman and all allies within 15 feet gain a +1 enhancement bonus to attack rolls per ally.

### Duck and Cover

At 8th level the rifleman gains Duck and Cover as a bonus feat.

### Cross Training

At 10th level the rifleman can take a subclass/archetype's unique discipline skill or level 1 or level 10 special.

### Die Hard

At 12th level the rifleman gains Die Hard as a bonus feat.

### Teamwork Feat

At 14th and 18th level the rifleman can gains a Teamwork Feat as a bonus feat.

### Combat Feat

At 16th level the rifleman gains a Combat Feat as a bonus feat.

### The Emperor's Shield (Su)

At 20th level the rifleman and all allies within 20 feet gain a +5 luck bonus to AC.

## Subclasses/Archetypes

* Anti-Material Rifleman
* Breacher
* Gunner
* Medic
* Mountaineer
* Sniper