TEPPO-KA "The only real power comes out of a long rifle." Once guns have been introduced the Ashigaru will be expected to learn them since they are considered weapons that don't require skill (and technically violate the Samurai Code). Initially used sparingly, once enough people are trained you are marched out en masse like the other infantry and archers. But for a time you will be a necessary specialist. Please note that stats for Matchlock and Flintlock Firearms are on page 20 of D20 Past.
BECOMING A TEPPO-KA Any commoner in the infantry (which means the Ashigaru in Japanese campaigns) who is capable of wielding a rifle pretty much qualifies for this PrC if they're willing. Initially you'll be expected to care for the gun so you'll also be expected to have the Craft necessary to take care of it.
ENTRY REQUIREMENTS Feats: Exotic Weapon Proficiency (Matchlock Rifle or Flintlock Rifle), Far Shot, Leadership (usually to have backup archers), Point Blank Shot
Skills: Concentration 6 ranks, Craft (Gunsmithing) 6 ranks, Knowledge (War) 6 ranks
BAB: +6
Class Skills The Teppo-Ka's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nobility & Royalty, War)(Int), Listen (Wis), Profession (Wis), Search (Int), Spot (Wis), and Survival (Wis).
Skills Points at Each Level : 4 + int
Hit Dice: d10
[b] BAB Fort Ref Will Abilities[/b]
1. +1 +0 +2 +2 Superior Aim +1 die, Ki Pool
2. +2 +0 +3 +3 Close Combat
3. +3 +1 +3 +3 Sniper
4. +4 +1 +4 +4 Superior Aim +2 die
5. +5 +1 +4 +4 Close Combat
6. +6 +2 +5 +5 Sniper
7. +7 +2 +5 +5 Superior Aim +3 die
8. +8 +2 +6 +6 Close Combat
9. +9 +3 +6 +6 Sniper
10.+10 +3 +7 +7 Veteran Marksman
Weapon Proficiencies: A Teppo-Ka gains no new weapon or armor proficiencies.
Ki Pool: The Teppo-Ka's class levels stack with his Ashigaru levels for purposes of determining how many times per day he can use his Ki Pool and for how many Ki Abilities he has learned. The Teppo-Ka also gains access to several Ki abilities not open to the Ashigaru (which will be detailed below).
Superior Aim (Ex): Beginning at 1st level whenever you ready an action to fire a gun and hit successfully you do an extra die of damage. For example if the gun does 2d6, it now does 3d6. If it does 2d8, it now does 3d8. When using this ability the critical multiplier of the weapon also increases by 1 (i.e. if it normally did x2 damage on a successful critical, it now does x3).
You gain another die at levels 4 and 7.
Close Combat (Ex): At second level you may hit someone with the butt of your rifle in close combat (it does damage as if it were a club). You are considered proficient with it, and any applicable feats applying to your Rifle (Improved Critical, Weapon Focus, etc.) also apply to the butt of your gun.
At 5th level you gain proficiency with Bayonets (see D20 Past page 26).
At 8th level whenever an opponent moves more than 10' to attack you, and you are aware of his presence, and holding a firearm, he provokes an Attack of Opportunity.
Sniper (Ex): Beginning at 3rd level you take only half the normal penalties to Spot Checks and ranged attack rolls due to distance modifiers.
At 6th level the Teppo-Ka can make a single ranged attack as a Full Round Action. This attack is made with no penalty for range, though it does not increase the maximum range of the weapon. This ability can be used in conjunction with any ability that does extend weapon range, such as the Far Shot Feat.
At 9th level if you have any Sudden Strike, Death Attack or Sneak Attack Dice, you may use them on ranged attacks out to a distance of 60'.
Veteran Marksman (Ex): At 10th level if you have any Sudden Strike, Death Attack, or Sneak Attack abilities, you may now use them at full range.
PLAYING A TEPPO-KA Initially you are a specialist trying out experimental new weaponry, and reporting to your superiors on it's battlefield use. You'll even have your own personal team of archers to back you up and prevent the opposing side from getting close to you while you reload. Once your Daimyo believes the rifles you use have been perfected (and you have trained enough of your fellow soldiers in it's proper use) you will be part of an elite unit sent to destroy the cavalry on the opposing side.
Combat: While you focus on ranged combat and quick reloading, you are also expected to wield your rifle in melee with a bayonet (or as a club if necessary). You will have little time studying other combat arts until your Daimyo believes you have perfected this one.
Advancement: If you wish to continue receiving military training you will have to do as the Daimyo says, which limits your advancement to what he wants. Unless you find another Lord wishing to make use of your skills that is.
Resources: You have the usual resources available to members of the military as long as you belong to one of their units. If you quit you're on your own.
TEPPO-KA IN THE WORLD "All political power comes from the barrel of a gun. We must gain command of all the guns, that way, no guns can ever be used to command us." You're pretty much like any other soldier in the military. You will gain a little more notoriety at first due to the unusual nature of your station, but once riflemen become common, you'll just be a veteran member of another type of military unit. The populace tends to adore or hate you depending on their views of the army.
Daily Life: Much of your day is spent training and doing the usual military chores. If it's time for war, you'll probably spend much of the day fighting.
Notables: Koji Aikawa (N Human Male Ashigaru 6/Teppo-Ka 6) is a veteran rifleman of his Daimyo's forces, and as gained considerable status due to several lucky kills he has made against opposing armies.
Organizations: Almost all Teppo-Ka belong to the military. There are a few among bandits and such, but they earn a much better living as mercenaries or formal military, and it's rare to see any but the disgraced in another organization.
NPC Reaction NPC reactions to you depend on their view of the particular armed force you belong to. In a united Japan this will be less problematic than when the nobles are sparring with one another. If there are feuding factions, you could simply gain a death sentence by being in the wrong place at the wrong time.
TEPPO-KA IN THE GAME This is assumed to be a military class, and that you are running a military campaign. If you aren't some adaptation will be required fluff wise.
Adaptation: Military campaigns being what they are, Teppo-Ka will generally belong to serious or gritty campaigns. Comedy is of course possible, but since your class is devoted to gaining skill at killing people that makes it pretty dark comedy.
Encounters: Teppo-Ka are generally encountered in times of warfare. They are considered too valuable to waste on other missions (although decent snipers may be sent on solo missions or in small groups).
Sample Encounter EL 12: The PC's have been hired as they have shown themselves to be decent archers. Little do they know they're being hired to essentially provide fire support for a man with an experimental battlefield weapon.
Koji AikawaN Human Male Ashigaru 6/Teppo-Ka 6
Init +4,
Senses: Listen +2, Spot +12
Languages Common
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AC , touch , flat-footed (+4 Dex, )
hp 78 (12 HD)
Fort +8,
Ref +14,
Will +9
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Speed 30 ft. (6 squares)
Melee Base Atk +12,
Grp +13
Atk Options Ambush Tactics (Blinding Strike, Nauseating Blow)
Combat GearKi Abilities Known -----------------------------------------------
Abilities Str 12, Dex 18, Con 13, Int 10, Wis 14, Cha 8
SQ Ki Pool 14/day
Feats Exotic Weapon Proficiency (Matchlock Rifle), Far Shot, Leadership, Point Blank Shot, Precise Shot, Weapon Focus (Matchlock Rifle), Combat Reflexes (B), Formation Expert (B), Improved Critical (Matchlock Rifle (B), Weapon Specialization (Matchlock Rifle)(B),
Skills Concentration +11, Craft (Gunsmithing) +10, Knowledge (Local, Nobility, War) +10, Spot +12
PossessionsEPIC TEPPO-KA Hit Die: d10
Skills Points at Each Level : 4 + int
Superior Aim At level 21 and every 3 levels thereafter the Teppo-Ka gains an additional die with this ability.
Bonus Feats: The Epic Teppo-Ka gains a Bonus Feat every 3 levels higher than 20th