Warrior147
First Post
[FONT="]MUSKETEER[/FONT][FONT="][/FONT]
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Base
Level
Attack Bonus
Special
+1
1st Target of Choice, Gunsmith
+2
Bayonet Attack
+3
Bonus Feat
+4
2nd Target of Choice
+5
Dodge Bullets
+6/+1
Close Shooting
+7/+2
Bonus Feat
+8/+3
3rd Target of Choice
+9/+4
One-Handed Loading
+10/+5
Blend In
+11/+6/+1
Leap
+12/+7/+2
4th Target of Choice
+13/+8/+3
Bonus Feat
+14/+9/+4
Bonus Feat
+15/+10/+5
Gunshock
+16/+11/+6/+1
5th Target of Choice
+17/+12/+7/+2
Bonus Feat
+18/+13/+8/+3
Steady Shot
+19/+14/+9/+4
Bonus Feat
+20/+15/+10/+5
6th Target of Choice
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[/FONT] [FONT="] [/FONT]
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[/FONT] [FONT="]In a world rife with opportunities for adventure, there is money to be made, and fame to be gained. All it takes is the wits of a musketeer. Among the ranks of musketeers are swashbuckling mercenaries, crusading adventurers, dodgy thugs, and countless others. The life of a musketeer is one of freedom and simple pleasures. Musketeers travel the world, meeting in taverns and inns to relate their latest adventures, listen to the gossip, and plot against cruel rulers.[/FONT]
[FONT="] Adventurers: Most musketeers are affected by feelings of wanderlust, and dislike staying in one place for long, while more serious musketeers adventure to uphold a family tradition of adventurers or to protect their way of life.[/FONT]
[FONT="] Characteristics: Musketeers are merry travellers who have mastered the famed musket. They can perform amazing acrobatic feats, and excel in skirmishes. Charismatic and merry, musketeers fulfil the role of the swashbuckling pirate, the deft-fingerer rifleman, or the soldier with a revolutionary streak. While they are certainly more comfortable in ranged combat, musketeers are tough enough to hold their ground in melee, usually wielding daggers, hand crossbows, and rapiers.[/FONT]
[FONT="] Alignment: Musketeers can be of any alignment. Most musketeers are of a chaotic alignment, since they are too free-willed to serve any laws. Those musketeers who adventure out of a sense of duty to a tradition are, however, sometimes lawful.[/FONT]
[FONT="] Religion: Musketeers generally show little interest in any greater force, valuing fun and the pleasures of life above devotion to a god. Those who do worship a deity often worship Avandra, the goddess of freedom and change, and darker musketeers often revere Vecna or Lolth.[/FONT]
[FONT="] Background: Musketeers are often wealthy folk who found every day life to dull and glum. Others were recruited as pirates, while some were soldiers who disliked the dull daily routine of drilling and guard duty. Others are nobles of families with a history of lawlessness and adventurers.[/FONT]
[FONT="] Races: Humans ambition and lust for adventure makes them brilliant musketeers, and the wanderlust of elves and half-elves also draws them towards this path. Halflings’ sense of freedom is ideal for this class. Dwarves are often more lawful musketeers.[/FONT]
[FONT="] Other Classes: Musketeers get on well with almost anyone, but they do just as well on their own. They share a lot in common with many rogues, and can fight alongside a fighter or ranger. The only class musketeers struggle to cooperate with is the paladin, since paladins’ lawfulness and strict rules are an invitation for trouble when forced to work with a lawless and chaotic musketeer.[/FONT]
[FONT="] Role: Musketeers focus on ranged combat. They function best placed a little behind the party’s fighter. Musketeers prefer to move around a lot, since they are slightly vulnerable to attacks.[/FONT]
[FONT="] [/FONT]
[FONT="]GAME RULE INFORMATION[/FONT]
[FONT="]Musketeers have the following game statistics.[/FONT]
[FONT="] Abilities: Dexterity is important for musketeers as it increases the accuracy of their ranged attacks. Constitution is important for musketeers who want to be tougher than normal, and Charisma enhances their social skills.[/FONT]
[FONT="] Alignment: Any.[/FONT]
[FONT="] Hit Die: d8.[/FONT]
[FONT="] Random Starting Gold: 5d4 X 10 gp.[/FONT]
[FONT="] [/FONT]
[FONT="]Class Skills[/FONT]
[FONT="]The musketeer’s class skills (and the key ability for each skill) are Appraise (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Wis), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (History) (Wis), Knowledge (Local) (Wis), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Int), and Use Rope (Dex).[/FONT]
[FONT="] Skill Points at 1st Level: (8 + Int modifier) X 4.[/FONT]
[FONT="] Skill Points at Each Additional Level: 8 + Int modifier.[/FONT]
[FONT="] [/FONT]
[FONT="]Class Features[/FONT]
[FONT="]All of the following are class features of the monk.[/FONT]
[FONT="] Weapon and Armour Proficiency: Musketeers are proficient with all simple and martial weapons, and all firearms. They are proficient with light and medium armour and light shields.[/FONT]
[FONT="] Target of Choice: As a minor action, a musketeer can choose one creature she can see as her target of choice. The musketeer gains a bonus to attack rolls against her target of choice until the end of the encounter. To calculate this attack bonus, refer to the target of choice part of the musketeer’s table. A musketeer can select 1 creature as her target of choice. At 4th level, she can select 2 creatures as her targets of choice, at 8th level 3, at 12th level 4, at 16th level 5, and at 20th level 6. A musketeer can unselect a target of choice as a free action. Once a musketeer has selected her maximum number of targets of choice, she must unselect 1 target of choice before she can select another.[/FONT]
[FONT="] Gunsmith: A musketeer gains a +2 bonus to Craft (alchemy) checks to make gunpowder, to Craft (Weaponsmithing) checks to create firearms, and to Disable Device checks to disable firearms. Refer to the table below to calculate the DCs for Craft checks related to firearms.[/FONT]
[FONT="] [/FONT]
Item
Craft Skill
Craft DC
Any Firearm
Weaponsmithing
20
Gunpowder
Alchemy
25
[FONT="] [/FONT]
[FONT="] Bayonet Attack: At second level, a musketeer gains proficiency with the bayonet, a small blade which can be clipped on to the end of certain firearms.[/FONT]
[FONT="] Bonus Feat: Musketeers are versatile and varied in their talents. At 3rd, 7th, 13th, 14th, 17th, and 19th levels, a musketeer gains a bonus feat of her choice.[/FONT]
[FONT="] Dodge Bullets (Ex):[/FONT][FONT="] Starting at 5th level, a musketeer gains a +4 bonus to AC against ranged attacks, and to Reflex saves against ranged attacks.[/FONT]
[FONT="] Close Shooting: Starting at 6th level, a musketeer doesn’t provoke opportunity attacks from adjacent enemies when making ranged attacks.[/FONT]
[FONT="] One-Handed Loading (Ex): Starting at 9th level, a musketeer can load any firearm using only one hand.[/FONT]
[FONT="] Blend In (Ex): Starting at 10th level, a musketeer can take a move action to gain concealment until she moves.[/FONT]
[FONT="] Leap (Ex): Starting at 11th level, a musketeer can jump up to 10 feet as a move action without making a jump check. She can also drop up to 30 feet and remain upright at the end of the fall without taking any falling damage as a move action, and do the same thing but land on a willing mount, or make a DC15 jump check to leap up to 5 feet from one moving mount to another moving mount as a move action.[/FONT]
[FONT="] Gunshock (Ex): Musketeers eventually grow so used to the terrifying sounds of battle that the no longer notice them. Starting at 15th level, a musketeer gains immunity to fear.[/FONT]
[FONT="] Steady Shot: Starting at 18th level, if a musketeer hasn’t moved since the start of her last turn, she can choose to take 10 for her ranged attack rolls.[/FONT]
[FONT="] [/FONT]
[FONT="]
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Base
Fort
Ref
Will
Target
Level
Attack Bonus
Save
Save
Save
of Choice
1st
+1
+2
+2
+0
+2
2nd
+2
+3
+3
+0
+3
3rd
+3
+3
+3
+1
+3
4th
+4
+4
+4
+1
+4
5th
+5
+4
+4
+1
+4
6th
+6/+1
+5
+5
+2
+5
7th
+7/+2
+5
+5
+2
+5
8th
+8/+3
+6
+6
+2
+6
9th
+9/+4
+6
+6
+3
+6
10th
+10/+5
+7
+7
+3
+7
11th
+11/+6/+1
+7
+7
+3
+7
12th
+12/+7/+2
+8
+8
+4
+8
13th
+13/+8/+3
+8
+8
+4
+8
14th
+14/+9/+4
+9
+9
+4
+9
15th
+15/+10/+5
+9
+9
+5
+9
16th
+16/+11/+6/+1
+10
+10
+5
+10
17th
+17/+12/+7/+2
+10
+10
+5
+10
18th
+18/+13/+8/+3
+11
+11
+6
+11
19th
+19/+14/+9/+4
+11
+11
+6
+11
20th
+20/+15/+10/+5
+12
+12
+6
+12
[FONT="]
[/FONT] [FONT="] [/FONT]
[FONT="]
[/FONT] [FONT="]In a world rife with opportunities for adventure, there is money to be made, and fame to be gained. All it takes is the wits of a musketeer. Among the ranks of musketeers are swashbuckling mercenaries, crusading adventurers, dodgy thugs, and countless others. The life of a musketeer is one of freedom and simple pleasures. Musketeers travel the world, meeting in taverns and inns to relate their latest adventures, listen to the gossip, and plot against cruel rulers.[/FONT]
[FONT="] Adventurers: Most musketeers are affected by feelings of wanderlust, and dislike staying in one place for long, while more serious musketeers adventure to uphold a family tradition of adventurers or to protect their way of life.[/FONT]
[FONT="] Characteristics: Musketeers are merry travellers who have mastered the famed musket. They can perform amazing acrobatic feats, and excel in skirmishes. Charismatic and merry, musketeers fulfil the role of the swashbuckling pirate, the deft-fingerer rifleman, or the soldier with a revolutionary streak. While they are certainly more comfortable in ranged combat, musketeers are tough enough to hold their ground in melee, usually wielding daggers, hand crossbows, and rapiers.[/FONT]
[FONT="] Alignment: Musketeers can be of any alignment. Most musketeers are of a chaotic alignment, since they are too free-willed to serve any laws. Those musketeers who adventure out of a sense of duty to a tradition are, however, sometimes lawful.[/FONT]
[FONT="] Religion: Musketeers generally show little interest in any greater force, valuing fun and the pleasures of life above devotion to a god. Those who do worship a deity often worship Avandra, the goddess of freedom and change, and darker musketeers often revere Vecna or Lolth.[/FONT]
[FONT="] Background: Musketeers are often wealthy folk who found every day life to dull and glum. Others were recruited as pirates, while some were soldiers who disliked the dull daily routine of drilling and guard duty. Others are nobles of families with a history of lawlessness and adventurers.[/FONT]
[FONT="] Races: Humans ambition and lust for adventure makes them brilliant musketeers, and the wanderlust of elves and half-elves also draws them towards this path. Halflings’ sense of freedom is ideal for this class. Dwarves are often more lawful musketeers.[/FONT]
[FONT="] Other Classes: Musketeers get on well with almost anyone, but they do just as well on their own. They share a lot in common with many rogues, and can fight alongside a fighter or ranger. The only class musketeers struggle to cooperate with is the paladin, since paladins’ lawfulness and strict rules are an invitation for trouble when forced to work with a lawless and chaotic musketeer.[/FONT]
[FONT="] Role: Musketeers focus on ranged combat. They function best placed a little behind the party’s fighter. Musketeers prefer to move around a lot, since they are slightly vulnerable to attacks.[/FONT]
[FONT="] [/FONT]
[FONT="]GAME RULE INFORMATION[/FONT]
[FONT="]Musketeers have the following game statistics.[/FONT]
[FONT="] Abilities: Dexterity is important for musketeers as it increases the accuracy of their ranged attacks. Constitution is important for musketeers who want to be tougher than normal, and Charisma enhances their social skills.[/FONT]
[FONT="] Alignment: Any.[/FONT]
[FONT="] Hit Die: d8.[/FONT]
[FONT="] Random Starting Gold: 5d4 X 10 gp.[/FONT]
[FONT="] [/FONT]
[FONT="]Class Skills[/FONT]
[FONT="]The musketeer’s class skills (and the key ability for each skill) are Appraise (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Wis), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (History) (Wis), Knowledge (Local) (Wis), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Int), and Use Rope (Dex).[/FONT]
[FONT="] Skill Points at 1st Level: (8 + Int modifier) X 4.[/FONT]
[FONT="] Skill Points at Each Additional Level: 8 + Int modifier.[/FONT]
[FONT="] [/FONT]
[FONT="]Class Features[/FONT]
[FONT="]All of the following are class features of the monk.[/FONT]
[FONT="] Weapon and Armour Proficiency: Musketeers are proficient with all simple and martial weapons, and all firearms. They are proficient with light and medium armour and light shields.[/FONT]
[FONT="] Target of Choice: As a minor action, a musketeer can choose one creature she can see as her target of choice. The musketeer gains a bonus to attack rolls against her target of choice until the end of the encounter. To calculate this attack bonus, refer to the target of choice part of the musketeer’s table. A musketeer can select 1 creature as her target of choice. At 4th level, she can select 2 creatures as her targets of choice, at 8th level 3, at 12th level 4, at 16th level 5, and at 20th level 6. A musketeer can unselect a target of choice as a free action. Once a musketeer has selected her maximum number of targets of choice, she must unselect 1 target of choice before she can select another.[/FONT]
[FONT="] Gunsmith: A musketeer gains a +2 bonus to Craft (alchemy) checks to make gunpowder, to Craft (Weaponsmithing) checks to create firearms, and to Disable Device checks to disable firearms. Refer to the table below to calculate the DCs for Craft checks related to firearms.[/FONT]
[FONT="] [/FONT]
Item
Craft Skill
Craft DC
Any Firearm
Weaponsmithing
20
Gunpowder
Alchemy
25
[FONT="] [/FONT]
[FONT="] Bayonet Attack: At second level, a musketeer gains proficiency with the bayonet, a small blade which can be clipped on to the end of certain firearms.[/FONT]
[FONT="] Bonus Feat: Musketeers are versatile and varied in their talents. At 3rd, 7th, 13th, 14th, 17th, and 19th levels, a musketeer gains a bonus feat of her choice.[/FONT]
[FONT="] Dodge Bullets (Ex):[/FONT][FONT="] Starting at 5th level, a musketeer gains a +4 bonus to AC against ranged attacks, and to Reflex saves against ranged attacks.[/FONT]
[FONT="] Close Shooting: Starting at 6th level, a musketeer doesn’t provoke opportunity attacks from adjacent enemies when making ranged attacks.[/FONT]
[FONT="] One-Handed Loading (Ex): Starting at 9th level, a musketeer can load any firearm using only one hand.[/FONT]
[FONT="] Blend In (Ex): Starting at 10th level, a musketeer can take a move action to gain concealment until she moves.[/FONT]
[FONT="] Leap (Ex): Starting at 11th level, a musketeer can jump up to 10 feet as a move action without making a jump check. She can also drop up to 30 feet and remain upright at the end of the fall without taking any falling damage as a move action, and do the same thing but land on a willing mount, or make a DC15 jump check to leap up to 5 feet from one moving mount to another moving mount as a move action.[/FONT]
[FONT="] Gunshock (Ex): Musketeers eventually grow so used to the terrifying sounds of battle that the no longer notice them. Starting at 15th level, a musketeer gains immunity to fear.[/FONT]
[FONT="] Steady Shot: Starting at 18th level, if a musketeer hasn’t moved since the start of her last turn, she can choose to take 10 for her ranged attack rolls.[/FONT]