Class:The Musketeer

Warrior147

First Post
[FONT=&quot]MUSKETEER[/FONT][FONT=&quot][/FONT]
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Base

Fort
Ref
Will
Target



Level

Attack Bonus
Save
Save
Save
of Choice
Special


1st

+1

+2
+2
+0
+2
1st Target of Choice, Gunsmith
2nd

+2

+3
+3
+0
+3
Bayonet Attack

3rd

+3

+3
+3
+1
+3
Bonus Feat


4th

+4

+4
+4
+1
+4
2nd Target of Choice

5th

+5

+4
+4
+1
+4
Dodge Bullets

6th

+6/+1

+5
+5
+2
+5
Close Shooting

7th

+7/+2

+5
+5
+2
+5
Bonus Feat


8th

+8/+3

+6
+6
+2
+6
3rd Target of Choice

9th

+9/+4

+6
+6
+3
+6
One-Handed Loading

10th

+10/+5

+7
+7
+3
+7
Blend In


11th

+11/+6/+1
+7
+7
+3
+7
Leap


12th

+12/+7/+2
+8
+8
+4
+8
4th Target of Choice

13th

+13/+8/+3
+8
+8
+4
+8
Bonus Feat


14th

+14/+9/+4
+9
+9
+4
+9
Bonus Feat

15th

+15/+10/+5
+9
+9
+5
+9
Gunshock


16th

+16/+11/+6/+1
+10
+10
+5
+10
5th Target of Choice

17th

+17/+12/+7/+2
+10
+10
+5
+10
Bonus Feat


18th

+18/+13/+8/+3
+11
+11
+6
+11
Steady Shot

19th

+19/+14/+9/+4
+11
+11
+6
+11
Bonus Feat


20th

+20/+15/+10/+5
+12
+12
+6
+12
6th Target of Choice















[FONT=&quot]
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[FONT=&quot]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=&quot] 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=&quot] 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=&quot] 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=&quot] 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=&quot] 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=&quot] 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=&quot] 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=&quot] 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=&quot] [/FONT]
[FONT=&quot]GAME RULE INFORMATION[/FONT]
[FONT=&quot]Musketeers have the following game statistics.[/FONT]
[FONT=&quot] 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=&quot] Alignment: Any.[/FONT]
[FONT=&quot] Hit Die: d8.[/FONT]
[FONT=&quot] Random Starting Gold: 5d4 X 10 gp.[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Class Skills[/FONT]
[FONT=&quot]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=&quot] Skill Points at 1st Level: (8 + Int modifier) X 4.[/FONT]
[FONT=&quot] Skill Points at Each Additional Level: 8 + Int modifier.[/FONT]
[FONT=&quot] [/FONT]
[FONT=&quot]Class Features[/FONT]
[FONT=&quot]All of the following are class features of the monk.[/FONT]
[FONT=&quot] 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=&quot] 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=&quot] 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=&quot] [/FONT]
Item
Craft Skill
Craft DC
Any Firearm
Weaponsmithing
20
Gunpowder
Alchemy
25
[FONT=&quot] [/FONT]
[FONT=&quot] 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=&quot] 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=&quot] Dodge Bullets (Ex):[/FONT][FONT=&quot] Starting at 5th level, a musketeer gains a +4 bonus to AC against ranged attacks, and to Reflex saves against ranged attacks.[/FONT]
[FONT=&quot] Close Shooting: Starting at 6th level, a musketeer doesn’t provoke opportunity attacks from adjacent enemies when making ranged attacks.[/FONT]
[FONT=&quot] One-Handed Loading (Ex): Starting at 9th level, a musketeer can load any firearm using only one hand.[/FONT]
[FONT=&quot] Blend In (Ex): Starting at 10th level, a musketeer can take a move action to gain concealment until she moves.[/FONT]
[FONT=&quot] 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=&quot] 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=&quot] 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]
 

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First of all...change the text color from black!

Minor actions only exist in 4E, did you mean a swift action? Or a free action?

The feat progression is odd, it'd be better if it had some sort of sequence like most other bonus feat progressions. Also, it should have a list, not just ANY feat.

Blend In: BROKEN. Comes earlier than the ranger abilities, and automatically gives concealment, instead of just allowing you to roll a hide check.

One-handed loading: What mechanical benefit is this giving? Not too familiar with the gun rules.

Leap: That's just silly. Nothing more to say, I just don't like it at all.

Steady Shot: Oddly worded condition, and even at level 18 seems overpowered. I'm assuming there's a way to full attack with a gun, via quick loading feats. A once/round take 10 on an attack roll would be ok, there's already abilities in other books for that. But every attack is too much. I'd can the condition entirely and just make it once/round whenever the Musketeer wants.

In general, a lot of abilities, like Close Shooting and Dodge Bullets, seem to apply to any ranged attack, not specifically guns/bullets. I was expecting a more gun-focused class. I also don't get why they are proficient with all martial weapons.

Your coding is hard to understand. I can tell the class has full BAB, good fort and ref saves, poor will, a LOT (like seriously, it isn't rogue-ish enough ot get that many) of skill points, and d8 HD. Target of choice caps at +12 at level 20...wow. And up to 6 different people, fairly easy to switch to new ones...that seems both broken and utterly flavorless.

Class as a whole seems over-powered in a bunch of ways, but also very, very boring. Sorry if that sounds mean, but...what exactly is the concept here? What did you want to do that a ranged-focused Swashbuckler variant with access to guns couldn't do?
 

Stream has the right idea, but I think he was being EXTREMELY kind in not pointing out all of the other problems with this class.

I'd suggest stick to being a player and working with what your DM allows you to play. You're months, if not years, away from being able to come up with anything usable as a class in 3E if you think this is good enough to have even been posted here.

However, I would like to thank you for helping me pass the time this weekend and giving me a good laugh.



Yes, my response is a bit harsh, but I can't imagine you're actually expecting anyone to take your class here as anything other than a joke.
 

Didn't read it. If you wanted people to read it you obviously wouldn't have chosen black text. Too bad too, I love swashbuckling characters.
 

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