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magical musketeer prestige
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<blockquote data-quote="jasper" data-source="post: 1367593" data-attributes="member: 277"><p>MAGICAL MUSKETEER</p><p> Hit Die: d8.</p><p>Requirements</p><p>To qualify to become a magical musketeer, a character must fulfill all the following criteria.</p><p>Base Attack Bonus: +6.</p><p>Feats: Point Blank Shot, Precise Shot, Exotic Weapon (Firearm), Weapon Focus (firearm).</p><p>Spells: Ability to cast 1st-level arcane spells.</p><p>Alignment: Any Lawful</p><p>Class Skills</p><p>The Magical musketeer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).</p><p>Skill Points at Each Level: 4 + Int modifier.</p><p>Location: Member of Star City Army. </p><p></p><p>Table: The MAGICAL MUSKETEER</p><p>Level Base Fort ref will special</p><p> attack save save save </p><p> bonus</p><p>1st +1 +2 +0 +2 Bayonet Training</p><p> Formation Training</p><p>2nd +2 +2 +0 +3 Imbue bullet</p><p>3rd +3 +3 +1 +3 Enhance bullet +1</p><p>4th +4 +4 +1 +4 Seeker bullet</p><p>5th +5 +4 +1 +4 Enhance bullet +2</p><p>6th +6 +5 +2 +5 Phase bullet</p><p>7th +7 +5 +2 +5 Enhance bullet +3</p><p>8th +8 +6 +2 +6 Bullet of death</p><p>9th +9 +6 +3 +6 Enhance bullet +4</p><p>10th +10 +7 +3 +7 Hail of bullets</p><p></p><p>Class Features</p><p>All of the following are Class Features of the magical musketeer prestige class.</p><p>Weapon and Armor Proficiency: A magical musketeer proficient with all simple and martial weapons, light armor, and medium armor.</p><p>Bayonet Training: At 1st level, a magical musketeer is able to use his musket, if contains a bayonet, as a short spear or club of similar size except the weapon cannot be thrown. If musketeer is using a pistol, treat the pistol as a sap of similar size. </p><p>Formation Training: At 1st level, a magical musketeer gains the ability to ignore squeeze effects when in formation. Or when within 10 feet of at least two magical musketeers and using a firearm. </p><p>Enhance Bullet (Su): At 3rd level, every nonmagical bullet a magical musketeer loads and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the musketeer need not spend experience points or gold pieces to accomplish this task. However, a musketeer’s magic bullets only function for her. For every two levels the character advances past 3rd level in the prestige class, the magic bullets she creates gain +1 greater potency (+1 at 3rd level, +2 at 5th level, +3 at 7th level, and +4 at 9th level).</p><p>Imbue Bullet (Sp): At 2nd level, a magical musketeer gains the ability to place an area spell upon a bullet. When the bullet is fired, the spell’s area is centered on where the bullet lands, even if the spell could normally be centered only on the caster. This ability allows the musketeer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the bullet. The bullet must be fired in the round the spell is cast, or the spell is wasted.</p><p>Seeker Bullet (Sp): At 4th level, a magical musketeer can launch a bullet once per day at a target known to her within range, and the bullet travels to the target, even around corners. Only an unavoidable obstacle or the limit of the bullet’s range prevents the bullet’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action).</p><p>Phase Bullet (Sp): At 6th level, a magical musketeer can launch a bullet once per day at a target known to her within range, and the bullet travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the bullet.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.</p><p>Using this ability is a standard action (and shooting the bullet is part of the action).</p><p>Bullet of Death (Sp): At 8th level, a magical musketeer can create a bullet of death that forces the target, if damaged by the bullet’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make a bullet of death and the bullet only functions for the magical musketeer who created it. The bullet of death lasts no longer than one year, and the musketeer can only have one such bullet in existence at a time.</p><p>Hail of Bullets (Sp): In lieu of her regular attacks, once per day a magical musketeer of 10th level or higher can fire a bullet at each and every target within range, to a maximum of one target for every magical musketeer level she has earned. Each attack uses the musketeer’s primary attack bonus, and each enemy may only be targeted by a single bullet.</p><p></p><p>Due to the training involve and necessity of following orders with disciple the musketeer must be lawful. If they become nonlawful they do not lose any abilities but no long gain abilities. </p><p></p><p>History. The Star City magical musketeers are an off shoot of the Star City dragoons and arcane archer corp. General “Clipped Ear” Tree Taylor seeing the possibilities of firearms when combine magic would be a great force to be fielded on the battle field. The Officer Corp where originally drawn from the arcane archers members. </p><p></p><p>Weapon. Due to how fast the reload time is in DMG for muskets and pistol, the muskets have little to no bearing with original muskets. I think a musket, as describe in DMG, would breech loading flintlock with rifling. </p><p></p><p></p><p>Comments????</p></blockquote><p></p>
[QUOTE="jasper, post: 1367593, member: 277"] MAGICAL MUSKETEER Hit Die: d8. Requirements To qualify to become a magical musketeer, a character must fulfill all the following criteria. Base Attack Bonus: +6. Feats: Point Blank Shot, Precise Shot, Exotic Weapon (Firearm), Weapon Focus (firearm). Spells: Ability to cast 1st-level arcane spells. Alignment: Any Lawful Class Skills The Magical musketeer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Location: Member of Star City Army. Table: The MAGICAL MUSKETEER Level Base Fort ref will special attack save save save bonus 1st +1 +2 +0 +2 Bayonet Training Formation Training 2nd +2 +2 +0 +3 Imbue bullet 3rd +3 +3 +1 +3 Enhance bullet +1 4th +4 +4 +1 +4 Seeker bullet 5th +5 +4 +1 +4 Enhance bullet +2 6th +6 +5 +2 +5 Phase bullet 7th +7 +5 +2 +5 Enhance bullet +3 8th +8 +6 +2 +6 Bullet of death 9th +9 +6 +3 +6 Enhance bullet +4 10th +10 +7 +3 +7 Hail of bullets Class Features All of the following are Class Features of the magical musketeer prestige class. Weapon and Armor Proficiency: A magical musketeer proficient with all simple and martial weapons, light armor, and medium armor. Bayonet Training: At 1st level, a magical musketeer is able to use his musket, if contains a bayonet, as a short spear or club of similar size except the weapon cannot be thrown. If musketeer is using a pistol, treat the pistol as a sap of similar size. Formation Training: At 1st level, a magical musketeer gains the ability to ignore squeeze effects when in formation. Or when within 10 feet of at least two magical musketeers and using a firearm. Enhance Bullet (Su): At 3rd level, every nonmagical bullet a magical musketeer loads and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the musketeer need not spend experience points or gold pieces to accomplish this task. However, a musketeer’s magic bullets only function for her. For every two levels the character advances past 3rd level in the prestige class, the magic bullets she creates gain +1 greater potency (+1 at 3rd level, +2 at 5th level, +3 at 7th level, and +4 at 9th level). Imbue Bullet (Sp): At 2nd level, a magical musketeer gains the ability to place an area spell upon a bullet. When the bullet is fired, the spell’s area is centered on where the bullet lands, even if the spell could normally be centered only on the caster. This ability allows the musketeer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the bullet. The bullet must be fired in the round the spell is cast, or the spell is wasted. Seeker Bullet (Sp): At 4th level, a magical musketeer can launch a bullet once per day at a target known to her within range, and the bullet travels to the target, even around corners. Only an unavoidable obstacle or the limit of the bullet’s range prevents the bullet’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action). Phase Bullet (Sp): At 6th level, a magical musketeer can launch a bullet once per day at a target known to her within range, and the bullet travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the bullet.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the bullet is part of the action). Bullet of Death (Sp): At 8th level, a magical musketeer can create a bullet of death that forces the target, if damaged by the bullet’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make a bullet of death and the bullet only functions for the magical musketeer who created it. The bullet of death lasts no longer than one year, and the musketeer can only have one such bullet in existence at a time. Hail of Bullets (Sp): In lieu of her regular attacks, once per day a magical musketeer of 10th level or higher can fire a bullet at each and every target within range, to a maximum of one target for every magical musketeer level she has earned. Each attack uses the musketeer’s primary attack bonus, and each enemy may only be targeted by a single bullet. Due to the training involve and necessity of following orders with disciple the musketeer must be lawful. If they become nonlawful they do not lose any abilities but no long gain abilities. History. The Star City magical musketeers are an off shoot of the Star City dragoons and arcane archer corp. General “Clipped Ear” Tree Taylor seeing the possibilities of firearms when combine magic would be a great force to be fielded on the battle field. The Officer Corp where originally drawn from the arcane archers members. Weapon. Due to how fast the reload time is in DMG for muskets and pistol, the muskets have little to no bearing with original muskets. I think a musket, as describe in DMG, would breech loading flintlock with rifling. Comments???? [/QUOTE]
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