Musketeer (3.5e Class)

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Musketeer[edit]

When a drought comes in justice - bullets make good rain...
Anonymous Musketeer

A Musketeer is best described as a combination lawman, paladin, and knight-errant. His mission is to keep the peace, enforce the law, and protect the land. He is a rival to swashbucklers.

Making a Musketeer[edit]

Having been trained in the way of the Musketeer. With a gun in hand a Musketeer is almost like a supernatural being incapable of defeat. However, only surviving because he is tactful, he is smart enough to pick the right fights and usually can figure the stakes out in any combat before and while he fights them. With this skill, he is able to survive almost any situation..

Abilities: Dexterity is the quintessential skill for the Musketeer's techniques, adding to their deadly precision at range along with allowing them to better avoid incoming attacks. Charisma also allows the Musketeer to better use their ability to judge and handle social situations and determine how to interact with those around them or simply by gathering information. Lastly Constitution gives the Musketeer a better chance of seeing combat through if they should be engaged in close combat or targeted by destructive spells.

Races: Raced that have good potentional as rogues.

Alignment: Any Non-Evil.

Starting Gold: staring gold 5d4x10. average starting gold. (120) gp.

Starting Age: Moderate.

Table: The Musketeer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Speed
Bonus
Fort Ref Will
1st +1 +0 +2 +0 Steady Aim +1d6, Quick Draw, Firearms Drill, Fake Out, Trial of Manhood +10 ft.
2nd +1 +0 +3 +0 Rapid Reload, Flanking Fire +10 ft.
3rd +2 +1 +3 +1 Steady Aim +2d6, Far Shot, Headshot 1/day +10 ft.
4th +3 +1 +4 +1 Uncanny Dodge +10 ft.
5th +3 +1 +4 +1 Steady Aim +3d6, Speed Loader +15 ft.
6th +4 +2 +5 +2 Burst Shot +2, Shot on the Run +15 ft.
7th +5 +2 +5 +2 Steady Aim +4d6 +15 ft.
8th +6/+1 +2 +6 +2 Improved Uncanny Dodge +15 ft.
9th +6/+1 +3 +6 +3 Steady Aim +5d6, Finger Trick, Headshot 2/day +20 ft.
10th +7/+2 +3 +7 +3 Shot From the Hip, +20 ft.
11th +8/+3 +3 +7 +3 Steady Aim +6d6, Slug Shot +20 ft.
12th +9/+4 +4 +8 +4 Improved Fake Out, Flash of Insight +20 ft.
13th +9/+4 +4 +8 +4 Steady Aim +7d6, Covering Fire +25 ft.
14th +10/+5 +4 +9 +4 Blast Shot, Gun Slinger, Headshot 3/day +25 ft.
15th +11/+6/+1 +5 +9 +5 Steady Aim +8d6, Hand Trick +25 ft.
16th +12/+7/+2 +5 +10 +5 Deadly Slug Shot +25 ft.
17th +12/+7/+2 +5 +10 +5 Steady Aim +9d6, Shootout +30 ft.
18th +13/+8/+3 +6 +11 +6 Lucky Shot, Deadeye +30 ft.
19th +14/+9/+4 +6 +11 +6 Steady Aim +10d6 +30 ft.
20th +15/+10/+5 +6 +12 +6 Leeching Lead, Headshot 5/day +30 ft.

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con),(Craft) (Gunsmith) (Int), Decipher Script (Int), Diplomacy (Cha),Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str),Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex) (Int), Profession (Gunsmith) (Wis)


Class Features[edit]

All of the following are class features of the Musketeer.


Weapon and Armor Proficiency: Weapon and Armor Proficiency: Musketeers are proficient with all simple weapons and all firearms. Musketeers are proficient with light armor, but not with shields.

Reloading: An untrained user with a powder horn and a pouch of balls can load a single pistol or blunderbuss in two rounds, a musket in three and a rifled musket or pair of pistols in four.

Weapon Proficiency: Firearm Feat: Decreases the time needed to reload a firearm by one round and eliminates chances of misfiring. In systems that use feats, firing guns without this feat gives the usual -4 penalty for not knowing how to aim.

Firearms Drill: Decreases the time needed to reload a firearm by an additional round. If this would decrease the load time to zero rounds, it reduces it to a standard action instead. A character with this feat may choose to reduce the load time by an additional round (or to move action, if it was a standard action), at the cost of -4 to the attack roll and +4 to the Misfire rate when the loaded round is fired. Prerequisite: Weapon Proficiency: Firearms.

A including the Proficiency and Drill feats a level one musketeer is capable of loading a single pistol or blunderbuss as a standard action, a musket in 1 round or either two pistols or rifled musket as a two round action.

Trial of Manhood: Musketeers all must face a trial when they reach adulthood. They go out into the world and face challenges that few care to try. The results give the Musketeer an extra Feat at first level.

Fake Out (Ex): Starting at 1st level, Musketeers are able to take advantage of a successful feint with their ranged attacks. Perform this feint as move action, making a Bluff check against the target's Sense Motive check.

Flanking Fire (Ex): Musketeers are able to maneuver to their foes' sides and backs, and take advantage of the way this exposes these foes to attack. A Musketeers ranged attacks count as melee attacks for the purposes of determining and awarding flanking bonuses.

Steady Aim: If a Musketeer is granted the right conditions such as a clean shot of his target and a fraction more time, he is able to aim for vulnerable or exposed areas which will grant extra effectiveness to his attack.

Weapon Type Steady Aim Dice
Pistol 1d6
Musket 1d8
Blunderbuss 8x 1d4*
Rifle 1d10
  1. *1d4 per pellet in blunderbuss blast.

Starting at 1st level, a Musketeer may attempt a ranged touch attack as a full-round action to gain extra damage as well as range upon using his firearm. Steady Aim acts like Sneak Attack, but only works with ranged weapons. The Musketeer is considered to be flanking his target while using Steady Aim. As with a Sneak Attack, the extra damage dealt by Steady Aim is not multiplied on a critical hit.Steady Aim is useable with two ranged weapons so long as the Musketeer is proficient with both weapons and takes into account the regular two-weapon fighting penalties.

Whilst taking Steady Aim the range increment of the weapon doubles, stacking with any effects such as the Far Shot feat or Distance magical weapon enhancement. A target must first be selected for the Musketeer to use Steady Aim and be within sight of the Musketeer. If the target is moving, this does not effect the accuracy of Musketeer while using Steady Aim. However if the Musketeer is on a surface which is either unstable or is himself moving, then he is unable to use the Steady Aim enhancement.

A Musketeer may steady his aim even when mounted although must be stationary unless he has acquired the Ride-By Attack feat, which allow the Musketeer to use Steady Aim even when his mount is moving. However this does not allow the Musketeer to use Steady Aim when on foot.

Steady Aim does provoke an attack of opportunity. If an enemy is successful in scoring a direct hit on the Musketeer while hes attempting Steady Aim, then the Musketeer must succeed a Concentration Check of DC 10 + Damage Dealt or else lose extra damage granted by Steady Aim.

Quick Draw: At 1st level, a Musketeer gains the Quick Draw feat as a Bonus Feat. A Musketeer may now draw a weapon as a free action instead of as a move action. They may also now draw a hidden weapon (see the Sleight of Hand skill) as a move action as opposed to a standard action.

A Musketeer with this selected feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Cheap Ammo: If a Musketeer has ranks in either Craft (Gunsmith) (Int) or Profession (Gunsmith) (Wis) he can craft ammunition (only for firearms) at one third the cost.

Rapid Reload: At 2nd level, a Musketeer has become so adept with his weapon - rifle, musket and pistols - that has taken the feat with - that he may now reload a single pistol as a move action, a musket as a standard action and a rifle or pair of pistols as a full round action.

Speed Bonus: At 3rd level, a Musketeer gains an enhancement bonus to his base land speed, as shown on TabTruele: The Musketeer. A Musketeer in armor other than light armor or carrying a medium or heavy load loses this extra speed bonus.

Far Shot: At 3rd level, a Musketeer gains the Far Shot feat as a Bonus Feat. When a Musketeer uses a firearm its range increment increases by one-half (multiply by 1-1/2). When a Musketeer uses a thrown weapon, its range increment is then doubled.

Headshot (Ex): Starting at 3rd level, a Musketeer becomes able to aim their ranged attacks at their enemies' weak points. Once a day, he may expend his use of this ability as a swift action to make his next attack, if successful, an automatic critical hit. If this attack misses, the use of the ability is expended without effect. The Musketeer gains an additional use of this ability at 9th, 14th, and 20th level afterward. This ability cannot be used in conjunction with a Sneak Attack, Burst Shot, or similar ability.

Uncanny Dodge (Ex): Starting at 4th level, a Musketeer can react to danger before his senses would normally allow his to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, a Musketeer still loses his Dexterity bonus to AC if immobilized.

Bonus Feat (Ex): At 4th level, and every four levels thereafter (8th, 12th, 16th and 20th), a Musketeer gains a bonus feat, which must be selected from the following list: Two weapon fighting, Improved Two Weapon Fighting, Weapon Focus (Firearms), Weapon Specialization (Firearms) (Greater Focus and Specialization too), Improved Critical (Firearms), Power Critical (Firearms), Quick Reconnoiter, Improved Diversion.

Speed Loader (Ex): At 5th level, a Musketeer has become so adept with his weapon - musket, rifle and pistols - that has taken the Rapid Reload feat with - that he may now reload a single pistol as a swift action, a musket as a move action and a rifle or pair of pistols as a standard action.

However this does still provoke an attack of opportunity if the Musketeer should reload in an enemy's threatened squares.

Shot on the Run: At 6th level, a Musketeer gains the Shot on the Run feat as a Bonus Feat even if he does not meet the prerequisite. When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

Finger Trick (Ex): At 6th level, a Musketeer has become so adept with his weapon - musket, rifle and pistols - that has taken the Rapid Reload feat with - that he may now reload a single pistol as a free action, a musket as a swift action and a rifle or pair of pistols as a move action.

This does provoke an attack of opportunity if the Musketeer should reload in an an enemies threatened squares.

Halves the time penalties from misfires (no effect on gun bursts).

On every shot fired, 1d100 should be rolled to determine if a misfire occured. With Finger Trick use the following:

1d100 Roll Misfire
1 - 90 No Misfire Occurs
91 - 95 Primer fails to ignite. Recock and attempt again in one "initiative" steps. (IE, if combat is occuring around you, and you misfire at the beginning of the round, attempt to fire again during Initiative 2)
96 - 98 Hangfire, DM rolls 1d5 (and does not tell player of result), and firearm will fire in that many initiative steps
99 Flint shatters, replace flint, takes 2 rounds
100 Roll again, if 100 is rolled twice in a row, a critical fault in the firing mechanism occurs.
  1. Re-priming from wet weather also takes half as long at a 2 initiative penalty.


Improved Uncanny Dodge (Ex): A Musketeer of 8th level or higher can no longer be flanked.

This defense denies another rogue - or class with similar ability - to sneak attack the character by flanking him, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue - or other class - level required to flank the character.

Shot From the Hip: At 10th level, a Musketeer may now make a ranged disarm attempt against his opponent as long as he is within the first range increment of the Musketeer's ranged weapon. The Musketeer goes through all the steps as per instuctions of disarm.

Shot From the Hip does provoke an attack of opportunity as per a regular disarm attempt unless the Musketeer has acquired the Improved Disarm feat.

Hand Trick (Ex): At 10th level, a Musketeer has become so adept with his weapon - musket, rifle and pistols - that has taken the Rapid Reload feat with - that he may now reload a single pistol as a free action, a musket as a swift action and a rifle or pair of pistols as a move action.

This no longer provokes an attack of opportunity if the Musketeer should reload in an an enemies threatened squares.

Halves the time penalties again from misfires (no effect on gun bursts).

On every shot fired, 1d100 should be rolled to determine if a misfire occured. With Finger Trick use the following:

1d100 Roll Misfire
1 - 90 No Misfire Occurs
91 - 95 Primer fails to ignite. Recock as a free action.
96 - 98 Hangfire, DM rolls 1d3 (and does not tell player of result), and firearm will fire in that many initiative steps
99 Flint shatters, replace flint, takes 1 rounds
100 Roll again, if 100 is rolled twice in a row, a critical fault in the firing mechanism occurs.
  1. Re-priming from wet weather also takes half as long at a 1 initiative penalty.


Slug Shot: At 11th level, usable once per encounter as a swift action, a Musketeer is able to deal massive amounts of damage by loading a double powder charge into a single muzzle loading firearm for massive damage. As a standard action a Musketeer can deal 10d6 piercing damage to the chosen target as a ranged touch attack. The damage of Slug Shot remains unaffected by Steady Aim and may not be used in conjunction with it for the same attack. If the bullet should hit an inanimate object of hardness greater than the respective hardness of the ammunition, then the shot will bury itself in the surface of the object.

Improved Fake Out (Ex): At 12th level a Musketeer's advanced training and years of experience allow him to feint more rapidly than ever. He is from here on able to make a Bluff check to feint in combat as a swift action. If he could do so already, he becomes able to make this Bluff check to feint as a free action.

Flash of Insight (Ps): A Musketeer's natural gift at locating targets improves his ability to notice other things as well. Starting at 12th level, he adds 1/2 his class level to Spot, Search, and Listen checks. As a psi-like ability, this is negated by effects that dispel or nullify psionics, but is always active, and never provokes attacks of opportunity.

Covering Fire (Ex): Starting from 13th level, Musketeers can expend a move action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out a single range increment.

Gun Slinger: at 14th level, a Musketeer is able to sheath weapons just as fast as he draws them. He may now sheath a weapon as a free action instead of as a move action.

Blast Shot: At 15th level, once per round as a standard action a Musketeer can place a shot so precise and powerful that it sends the target flying off the ground. When hit with a Blast Shot the targe acts as if blown away.

Depending on its size, a creature can be blown away by winds of high velocity or by an almight thump. A creature on the ground that is blown away is knocked down and rolls 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 × 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Initally the creature will take regular damage from the shot with the exception that this too is nonlethal. Blast Shot does not provoke an attack of opportunity.

Deadly Slug shot: At 16th level, whenever a Musketeer uses the Slug Shot class feature, this now pierces the first target and goes on to hit an addition number of targets along the line of effect equal to the Musketeer's Dexterity modifier. If the bullet should hit an inanimate object of hardness greater than 10 + the enhancement bonus granted to the ammunition, then the shot will bury itself in the surface of the object, this ability also grants the Musketeer the last upgrade for the Slug Shot Feature, increasing to d10 this time.

Shootout (Ex): A Musketeer's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 17th level, he no longer provokes attacks of opportunity for using ranged weapons in melee.

Lucky Shot: At 18th level, usable once per encounter as a swift action a Musketeer can now rely on pure unadulterated luck to make his aim true, able to fire blindly in his opponent's general direction with nothing but a roll of the dice and faith in his trigger finger.

A Lucky Shot will aim for the closest hostile target to the Musketeer regardless of cover or concealment but nonetheless an unbroken and unblocked line of effect must be drawn between the Musketeer and the target or else another eligible target must be aquired.

The effects of a Lucky Shot can vary greatly according to the resulting d6 roll. The results are as follows:

1d6 Result
1 Shoot your target's hat off their head,
leaving them unscathed but astonished.
3 Miss your target completely.
3 Deal regular weapon damage to target.
4 Deal critical weapon damage to target.
5 The target takes critical damage and
must make a Fortitude saving throw DC
equal to the damage dealt vs death.
6 Instant death, no saving throw.

Deadeye: at 18th level, a Musketeer can now add his Charisma bonus to all extra die when using the Steady Aim ability. For example a 7th level Musketeer with a +2 Charisma modifier can now deal 4d6+8 extra damage as a pose to the regular +4d6. In the case of a blunderbuss Fit is only added once per shot, not per pellet. Ex: Say the same 7th level musketeer a +2 Charisma modifier hits with all 8 pellets it would look like: (4 x 8d2)+8 or 32d2+8. For simplicity's sake I would recommend rolling a number of d2's equal to the number of pellets that hit and then multiplying it by the number of Steady Aim dice.

Leeching Lead At 20th level, a Musketeer can now cause irreparable damage to his targets inner workings, causing them to bleed indefinitely both internally and externaly. From now on everytime a Musketeer successfully shoots his target using Steady Aim he deals an extra 1d3 Constitution ability damage ontop of the extra damage granted by the Steady Aim class feature.

Gunbound: Musketeers create a sort of bond with their weapons, much as a druid would have a bond with her animal companion, an Musketeer can interact with his weapons on a deeper level then other characters. To achieve this bound the Musketeer must have made the weapon he is bounding to and spend 24 hours with his weapon. This process will cost the Musketeer 250xp. The Musketeer may not bond with more than one weapon. When an Musketeer has these bound weapons on him, he can achieve feats that he could not without, consult chart below.

Upon reaching 5th level, a Musketeer's bond with her firearm causes a spiritual connection.

Table: Musketeer's Bounded Firearm Abilities
Level Hardness Hit Points Special
1 +1 +2 Charmed Shot
3 +2 +3
5 +3 +5 Spirit Weapon +1 Enhancement, Weapon becomes Good-Aligned
7 +4 +7 Sighting Link
8 +4 +7 Spirit Weapon +2 Enhancement
9 +5 +9 Call Pistol
11 +6 +11 Spirit Weapon +3 Enhancement
13 +7 +13 Sense Weapon
14 +7 +13 Spirit Weapon +4 Enhancement
15 +8 +14
17 +9 +16 Spirit Weapon +5 Enhancement
20 +10 +20 Spirit Weapon +6 Enhancement

Charmed Shot: Musketeer's have a gift with ranged weapons. The force of your personality enables you to "convince" them to fly straight and true. Whenever an Musketeer attacks with his bound firearm he may add his Charisma modifier to his attack. The Musketeer may draw two bound pistols as a single move action. If he has the Quick Draw feat he may do so as a free action.

Call Weapon: Upon reaching level 9, an Musketeer can will his weapons to his hand. The Firearm must not be gripped by anyone, so that it may fly free to it's master. Secondly, the Musketeer must be able to see the bonded weapon or know its exact location to call it to him. This is a free action.

Sense Weapon: At level 13, an Gunslinger can Sense his weapons once per day per Int modifier. This is a spell-like ability requiring no material components or focus that allows the Gunslinger to see and hear his bonded weapons and their surroundings if they are ever separated. It has a casting time of 1 full round.

Spirit Weapon: The bond allows the Musketeer to enhance her weapon by bonding with a celestial spirit that inhabit's her firearm. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic or anarchic, brilliant energy, distance, flaming, flaming burst, holy, sacred, keen. Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the Musketeer spends an hour in quiet reflection with the weapon. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the musketeer but resumes giving bonuses if returned to the musketeer. A Musketeer can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

The firearm starts out as a plain weapon of the high quality, however at 8th, 11th, 14th, 17th and 20th, you gain more enhancement bonuses to 'spend' on your firearm, without loosing any endowed abilities.

In many ways the weapon is alive and grows - as it's enhancement bonus increases it becomes more ornate. You can feel basic it's thoughts and urges when touched - and if the firearm is ever damaged it can be healed with the use of cure spells as if it were a living creature. Additionally you may enhance the weapon as if you had Craft Magic arms and Armor, by spending the appropriate xp and gold (no spell component required). (Spirit Weapon enhancement are applied after Crafted Enhancements).

If a weapon bonded with a celestial spirit is destroyed, the Musketeer loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the Musketeer takes a –1 penalty on attack and weapon damage rolls.

  • This ability is derived from the Sword of Celestia ACF - I would consider Musketeer levels to stack with Paladin levels (or other similar feats like the pathfinder divine bond) for determining weapon enhancement but only when the bond is forged with a firearm. e.g. A 16 Musketeer/4 Paladin would operate as being level 20 for determining enhancement level. Alternatively weapon enhancement could operate from character level instead.*

Custom Bullets: At third level an Musketeer begins to create modified bullets which hold special magical and elemental projectiles or chemically made. There are six different types of elemental bullets ; Cold, Fire, Electrical, Sonic, Acid, and Poisoned. Additionally, the Musketeer can create holy and unholy water capsule bullets which contain aligned water, powdered silver, and garlic (or other materials that could be suspended in small capsules) used against evil or good enemies. Every hour, a Musketeer can craft 6 bullets of any one element and requires materials detailed in the following chart. Additionally, each hour requires a craft (bullets) DC check to successfully create. Failure results in the loss of all crafting materials. These modifications can be made to any type of bullets the Musketeer can and has made.

Table: Modified Bullets
Level Type Craft DC Bonus Damage Required Materials
1st Fire/cold 12 +1d6 fire/cold 1 flask of Alchemists Fire/1 Coldstone
2nd Holy/Unholy 15 +1d4 holy/unholy 1 flask of holy/unholy water
3rd Sonic 18 +1d6 sonic 1 thunderstone
5th Electric 21 +1d6 electric 1oz. acid
8th Acid 24 +1d6 acid 1 flask of chosen acid
11th Armor Piercing 27 Negate 1d6 AC Mithril

Flintlock Pistol:

Size Medium
Critical 19-20/x4
Range Increment 50ft
Type Piercing
Damage 2d10
Magazine 6 rounds
1 Round 1 bullets
Weight 12 lbs

Flintlock Pistol:

Size Medium
Critical 19-20/x4
Range Increment 50ft
Type Piercing and Blunt
Damage 2d10
Magazine 6 rounds
1 Round 1 bullets
Weight 2.5 lbs

Epic Musketeer[edit]

Table: The Epic Musketeer

Hit Die: d6


Level Special Speed Bonus
21st Steady Aim +11d6 +40 ft.
22nd +40 ft.
23rd Steady Aim +12d6 +40 ft.
24th Bonus Feat +50 ft.
25th Steady Aim +13d6, Headshot 5/day +50 ft.
26th +50 ft.
27th Steady Aim +14d6 +60 ft.
28th Bonus Feat +60 ft.
29th Steady Aim +15d6 +60 ft.
30th Headshot 6/day +70 ft.

Class Skills: 6 + Int modifier skill points per level.

Steady Aim: The epic Musketeer’s Steady Shot damage increases by +1d6 at every odd-numbered level.

Headshot: The Musketeer gains an additional use of his Headshot ability every 5 levels after 20th.

Speed Bonus The epic Musketeer’s speed when wearing none or light armor increases by 10 feet every three levels higher than 18th.

Bonus Feats: The epic Musketeer gains a bonus feat (selected from the list of epic Musketeer bonus feats) every four levels after 20th.

Epic Musketeer Bonus Feat List: Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Distant Shot, Epic Dodge, Epic Reputation, Epic Speed, Improved Combat Reflexes, Legendary Climber, Self-Concealment, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy.


Human Musketeer Starting Package[edit]

Weapons: Musket or Pistol, Dagger.

Skill Selection: Pick a number of skills equal to 5 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Ranks Constitution
Diplomacy 4 Ranks Charisma −1
Gather Information 4 Ranks Charisma
Knowledge(local) 4 Ranks Wisdom −1
Intimidate 4 Ranks Charisma
Listen 4 Ranks Wisdom −1
Sense Motive 4 Ranks Wisdom
Tumble 4 Ranks Dexterity −1

Feats: Point Blank Shot.

Bonus Feats: Improved Initiative.

Gear: Studded Leather, Backpack, Bedroll, Waterskin, Flint & Steel, 3×Torches, Sewing Needle, Fishhook, Belt Pouch, Sack, Traveler's Outfit, Ammunitions Pouch.

Gold: 3d4 gp

Campaign Information[edit]

Playing a Musketeer[edit]

Religion: Most Musketeers view religion and devotion to a single with distaste perfering to follow the way of ka, a variant of destiny. However, Musketeers are known to be respectful of holy sites such as churches, rarely being so bold as to disturb sanctified places of worship.

Other Classes: The Musketeers chuckles at the Bard, chortles at the Druid and outright laughs at the Rogue. Classes who devoted themselves to an undisciplined and carefree set of rules are a somewhat comical concept to the Musketeer. He will find some comfort with fellow upholders of the law like Paladins, who share the same concepts of law and order.

Combat: Musketeers can act as scouts or front runners for the party, although also having a place at the back of the party to make the best use of their Steady Aim. Able to deal large amounts of damage in a relatively short time, the Musketeer can easily slip in and out of combat by sniping or simply evade his enemy due to his high dodge capabilities.

Advancement: Musketeers tend usually to stick to the path of law and order, refraining from all possible relations to chaos and evil. Fighters may find the concept of the Musketeer alluring for the devastating attacks they can deliver.

Musketeers in the World[edit]

Daily Life: A Musketeer spends a great deal of time preparing his weapon every day, the complex mechanisms can either lock or misfire should there be a major blockage or faulty ammuniton. After the usual preperation time of cleaning out the delicate inner workings, the routine for the day is set out by the group leader, whether this be patroling the highways, protecting towns, or stopping criminals in the act.

If none of the usual activities is available, then the Musketeers Group will retreat to a local tavern to relax, and put up their feet.

Notables: Roland Deschain, Cuthbert Allgood, Arthur Eld.

Organizations: Depending on situation, Musketeers come in many different arangements. On the open road or forest path, they congregate in groups ranging from three to five at most. However they are in much lesser numbers in the cities, offering their services for those in need, which is most usually either singular or a group of two.

NPC Reactions: Since a Musketeer always proudly displays his signature weapon, it is easy to discern a Musketeer from the crowded markets or wilds. NPCs will either fight back if in large groups or call for the local law enforcement aid if they are in lesser numbers. Generally the outlook on a Musketeer is positive, but this usually does not bother the typical lawman.

Musketeer Lore[edit]

Characters with ranks in knowledge(local) can research Musketeers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Muzzle Loading Firearms: Game Mechanics[edit]

Range Increment: Weapons are accurate up to their range increment, with each increment beyond that imposing a -2 penalty. Firearms can shoot up to five times their range increment.

Exploding Dice: Firearms are very lethal. If you’re hit, it’s most likely that you’ll take a helluva lot of damage. Every time the max number is rolled on a damage die, add another die of damage. Example: If damage is 1d6, and you roll a 6, roll another d6. If you roll a 6 on that one, roll another, and so forth, until you stop rolling sixes.

My thoughts on this are that bullets - unlike arrows and bolts - are soft and expand once inside dealing trauma damage beyond what the bullet's size might imply. This allows a 'lucky shot' to potentially kill something very dangerous or do minimal damage; in the fashion of 'grazing shot'.


Basic Gun Types

Matchlock

A slow-burning match is touched to the flashpan when the trigger is pulled, igniting the main charge and firing the bullet.

Price: 50gp pistol 80gp musket

Flintlock

A piece of flint strikes steel when the trigger is pulled, sending sparks into the flashpan, which ignites the main charge and fires the bullet. Less prone to misfiring than the matchlock mechanism.

Price: 70gp pistol, 120gp musket

Emberlock

Catch-all term for various forms of magical mechanisms. All that is needed is a spark from a minor enchantment. Higher-end models can also keep powder dry, improve accuracy, reduce the chance of a misfire, etc.

Price: 350gp pistol, 400gp musket, for a very low-end model (“Are you sure this is magic?” type of thing). Could go much, much higher.


AMMUNITION

Black powder required to fire a bullet from a

Dragon Gun: 1 ounce (437.5 grains. Might round this to 400 or 450)

Musket: 80 grains

Pistol: 40 grains

Derringer: 20 grains

Grains of powder in a pound: 7000

Bullets x10: 1sp Black Powder (15lb keg, 105,000 grains): 220gp Black Powder (2lb horn, 14,000 grains): 30gp Paper Cartridges x10: 2gp (not including powder and ball) Lead (5lb ingot): 1sp Sheet of wax paper: 1sp

CRAFTING AMMUNITION:

Craft Firearms can make 40 bullets per pound of lead, 10 per sheet of wax paper and the appropriate grains per round (see ammunition).

Craft Firearms can manufacture ~10 Cartridges per hour. Rush for added DC. DC10

Craft firearms can also manufacture 7 Match Grade Cartridges per hour at DC 15. Match grade rounds include a +3 bonus to attack.

For all intensive purposes a Match Grade Cartridge would be considered masterwork.

When using black-powder weapons, the best way to increase accuracy is to make your own bullets using your own finely-tuned molds and . You take time and care to make near-perfect bullets for your guns, giving you a +2 accuracy bonus with any ammunition you have made yourself.

Paper Cartridges, Preloaded x10: 5gp (includes wax paper to add the waterproof property to the ammunition).

Under the following rules wax paper cartridges would allow you to treat the prevailing weather conditions as one step lower than normal.

http://www.dandwiki.com/wiki/Firearms,_17th_and_18th_Century_(3.5e_Other)

Knowledge(local)
DC Result
5 A Musketeer is an expert with firearms.
10 The Musketeer is quick and efficent with his firearms.
15 <-rare information->.
20 <-very rare information->.



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