Musketeer, BB Variant (3.5e Class)
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|“||When a drought comes in justice - bullets make good rain...||”|
When using a Musketeer, BB Variant, follow the firearm rules in Firearms, BB Variant (3.5e Variant Rule).
Making a Musketeer
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.
Starting Gold: staring gold 5d4x10. average starting gold. (120) gp.
Starting Age: Moderate.
|1st||+1||+0||+2||+0||Precise Aim +1d6, Quick Draw, Trial of Manhood||+10 ft.|
|2nd||+1||+0||+3||+0||Flanking Fire||+10 ft.|
|3rd||+2||+1||+3||+1||Steady Aim Negate 1, Rapid Reload, Headshot 1/day||+10 ft.|
|4th||+3||+1||+4||+1||Far Shot||+10 ft.|
|5th||+3||+1||+4||+1||Precise Aim +2d6, Fake Out||+15 ft.|
|6th||+4||+2||+5||+2||Shot From the Hip||+15 ft.|
|7th||+5||+2||+5||+2||Steady Aim Negate 2, Shot on the Run||+15 ft.|
|8th||+6/+1||+2||+6||+2||Hand Trick||+15 ft.|
|9th||+6/+1||+3||+6||+3||Precise Aim +3d6, Headshot 2/day||+20 ft.|
|10th||+7/+2||+3||+7||+3||Speed Loader||+20 ft.|
|11th||+8/+3||+3||+7||+3||Steady Aim Negate 3, Shootout||+20 ft.|
|12th||+9/+4||+4||+8||+4||Improved Fake Out||+20 ft.|
|13th||+9/+4||+4||+8||+4||Precise Aim +4d6, Flash of Insight||+25 ft.|
|14th||+10/+5||+4||+9||+4||Gun Slinger, Headshot 3/day||+25 ft.|
|15th||+11/+6/+1||+5||+9||+5||Steady Aim Negate 4, Deadeye||+25 ft.|
|16th||+12/+7/+2||+5||+10||+5||Covering Fire||+25 ft.|
|17th||+12/+7/+2||+5||+10||+5||Precise Aim +5d6, Flash of Insight||+30 ft.|
|18th||+13/+8/+3||+6||+11||+6||Finger Trick||+30 ft.|
|19th||+14/+9/+4||+6||+11||+6||Steady Aim Negate 5, Blast Shot||+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)
All of the following are class features of the Musketeer.
Weapon Proficiency: Firearm Feat: Firing guns without this feat gives the usual -4 penalty for not knowing how to aim.
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.
Speed Bonus: At 1st 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.
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.
Precise 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.
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. Precise Aim acts like Sneak Attack, but only works with ranged weapons. The Musketeer is considered to be flanking his target while using Precise Aim. As with a Sneak Attack, the extra damage dealt by Steady Aim is not multiplied on a critical hit. Precise 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.
If the Musketeer is on a surface which is either unstable or is himself moving, then he is unable to use the Precise 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 Precise Aim even when his mount is moving. However this does not allow the Musketeer to use Precise Aim when on foot.
Precise Aim does provoke an attack of opportunity. If an enemy is successful in scoring a direct hit on the Musketeer while hes attempting Precise Aim, then the Musketeer must succeed a Concentration Check of DC 10 + Damage Dealt or else lose extra damage granted by Precise Aim.
Flanking Fire (Ex): Starting at 2nd level, 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.
Rapid Reload: At 3rd level, a Musketeer has become so adept with his weapon, pistols, blunderbuss, and muskets that he may now reload a single step quicker (3 full rounds to 2 full rounds to 1 full round to 1 standard to 1 movement to 1 swift).
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.
Steady Aim: A Musketeer is has gained experience in adjusting his/her aim. On 3rd level, and every four levels, ignore one -1 to hit caused by range with a firearm.
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.
Fake Out (Ex): Starting at 5th 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.
Shot From the Hip: At 6th 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 on the Run: At 7th 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.
Hand Trick (Ex): At 8th level, a Musketeer has become so adept with his weapon, pistols, blunderbuss, and muskets, that he may now reload without provoking an attack of opportunity if the Musketeer should reload in an enemies threatened squares.
Shootout (Ex): A Musketeer's reflexes and skill increase his ability to fight effectively with his ranged weapon even at close quarters. Starting at 11th level, he no longer provokes attacks of opportunity for using ranged weapons in melee.
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 (Ex): A Musketeer's natural gift at locating targets improves his ability to notice other things as well. Starting at 13th level, he adds +2 to Spot, Search, and Listen checks. At level 17, this improves to +5.
Deadeye: At 15th level, a Musketeer can now add his Charisma bonus to all extra die when using the Steady Aim ability. In the case of a blunderbuss Fit is only added once per shot, not per pellet (assuming a bullet it).
Covering Fire (Ex): Starting from 16th level, Musketeers can expend a full round action to do nothing. Upon doing so, and until their next turn, they threaten attacks of opportunity with their ranged weapon out to short range.
Finger Trick (Ex): At 18th level, a Musketeer has become so adept with his weapon, pistols, blunderbuss, and muskets that he may now reload a single step quicker (3 full rounds to 2 full rounds to 1 full round to 1 standard to 1 movement to 1 swift). This stacks with :Rapid Reload and the Speed Loader feat.
Blast Shot: At 19th level, once per round as a full round 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 target acts as if blown away.
Depending on its size, a creature can be blown away by winds of high velocity or by an almighty 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.
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.
Steady Aim: A Musketeer is has gained experience in adjusting his/her aim. On 23rd level, ignore all negatives to hit caused by range with a firearm.
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.
Playing a Musketeer
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
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.
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.
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.