Musketeer (3.5e Class)
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|“||When a drought comes in justice - bullets make good rain...||”|
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
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.
|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)
All of the following are class features of the Musketeer.
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.
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).
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:
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.
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:
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.
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.
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:
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.