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Musketeer Prestige Class: Classes: Fighters and Monks From All Over The Land Make For Good

The Musketeer prestige class is available to fighters, monks, rangers, paladins, bards and barbarians who have a good alignment and meet other requirements. As a musketeer, one gains combat abilities and must pledge allegiance to a king, coming to the aid of fellow musketeers and peasants. Class features include a distinctive tunic, combat bonuses with rapiers like increased damage and defense, and the ability to avoid flanking. The class culminates in maximized combat effectiveness with rapiers after 10 levels as a devoted protector of the king and people.
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0% found this document useful (0 votes)
109 views4 pages

Musketeer Prestige Class: Classes: Fighters and Monks From All Over The Land Make For Good

The Musketeer prestige class is available to fighters, monks, rangers, paladins, bards and barbarians who have a good alignment and meet other requirements. As a musketeer, one gains combat abilities and must pledge allegiance to a king, coming to the aid of fellow musketeers and peasants. Class features include a distinctive tunic, combat bonuses with rapiers like increased damage and defense, and the ability to avoid flanking. The class culminates in maximized combat effectiveness with rapiers after 10 levels as a devoted protector of the king and people.
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Musketeer Prestige Class

In the times of chaos and despair, one can always count on one particular
sect of people to not be influenced by corruption and evil. These exquisite
swordsmen are devoted to the service of their king, and fight against the
evils of tyranny and injustice. These men are the musketeers, and they let
their swords do most of the talking for them. Musketeers are unparalleled
in combat ability and when combined with their never-ending crusade
against injustice, musketeers are a force not to be reckoned with.

Classes: Fighters and monks from all over the land make for good
musketeers, so long as their alignment is not corrupted. Rangers and
paladins also are known to become musketeers to further improve their
combat prowess. Bards and barbarians, although they are free spirits, may
choose to become musketeers if they are feel they are ready to meet the
challenge. Rogues could care less about injustice, so long as they get their
share of the booty, and never give musketeers a second glance. Clerics,
sorcerers, wizards, and druids admire the musketeers greatly, but know in
the back of their heads it would take a miracle before they could ever
become one. Humans, elves and half-elves seem to be the most common
musketeers around. Halflings and gnomes, being nomadic races owe
allegiance to no leader and are almost never seen as musketeers. Dwarves
are almost as scarce as halflings and gnomes in the musketeer line-up.
Half-orcs are never seen, since they are never known to follow any orders
by any man in authority.
Hit Die: 1d8

Requirements
To qualify to become a musketeer, one must fulfill all of the following
criteria.
1. Base Attack Bonus- +6
2. Charisma Score- 14 or greater
3. Feats- Dodge, Mobility, Combat Reflexes, Weapon Focus (Rapier),
Expertise, Quick Draw
4. Alignment- Any good
5. This requirement must be the last one that a musketeer candidate
completes. When the musketeer candidate believes he is ready, he
must appeal to the king (or other leading authority figure) of his
nation to request permission to become a musketeer. The king then
may put him through some tests (varying by DM) to prove his
allegiance to the king, as well as tests to show his combat skill. If the
king approves, then the candidate becomes a full-fledged musketeer.
Note to DM’s: The king may not be corrupted at the time of the
musketeer candidate’s entrance. If he is, then the musketeer candidate
must seek another king to pledge his service to.

Class Skills
The Musketeer’s class skills are Bluff (Cha), Climb (Str), Craft (Int),
Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Info
(Cha),
Handle Animal (Cha), Intimidate (Cha), Jump (Str), Move Silently
(Dex), Perform (Cha), Profession (Wis), Ride (Dex), and Swim (Str).
Skill Points per level- 4 + Int Modifier

Game Rule Information


A high Charisma allows a musketeer to make friends wherever he
travels to, and gives him the power to rally the common people to follow
his cause. Charisma is also essential to many of the musketeer’s skills.
Dexterity provides a musketeer with a better AC and helps with the class
skills. Strength is always a powerful asset for a musketeer to have.

The Musketeer
Level B.A.B. Fort Ref Will Special
1 +1 +2 +2 +0 Musketeer Tunic, All For One
Weapon Specialization, Precise Strike
2 +2 +3 +3 +0 (+1d6)
3 +3 +3 +3 +1 Improved Dodge
4 +4 +4 +4 +1 Uncanny Dodge (Dex Bonus)
5 +5 +4 +4 +1 Precise Strike (+2d6)
6 +6 +5 +5 +2 Improved Mobility
7 +7 +5 +5 +2 Uncanny Dodge (Flanking)
8 +8 +6 +6 +2 Precise Strike (+3d6)
9 +9 +6 +6 +3 Improved Weapon Focus
10 + 10 +7 +7 +3 Improved Weapon Specialization
* Note: All abilities denoted with* all work assuming the musketeer is
wearing light or no armor and holding a rapier. These abilities do not work
otherwise.

Class Features

Weapon and Armor Proficiency: Musketeers are proficient with


rapiers. They are also proficient with light armor, but not with shields.
Note that armor check penalties for armor heavier than leather (or studded
leather masterwork) apply to the skills Balance, Climb, Escape Artist, Hide,
Jump, Move Silently, Pick Pocket, and Tumble. Swim checks also suffer a
–1 penalty for every 5 pounds of armor and equipment carried.
Musketeer Tunic: Musketeers get a specially crafted velvet tunic at their
initiation, to distinguish themselves as musketeers. The front of the tunic
has the symbol of the king they fight for. Musketeers may choose to wear
the tunic underneath their clothes. Most musketeers, however, do wear the
tunic over their armor when they ride into battle. Everybody knows what a
musketeer tunic looks like. Musketeer tunics give the wearer a +2 bonus to
all skill checks where the key skill is Charisma. However, there are people
who despise the musketeers and will attack when they see the tunic.
All for One: Musketeers are a faction in which everyone involved is like
family. Whenever a fellow musketeer is in trouble, any musketeer nearby
is duty bound to help him. The same applies if the person in trouble was a
common peasant. If the musketeer purposely doesn’t help, then he is
excommunicated from the musketeers and loses his tunic. A musketeer
who doesn’t know about a fellow musketeer being in trouble, or who was
preoccupied in a fight (with an enemy) at the time the incident occurred is
excused from this rule. An excommunicated musketeer cannot reenter the
faction and cannot gain any more levels as a musketeer.
*Weapon Specialization: At 2nd level, the musketeer gets the Weapon
Specialization feat for free. The chosen weapon, however, must be a rapier.
*Precise Strike: Musketeers gains experience from fighting over the
years. Starting at 2nd level, the musketeer adds an extra 1d6 to his damage
rolls. This bonus increases to 2d6 at 5th level, and to 3d6 at 8th level.
*Improved Dodge: Starting at 3rd level, the musketeer begins to
improve his combat skills, starting with his skill at avoiding blows. The
musketeer gets a +1 bonus to his Dodge feat, thus yielding a +2 bonus to
his AC against his opponent of choice.
Uncanny Dodge: Starting at 4th level, the musketeer gains the
extraordinary ability to react to danger before his senses would normally
allow him to do so. At 4th level, the musketeer retains his Dexterity bonus
to his AC, regardless of being caught flat-footed or struck by an invisible
attacker. The musketeer still loses his Dexterity bonus if immobilized.
Starting at 7th level, the musketeer can no longer be flanked, as he can
easily react to opponents on both sides of him, and can no longer be sneak
attacked. The only exception to this rule is that a rogue is at least four
levels higher that the musketeer, thus he can sneak attack him.
*Improved Mobility: At 6th level, the musketeer gains another
improved combat ability. The musketeer gets an additional +4 bonus to
his Mobility feat, yielding a +8 bonus to AC against attacks of opportunity
caused when he moves into or out of an enemy’s threatened range.
*Improved Weapon Focus: Starting at 8th level, the musketeer gets an
additional +1 bonus to their Weapon Focus feat. This yields a +2 bonus to
attack rolls when the musketeer is wielding the rapier.
*Improved Weapon Specialization: At 10th level, the musketeer has
now improved his combat abilities to the fullest. Starting at 10th level, the
musketeer gets an additional +2 bonus to damage rolls when wielding a
rapier. This yields a total +4 bonus to damage rolls with the Weapon
Specialization feat.

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