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