Musketeer
Musketeers rely on superior firepower and light weaponry to dispatch their enemies. Musketeers specialize in light armor, light weapons and firearms, excelling at mid-range to close quarters combat. They are most often outfitted with a variety of firearm and swordplay techniques.
Musketeers rely on superior firepower and light weaponry to dispatch their enemies. Musketeers specialize in light armor, light weapons and firearms, excelling at mid-range to close quarters combat. They are most often outfitted with a variety of firearm and swordplay techniques. Dexterity and Strength should be a Musketeer’s highest Attributes.
Playing a Musketeer
XP Cost : 6 Prerequisites : DEX 14
Meet the Prerequisites and pay this Archetype's XP cost to gain the following:
Training
Gain Training in Athletics and 3 of the following Skills: Perception, Charm, Debate, Acrobatics, Intimidate, Medicine, Engineering, Knowledge or Investigation.
Gain Training in the use of 1 Melee Weapon Type.
Gain Training in the use of 1 Ranged or Firearm Weapon Type.
Equipment
Acquire a Common or Uncommon Suit of Light Armor of your choice
Acquire 2 Melee, Ranged or Weapons of your choice.
Acquire 1 Firearm of your choice.
Acquire a Common or Uncommon Bundle of your Choice.
Trait
Musketeer Tactics You Deal +2 Damage with all Trained Firearms. You do not suffer an aim penalty when your allies or non-target creatures or objects are within 1 meter of your target.
Archetype Ability
Point Blank Shot You do not suffer any penalties for Attacking with your Ranged Weapons while at Melee Range. You instead gain +1 to Hit and deal +2 Damage on Ranged Attacks made vs Targets in Melee Range.
Traits and Abilities
Purchase with XP
Traits
Nimble
XP Cost: 2 Prerequisites: Musketeer
Gain Training in Dexterity Saving Throws. You may now add your Training Bonus to Dexterity Saving Throws.
Strong
XP Cost: 2 Prerequisites: Musketeer
Gain Training in Strength Saving Throws. You may now add your Training Bonus to Strength Saving Throws.
Resiliant
XP Cost: 2 Prerequisites: Musketeer
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Basic Maneuvers
XP Cost : 1 Prerequisites : Musketeer
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Expert Maneuvers
XP Cost : 2 Prerequisites : Musketeer, Basic Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier II Maneuvers of the chosen type.
Special Maneuvers
XP Cost : 3 Prerequisites : Musketeer, Expert Maneuvers of the same type.
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier III Maneuvers of the chosen type.
Superior Aim
XP Cost : 2 Prerequisites : Musketeer
The Aim penalty for Targeting is reduced by ½.
High Ground
XP Cost : 1 Prerequisites : Musketeer
You gain +2 to Hit and +2 to Damage on Melee Attacks when you are 1 to 2 Meters above your target.
Light Armor Specialist
XP Cost : 2 Prerequisites : Musketeer
You gain an additional Bonus to your AC equal to ½ your DEX Modifier.
Well Spoken
XP Cost : 2 Prerequisites : Musketeer
Gain 2 Tier I Panache Maneuvers.
Wordsmith
XP Cost : 2 Prerequisites : Musketeer, Well Spoken
Gain 1 Tier II Panache Maneuver.
Silver Tongued Devil
XP Cost : 3 Prerequisites : Musketeer, Wordsmith
Gain 1 Tier III Panache Maneuver.
Might Maneuver Expert
XP Cost : 2 Prerequisites : Musketeer
You reduce the Initial cost of all Tier I Might Abilities by ½.
Might Maneuver Veteran
XP Cost : 3 Prerequisites : Musketeer, Might Maneuver Expert
You reduce the Initial cost of all Tier II Might Abilities by ½.
Might Maneuver Specialist
XP Cost : 4 Prerequisites : Musketeer, Might Maneuver Veteran
You reduce the Initial cost of all Tier III Might Abilities by ½.
Stamina Maneuver Expert
XP Cost : 2 Prerequisites : Musketeer
You reduce the Initial cost of all Tier I Stamina Abilities by ½.
Stamina Maneuver Veteran
XP Cost : 3 Prerequisites : Musketeer, Stamina Maneuver Expert
You reduce the Initial cost of all Tier II Stamina Abilities by ½.
Stamina Maneuver Specialist
XP Cost : 4 Prerequisites : Musketeer, Stamina Maneuver Veteran
You reduce the Initial cost of all Tier III Stamina Abilities by ½.
Focus Maneuver Expert
XP Cost : 2 Prerequisites : Musketeer
You reduce the Initial cost of all Tier I Focus Abilities by ½.
Focus Maneuver Veteran
XP Cost : 3 Prerequisites : Musketeer, Focus Maneuver Expert
You reduce the Initial cost of all Tier II Focus Abilities by ½.
Focus Maneuver Specialist
XP Cost : 4 Prerequisites : Musketeer, Focus Maneuver Veteran
You reduce the Initial cost of all Tier III Focus Abilities by ½.
Endurance Fighter
XP Cost : 2 Prerequisites : Musketeer
You reduce the cost to Sustain all your Maneuvers by ½.
Nimble Evasion
XP Cost : 1 Prerequisites : Musketeer
Gain training in DEX Saving Throws.
Lightning Reflexes
XP Cost : 1 Prerequisites : Musketeer
You gain +2 to your Initiative.
Relentless
XP Cost : 2 Prerequisites : Musketeer
You have one additional Reaction at your disposal.
Relentless II
XP Cost : 3 Prerequisites : Musketeer, Relentless
You have one additional Reaction at your disposal.
Relentless III
XP Cost : 4 Prerequisites : Musketeer, Relentless II
You have one additional Reaction at your disposal.
Efficient
XP Cost : 1 Prerequisites : Musketeer
You have one additional Motion at your disposal.
Efficient II
XP Cost : 2 Prerequisites : Musketeer, Efficient
You have one additional Motion at your disposal.
Efficient III
XP Cost : 2 Prerequisites : Musketeer Training, Efficient II
You have one additional Motion at your disposal.
Superior Focus
XP Cost : 2 Prerequisites : Musketeer
Gain +2 Focus.
Sniper
XP Cost : 2 Prerequisites : Musketeer
The extended range of your weapons is no longer at Disadvantage and instead has a -2 penalty.
You can use a Spyglass or Scope on your weapon to Ignore the -2 Penalty.
Abilities
Quick Draw
XP Cost : 2 Prerequisites : Musketeer
Once per Turn, you can Draw and Wield any non-Large Weapons in a worn Holster at no Action cost.
Dual Wielder
XP Cost : 2 Prerequisites : Musketeer
You gain +1 to your AC while Dual Wielding Melee Weapons.
While Wielding 2 or more Weapons, once per turn, you may Make 1 additional Attack with the Wielded Weapons. The additional Attack is always rolled with a -2 to Hit.
Dual Wielder II
XP Cost : 4 Prerequisites : Musketeer, Dual Wielder
Increase your AC to Bonus While Dual Wielding Melee Weapons to +2.
While Wielding 2 or more weapons, once per turn, you may now make 2 additional Attacks with the Wielded Weapons. The 1st additional Attack is always Rolled with a -2 to Hit, the 2nd additional Attack is always made with a -4 to Hit.
Dual Wielder III
XP Cost : 6 Prerequisites : Musketeer, Dual Wielder II
Increase your AC to Bonus While Dual Wielding Melee Weapons to +3.
Penalties for Additional Attacks while Dual Wielding are now Halved.
Swiss Cheese
XP Cost : 2 Prerequisites : Musketeer
Each additional Hit on the same target deals +1 Damage after the first Hit(Maximum of 10). This bonus damage expires at the end of the round the damage was dealt.
Hot Shot
XP Cost : 1 Prerequisites : Musketeer
Targeted Attacks from your Firearms can now Ignite Flammable Substances and Materials via sparks caused by bullet friction on impact.
First Shot
XP Cost : 2 Prerequisites : Musketeer
As long as you have a Ranged Weapon drawn when you Roll Initiative you may make a single Ranged Attack prior to the start of combat as a Reaction.
Rapid Reload
XP Cost : 2 Prerequisites : Musketeer
The Action Cost to Reload all Ranged Weapons you are Trained to Wield is reduced down to the next lowest Action Cost. Use the table below as a reference.
Gunpowder Mixing
XP Cost : 2 Prerequisites : Musketeer
You are familiar with the ingredients and mixture ratios required to make Black Powder. As long as you have access to the ingredients you may use your Engineering skill to craft Black Powder.
The Ingredients should be available in any Major City or larger settlement in the late feudal or early colonial eras. The suggested prices can be found in the corresponding buyers guide.
The DC to craft Black Powder is 16, if you fail the powder will gain a 25% chance to fail when firing. When this happens you expend the Attack action to fire before the percent chance for failure. Each time you make a roll to craft you create no more than 1 horn or 5 shots worth of powder. The process takes about an hour to complete.
Gunsmith
XP Cost : 2 Prerequisites : Musketeer
You are trained to both make and repair firearms. As long as you have access to a Gunsmith’s Toolkit you can repair Firearms while resting. As long as you have access to a Gunsmith’s Toolkit and a forge and Steel you can craft new Firearms. Crafting a new firearm requires 3-5 days of labor and costs 25% less than the listed cost to purchase in the Equipment Section.