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 black powder 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, Driving and 2 of the following Skills: Perception, Charm, Debate, Acrobatics, Intimidate, Medicine, Engineering, Knowledge or Investigation.
You are considered to be trained to ride and care for a mount.
Gain Training in the use of 1 Melee Weapon Type.
Gain Training in the use of Black Powder Firearms and 1 Ranged Weapon Type of your Choice(Bows, Crossbows, Thrown Weapons, etc.).
Equipment
Acquire a Common or Uncommon Suit of Light Armor of your choice.
Acquire 2 Melee, Ranged or Weapons of your choice.
Acquire 1 Black Powder 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 nor do you Provoke Opportunity Attacks. Instead, you gain +1 to Hit and deal +2 Damage on Firearm based 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.
Resilient
XP Cost: 2 Prerequisites: Musketeer
Gain Training in Constitution Saving Throws. You may now add your Training Bonus to Constitution Saving Throws.
Basic Maneuvers
(This Trait may be taken multiple times)
XP Cost : 1 Prerequisites : Musketeer
Choose a Maneuver Type(Might, Stamina or Focus), you gain 2 Tier I Maneuvers of the chosen type.
Complex Maneuvers
(This Trait may be taken multiple times)
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.
Expert Maneuvers
(This Trait may be taken multiple times)
XP Cost : 3 Prerequisites : Musketeer, Complex 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
(This Trait may be taken multiple times)
XP Cost : 2 Prerequisites : Musketeer
Gain 2 Tier I Panache Maneuvers.
Wordsmith
(This Trait may be taken multiple times)
XP Cost : 2 Prerequisites : Musketeer, Well Spoken
Gain 1 Tier II Panache Maneuver.
Silver Tongued Devil
(This Trait may be taken multiple times)
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.
High Stamina
XP Cost : 2 Prerequisites : Musketeer
Gain +2 Stamina.
Mighty
XP Cost : 2 Prerequisites : Musketeer
Gain +2 Might.
Height Advantage
XP Cost : 2 Prerequisites : Musketeer
You gain +2 to Hit on Ranged Attacks when you are 4 or more Meters above your target.
Way of the Blade
XP Cost : 2 Prerequisites : Musketeer, Training in Blades and Swords
You deal an additional +2 Damage of the same type on all Damage Rolls made with Blade and Sword Type Weapons.
Sniper
XP Cost : 2 Prerequisites : Musketeer
The extended range of your weapons no longer makes attacks with a Fate Die added, and instead has a -2 penalty.
You can use a Spyglass or Scope on your weapon to Ignore the -2 Penalty.
Black Powder Cloak
XP Cost : 2 Prerequisites : Musketeer
Every time you fire a Black Powder Firearm or a Black Powder Thrown Weapon you Threw Detonates, a Black Powder Cloud is generated in an adjacent tile in the direction you fired, or the tile which the explosive detonated, until the end of your next turn.
Black Powder Cloud Blocks line of sight and allows creatures to make Stealth Skill Rolls as such. Ranged Attacks made through the cloud are made with a -4 Penalty. Creatures within the cloud suffer a -4 penalty to all Attack Rolls.
Abilities
Bring you own Bayonet
XP Cost : 3 Prerequisites : Musketeer
Whenever you are wielding a Musket or Rifle Firearm you can Attach a Knife or Blade to the weapon via an Action, turning it into a Bayonet.
Bayonet - While wielding a Firearm with an attached Bayonet you gain the Ability to make a 1d8+2 Puncture / Slashing Damage Melee Attack with that weapon, until you remove the bayonet via another Action.
You are Trained to wield this weapon(add training bonus to Attack Rolls) and you can add your STR or DEX modifier to the Attack and/or Damage Rolls.
Bracing Strike - Once between turns, you can use your reaction to make an Attack with your bayonet vs a creature that is moving adjacent to you.
Counter-Strike
XP Cost: 3 Prerequisites: Musketeer
While you are Wielding a Blade or Sword Type Weapon: If a creature Misses you with an Attack Roll using a Melee Weapon, you may spend a Reaction to activate Counter-Strike
Make a single attack Roll with your wielded blade or sword with a Destiny Die added. You deal your weapon's standard damage on Hits.
Counter-Shot
XP Cost: 3 Prerequisites: Musketeer
While you are Wielding a loaded Firearm Type Weapon: If a creature Misses you with an Attack Roll using a Melee Weapon, you may spend a Reaction to activate Counter-Shot
Make a single attack Roll with your wielded firearm with a Destiny Die added. You deal your weapon's standard damage on Hits.
Breathing Room
XP Cost : 3 Prerequisites : Musketeer
While wielding a ranged weapon, As long as it is loaded, whenever an enemy comes within 2 meters of your position you may use your Reaction to make a single Ranged Attack with your Equipped Weapon.
If you are Dual Wielding(and they both are loaded) you may make a Ranged Attack with both your weapons at the standard penalty .
If you Hit you deal your weapon's standard damage to the target and they lose 2 Meters of Movement for every 5 points of damage that you deal with this Attack.
If this would cause the target to lose their remaining movement they cannot advance or move adjacent to you unless they gain movement.
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.