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Some fencers hold more strongly to a particular ideal of chivalry and teamwork than to the culture and practice of dueling. For these individuals, the path of the musketeer offers special training in light firearms and coordination in combat. With a musketeer on your side, you can be sure of quick support and a reliable comrade-in-arms.

The musketeer is an archetype of the fencer class.

Archetype Main Ability Scores:
The musketeer mainly focuses on DEX for martial combat and DEX and CHA for his class features.

Archetype Feature Replacements:
1st – Weapon and Armor Proficiencies, Duelist Stance. 4th – Lunge Technique. 6th – Lunge Technique. 8th – Lunge Technique. 9th – Elaborate Defense 10th – Lunge Technique. 12th – Lunge Technique. 14th – Lunge Technique. 16th – Lunge Technique. 18th – Lunge Technique. 20th – Lunge Technique.

Weapon Proficiencies

The musketeer gains proficiency with one-handed firearms.

This ability modifies the fencer’s starting weapon proficiencies.

Musketeer Training (Ex)

At 1st level, the musketeer is treated as though he had the Two-Weapon Fighting feat so long as he is wielding a rapier and a pistol together, and he does not invoke attacks of opportunity by firing his pistol. The musketeer gains Gunsmithing as bonus feats, but these feats only apply to pistols. Additionally, the musketeer gains a trainee pistol identical to the one gained by the gunner. In addition, the musketeer can use the Einhander class feature with these two weapons.

This ability replaces duelist stance.

Chivalrous Talents

At 4th level, a musketeer gains Rapid Reload as a bonus feat. The musketeer must choose pistols to associate with this feat. If the musketeer already has this feat, he may pick another Combat feat for which he meets the prerequisites. Additionally, starting at 4th level, the musketeer may select the following chivalrous talent in place of a lunge technique:

All for One (Ex): As a swift action, once per combat encounter, the musketeer can rally a number of allies up to his Charisma modifier and provide them a chance to attack one enemy threatened by the musketeer; this enemy is chosen by the musketeer. After the musketeer’s turn ends, each ally chosen may make a melee or ranged attack against the chosen target as an immediate action if they are able. In addition, until the musketeer’s next turn, his chosen allies do not provoke attacks of opportunity from any enemy that threatens the musketeer. These allies must be within 30 feet of the musketeer when he uses this talent in order for them to gain its effects.

Starting at 8th level, the musketeer may select the following talent in place of a lunge technique:

One for All (Ex): As a swift action, once per combat encounter, the musketeer can gain the benefits of a teamwork feat of his choice (so long as he meets the prerequisites) for a number of rounds equal to 1 + his Charisma modifier. The musketeer can share the effects of the feat with a number of allies equal to half his Charisma modifier rounded down, with a minimum of 1 (so long as his allies also meet its prerequisites). In addition, the musketeer and all allies affected gain a +2 circumstance bonus on attacks made with light melee weapons and one-handed firearms. These allies must be within 30 feet of the musketeer when he first uses this talent in order for them to receive its benefits.

These abilities may replace lunge techniques gained at 4th level or beyond.

Hoist Petard (Ex)

At 9th level, the musketeer has come to recognize that desperate times can call for desperate measures. By taking a standard action to tinker with his pistol, he may overcharge a number of ammo rounds equal to his Charisma modifier to increase his damage.

For each overcharged ammo round, he adds his Charisma modifier to his attack with the pistol, and the pistol’s damage increases by a number of dice equal to half his Charisma modifier rounded down, with a minimum of 1; however, the pistol’s misfire range is increased by 1 for each additional die, and the musketeer takes half of the damage he would have dealt to his target on a misfire. If the musketeer succeeds on a Reflex save with a DC of 10 + 2 per each additional die, he further halves the damage taken. For example, a musketeer with a Charisma modifier of 4 would add 2 damage dice, increasing a medium-sized pistol’s damage from 2d4 to 4d4 and its misfire range from 1 to 1-3, with 2d4 damage normally dealt to the musketeer on a misfire, but instead taking only 1d4 with a successful Reflex save with a DC of 14.

Overcharged ammo rounds remain overcharged until expended, unless the musketeer takes another standard action to readjust his pistol. The musketeer may use this ability a number of times per day equal to his Charisma modifier.

This ability replaces elaborate defense.