Homebrew class: The Musketeer. Need help and advice!


Homebrew and House Rules


I am having trouble with designing this class. I don't like the Gunslinger class, but I want my players to be able to have a class that uses the firearms in my game. In which they are incredibly rare and the sale of black powder is strictly regulated. I wanted the feeling of the classical musketeer, ala The Three Musketeers. Here is my work in progress.

Musketeer:
Musketeer

Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 x 10gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less, and the Musketeer begins with her starting firearm.

Class Skills:
Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (local), Knowledge (nobility), Knowledge (Religion), Profession (Wis), Survival (Wis), and Swim (Str)

BAB is Full.
Reflex is a good progession. Fort and Will are poor.

1st - Musketeer Gear, Diplomatic Training
2nd - Bonus Feat
3rd - Musketeer Style Choice
4th -
5th - Bonus Feat
6th - Musketeer Style
7th -
8th - Bonus Feat
9th - Musketeer Style
10th -

Musketeer gear
At 1st level, a Musketeer gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the brokencondition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold).

Diplomatic Training:
The Musketeer is trained in matters of diplomacy and intimidation. They add half their level to all Diplomacy and Intimidate checks.
Bonus Feat List:
Deadly Aim, Far Shot, Point Blank Shot, Precise Shot, Rapid Reload, Weapon Focus, Weapon Specialization, Weapon Finesse, Power Attack, Improved Disarm, Combat Expertise, Cleave, Quick draw

Musketeer Style: At 3rd level the Musketeer must choose a style to pursue

Melee Syle:
3rd - Cape Flourish - As a full round action the musketeer can feint with a flourish of her cape and then attack with her melee weapon.

6th - Disarming Flash - As a full round action. With a single twirl of her weapon the Musketeer makes a disarm attempt and slashes with her weapon. This does not provoke an attack of opportunity and causes a -2 to the attack roll.

Ranged Style:
3rd - Ready, Fire! If the Musketeer readies an action to fire on a target, they gain +2 to the attack roll. This bonus increase by 1 for every 3 levels after 3rd.

6th - Smoke cloud - The musketeer loads his weapon in such a way to produce extra smoke providing concealment. As a full round action the musketeer fires a shot and gains concealment until the beginning of his next turn.

This is my first try at creating a homebrew class and I feel a bit in over my head. Any advice or critiques are helpful. I realize I don't have much yet, but I think some direction or discussion could help. Is anything way off balance already? Ideas for fun abilities? Thanks in advance.

Scarab Sages

You may want a different name, there's already a Musketeer Cavalier archetype that mixes gunslinging in with cavalier abilities. Seems fun so far though.

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