Arquebusier Core Class: Master of Firearms [Archive] - Wizards Community

Post/Author/DateTimePost
JaveHarron

06-26-04, 03:10 PM
Notes: This is from a steampunk setting of mine, located here. This core class is fitting for a Renaissance or more advanced level.

http://boards1.wizards.com/showthread.php?s=&postid=3679887#post3679887

Arquebusier
One of the most potent inventions left behind was firearms. While the Void-Sigma mechanized rifles of the Federation no longer exist in this dimension, many muskets, arquebuses, and simple firearms exist. Collectively, users of black powder weapons, guns, or firearms of any sort are called arquebusiers. Many moderately advanced communities have arqubuesiers as soldiers, and many nobles use them as bodyguards.
Adventures: There are many reasons an arquebusier might adventure, though it varies on an individual level. Many see firearms as superior to 'normal' weapons. Many are opportunists and mercenaries, seeking causes that attract them the most. Some might be nobles or merchants intrigued by these contraptions, and others might become bandits or warlords.
Characteristics: The arquebusier is a master of firearms. He also can use a 'side weapon,' like a rapier or short sword, but he is obviously not the equals of fighters in melee. As he levels up, he learns to avoid ranged attacks, and augments his own fighting style. They favor dexterity and adaptibility, not brute force.
Alignment: It might seem at first the arquebusier is chaotic at first, this can be deceiving. The arquebusier needs quite a bit of focus to master his weapons of choice. Many arquebusiers work in strictly regimented units. As for good and evil, it varies. A good arquebusier might use his skill to free oppressed people, while an evil one might be a fearsome bandit.
Religion: Arquebusiers have no 'general' type of deity they are attracted to. Many in the military are attracted to gods of war. Others like deities of learning and science, as firearms are an advanced weapon. More chaotic ones might worship deities of individual freedom.
Background: Arquebusiers came from mainly the middle and lower classes in larger communities, especially those near former Federation-backed governments. Since lower classes cannot afford years of training with swords, mainly are attracted to firearms as stronger, easy-to-use weapons. It is easier to fire a gun then spend years focusing on swordplay or archery. Few come from the upper classes, but there are notable exceptions. It is also rare for arquebusiers to come from small communities. Normally, the larger communities are more developed, thus more likely to have discovered firearms, but this is not always true.
Races: Humans and gnomes make up most of the arquebusiers. Humans like the power granted, and gnomes like new weapons. Urban elves and half-elves often become interested in these new toys. Dwarves often form regiments of arquebusiers to guard their kings and respected leaders. Half-orcs normally don't understand firearms, but a few 'civilized' ones do. Less advanced groups see firearms as a fearsome type of magic.
Other Classes: Arquebusiers can generally get along well with a variety of classes, but this can vary on an individual basis. Generally, arquebusiers look down on barbarians as uncivilized brutes, as with many melee-dependant fighters. They often respect the disciple of monks. Classes that depend on stealth, however, might not like the thunderous explosion of the arquebusier's weapon. However, arquebusiers often use stealth to help them move into position for a shot.
Game Information- In their ideal state, arquebusiers are lightly armored and mobile. Their most important skill is Dexterity. However, a good Strength score could help some of their other abilities, as well as good Intelligence.
Alignment: Any.
Hit Die: d8.
Starting Gold: 6d4x10.
Aquebusier's (Arq) Class Skills-
Alchemy (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Armsmithy) (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Skill Points at First Level: (6 + Int. Modifier)x4
Additional Level Skill Points: 6 + Int. Modifier
Weapon Proficiencies: All simple weapons, as well as all firearms.
Armor Proficiencies: Light Armor. Not proficient in Medium Armor, Heavy Armor, or Shields. Skill penalties apply normally.

The Arquebusier (Arq)
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +1 +0 +2 +0 Firearms Training
2 +2 +0 +3 +0 Close-Quarters Combat
3 +3 +1 +3 +1 Adaptive Doctrine
4 +4 +1 +4 +1
5 +5 +1 +4 +1 Bonus Feat
6 +6/+1 +2 +5 +2 Focused Reload
7 +7/+2 +2 +5 +2
8 +8/+3 +2 +6 +2 Bonus Feat
9 +9/+4 +3 +6 +3
10 +10/+5 +3 +7 +3 Improved Close-Quarters Combat
11 +11/+6/+1 +3 +7 +3 Bonus Feat
12 +12/+7/+2 +4 +8 +4 Shot on the Run
13 +13/+8/+3 +4 +8 +4 Silent Shot
14 +14/+9/+4 +4 +9 +4 Bonus Feat
15 +15/+10/+5 +5 +9 +5
16 +16/+11/+6/+1 +5 +10 +5 All-Weather Shot
17 +17/+12/+7/+2 +5 +10 +5 Bonus Feat
18 +18/+13/+8/+3 +6 +11 +6 Expert Marksman
19 +19/+14/+9/+4 +6 +11 +6 Create Alchemical Gunpowder
20 +20/+15/+10/+5 +6 +12 +6 Bonus Feat

Firearms Training (Ex): Gains benefits of Combat Reload and Rapid Reload while in light armor or no armor.
Close-Quarters Combat (Ex): Gains benefits of Point Blank Shot while using a firearm within 30 feet of the target. Also gains ability to use firearm as a club with a free action. A pistol or small one-handed firearm can be used in melee does 1d4 of Bludgeoning damage, with critical threat range of x2, requiring one hand. A Medium or Large firearm does 1d6 of Bludgeoning damage, with critical threat range of x2.
Adaptive Doctrine (Int. Modifier +2 or greater): Can turn take cross class skills as class skills. The number of skills that can be taken as class skills is the number of Int. Modifier.
Focused Reload (10 ranks in Concentrate): Being attacked while reloading a firearm does not provoke an attack of opportunity.
Improved Close-Quarters Combat (Ex): Gains ability to use bayonet, as well as +1 bonus on attacks in melee and within 30 feet. The bayonet can be made by attaching a dagger to the front of a two-handed firearm. If the bayonet is on a Medium or Larged sized firearm, it can be used for reach attacks. A longarm with a bayonet does 1d4 Piercing damage with a critical range of x3. On its own, a bayonet is treated like a dagger.
Shot on the Run (Ex): Gains Shot on the Run as a bonus feat.
Silent Shot (Ex): With an understanding of how to silence firearms, the arquebusier can fire a single shot the target can only hear with a Listen check (DC=15) to hear, but losses 50% of the firearm's max range. If it hits, the shot does an additional +1d6 Piercing damage.
All-Weather Shot (Ex): Thanks to a near-mystical bond to their firearm of choice, the weapon will not misfire or jam. If a 1 is rolled, it simply fails to fire. Also, the weapon will fire anywhere, even underwater. The gun will no longer accidentally discharge.
Expert Marksman (Ex): The arquebusier gains a +2 attack bonus with their firearm, and a +1 bonus with other firearms. Gains the Called Shot feat when using firearms and in no armor or light armor. Also can fire while blinded or in the dark, giving Blind-Fight with a firearm.
Create Alchemical Gunpowder (Ex): A successful Alchemy check can now produce the following gunpowders and ammunition. Each is an Alchemy check vs. DC=20 to make. The finished product for all is 1 lb., and enough for 20 shots. Only Sigma Powder is harder to make, needing an Alchemy check vs. DC=30.
Silent Death Powder: Bullets can only be heard with a Listen check (DC=15), but lose 50% max range.
Merfolk Powder: Bullets fire underwater and in rain without penalty.
Acidic Powder: Bullets do 1d6 additional Acidic damage.
Screamer Bullets: Bullets do 1d6 additional Sonic damage.
Powdered Ice: Bullets do 1d6 additional Cold damage.
Ash Powder: Bullets do 1d6 additional Fire damage.
Thunder Powder: Bullets do 1d6 additional Electric damage.
Sniper's Powder: Bullets fired with Sniper's Powder get a +1 attack bonus and adds 50% range to the gun.
Sigma Powder: Bullets have one type of elemental damage, a +1 attack bonus, are silent, work underwater, and have normal range.

Class Feat List: as Fighter
MesaCraft

06-26-04, 04:35 PM
Very cool, however, you just described a MUSKETEER, Arquebusier sounds sorta loopy dude. And while I realize Musketeer brings about a whole bunch of archtype visuals, that is the correct name for what you describe. If you dont want to use Musketeer, come up with a name a little easier then Arquebusier.

Maybe, Grenedier. That was a name given to many early firearms troops.