Listed here are the classes, skills, and feats I've taken from the 3rd party D&D sourcebook, "Sorcery & Steam." More will be added as the players discover more about the world they live in.
The musketeer is the master of black powder weapons. He can load, aim, and fire a flintlock with unsurpassed speed. With a brace or two of pistols prepared, he can even hold his own in melee combat against a sword-v:ielding foe. The musketeer is no slouch with a sword as well, although his skill cannot match that of a fighter. As a musketeer gains experience, he becomes adept at avoiding ranged attacks. He also develops his fighting skills, mastering combat maneuvers chosen to augment his preferred tactics on the field of battle. Musketeers also tend to be highly mobile in combat, jumping and tumbling into advantageous positions against enemies. They are also dashing figures out of combat, often skilled in diplomacy or at least talented liars.
Abilities: Lightly armored at best, acrobatic, and skilled in firearms, Dexterity is the most important ability score for a musketeer. The musketeer has a noticeable number of physical skills and communication skills, and thus benefits also from a high Strength and Charisma score.
Hit Die: d8.
Starting Gold: 6d4x10.
Class Skills: The musketeerís class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device(Int), Escape Artist (Dex), GatherInformation (Cha), Intimidate (Cha), Jump (Str), Munitions (Int). Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex), Use Clockwork Device (Int), Use Steamcraft Device (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Armor and Weapon Proficiency: A musketeer is proficient with the club, dagger (including punching dagger), glaive, guisarme, halberd, halfspear, javelin, light and heavy crossbows, longspear, long sword, quarterstaff, ranseur, rapier, scimitar, shortspear, and short sword. He is also proficient with all types of firearms. He is proficient with light armor. He is not proficient with medium and heavy armor or shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Musketry (Ex): It is no surprise that a musketeer is highly skilled in the use of muskets and other small arms. At 1st level, the musketeer gains the benefits of the Combat Reload and Rapid Reload feats, though only when wearing light or no armor.
Reload on the Run (Ex): At 2nd level, the musketeer gains the Reload on the Run feat as a bonus feat.
Avoid Fire (Ex): The musketeer develops an instinctive feel for trajectory. projectile speed, and attacker posture. A musketeer of 3rd or higher level receives a dodge bonus to AC against ranged attacks. He loses his avoid fire dodge bonus to AC in situations when he loses his Dexterity modifier due to being unprepared, ambushed, stunned, and so on.
Move and Iíll Shoot (Ex): At 4th level, the musketeer can fire a Small or smaller firearm in a threatened area without provoking an attack of opportunity.
Bonus Feat: At 5th, 8th, 11th, 14th, 17th, and 20th levels, a musketeer chooses a bonus feat from the following list: Alertness, Ambidexterity, Blind-Fight, Combat Climbing (Swing-By Attack), Combat Reflexes, Combat Reload, Dodge (Mobility, Slip the Attack, Spring Attack), Exotic Weapon Proficiency, Expertise (Duelist, Improved Disarm, Improved Parry, Improved Trip, Parry, Riposte, Whirlwind Attack), Explosives Expert, Grenadier, Improved Critical, Improved Initiative, Lightning Reflexes, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Quick Draw, Skill Focus (any musketeer class skill), Trick Shot, Two Guns Blazing, Two- Weapon Fighting (Improved Two-Weapon Fighting, Main-Gauche), Weapon Finesse,Weapon Focus, Weapons ofOpportunity.
Take Cover (Ex): At 7th level, a musketeer increases his cover bonuses to AC and Reflex saves by +2 each when he has one-quarter, one-half, three-quarters, or nine-tenths cover.
Crack Shot (Ex): At 10th level, the musketeer reduces a foe's cover bonuses to AC and Reflex saves by -2 each when attacking that foe with a firearm. Obviously, if a foe does not have cover, Crack Shot has no effect on the musketeerís attacks against that foe.
Deadly Aim (Ex): At 13th level, the musketeer can take careful aim and fire one shot at a foe as a full-round action. His deadly aim increases the damage of his shot, adding +1d6 points of bonus damage. The bonus damage increases to +2d6 at 16th level and +3d6 at 19th level.
|Disable simple explosive||10||Standard action|
|Set fuse||15||Standard action|
|Place explosive||15||Full-round action|
|Set timed fuse length||20||Standard action|
|Make complex explosive||25||Variable, see below|
|Disable complex explosive||Opposed||Full-round action|
|Quick reload (matchlock)||15||Full-round action|
|Quick reload (flintlock)||20||Standard action|
|Quick reload (percussion cap)||25||Move-equivalent action|
Check: Any action involving an explosive requires a skill check.
Disable simple explosive: You can disarm a simple explosive or bomb that is not trapped. Generally, this task involves little more than cutting a fuse or putting out a slow-burning match. If you have 5 or more ranks in Disable Device, you gain a +2 synergy bonus on the Munitions check.
Set fuse: You safely set the fuse on a gunpowder explosive so that it detonates after one round.
Place explosive: You set a gunpowder charge at the correct location to produce the maximum effect on a structure or other object. You must still set the fuse to determine when the explosive will detonate.
Set timed fuse length: This use of the skill allows you to set a fuse so that an explosive detonates at a predetermined time. A successful skill check indicates that the explosive goes off during your initiative on the designated round. A failure on the skill check means that the explosive fails to detonate, goes off early, or detonates later than desired. The following table indicates what happens on a failed skill check:
|d20||Round of Detonation|
|1-4||Explosive fails to go off|
|5-8||Two rounds early|
|9-12||One round early|
|13Ė16||One round late|
|17-20||Two rounds late|
Make complex explosive: This use of the skill represents the construction of a trapped explosive, rigged to prevent disarming attempts. Construction takes at least 1 minute, but depending on the size and composition of the bomb and the trap, more time may be required at the DMís discretion. If you have 5 or more ranks in Craft (trapmaking), you gain a+2 synergy bonus on skill checks for this task.
Disable complex explosive: Use this skill task when trying to disarm an explosive specifically trapped to discourage tampering. You must make an opposed Munitions skill check against the character that made the trapped explosive. A standard complex explosive is DC 20, but more exotic or complicated bombs may be even more difficult.
Quick Reload: You can make a Munitions check to reload your firearms faster. If you have 5 or more ranks in Concentration, you get a +2 synergy bonus to Munitions checks to reload a firearm. Special: If you fail to disable a trapped evplosive by more than 5, the explosive detonates immediately. You can make a Reflex save (explosiveís DC + 5) for half damage.
Combat Reload (General)
You can reload your firearms without getting distracted and dropping your guard.
Prerequisite: Dex 13+, base attack bonus +1 or higher.
Benefit: You do not provoke an attack of opportunity when reloading your firearms.
Normal: Loading a firearm in combat provokes an attack of opportunity.
Craft Clockwork (General)
You can create complex clockwork devices, given enough time and materials.
Prerequisite: Int 13+
Benetit: You can create any clockwork device whose prerequisites you meet.
Craft Steamwork (General)
You can create complex mechanical and steamcraft devices. given enough time and materials.
Prerequisite: Int 13+.
Benefit: You can create any steam-powered device whose prerequisites you meet.
You excel in single combat against an armed foe.
Prerequisite: Int 13+, Expertise. Weapon Finesse or Weapon Focus in melee weapon with which you duel. Benefit: When fighting in melee against an opponent who is armed with a melee weapon. you gain a +1 bonus to melee attack rolls and a +1 dodge bonus to AC against your foe only. These bonuses reflect your expertise feinting. parrying, and exploiting weak spots in your opponent's defenses.
Special: You can take this feat more than once. Each time you take Duelist, it applies to a different melee weapon.
Explosives Expert (General)
You arc extraordinarily careful about handling and placing explosives.
Prerequisite: Munitions skill
Benefit: If you roll a 1 on your Munitions check for placing or disabling an explosive. you may roll again. The second roll stands, regardless of the result. You also gain a +2 bonus to any Reflex saves you make to avoid damage from an explosion.
Improved Parry (General)
You have an improved ability to block incoming attacks.
Prerequisites: Int 13+, Expertise, Parry.
Benefit: You can parry one melee attack per round regardless of the size of the attacker.
Normal: Normally, you cannot parry a melee attack from a creature two or more size categories larger than you.
Special: Improved Parry cannot be used in the same round as Slip the Attack.
Mechanical Aptitude (General)
Firearms. clockworks and steam-powered devices function smoothly in your hands and are not as prone to malfunction as usual.
Benefit: When you are using a firearm, clockwork device, or steamcraft device, you subtract 5 from the effects table of any malfunction or misfire rolls you have to make.
Mechanical Genius (General)
You are a paragon of technological mastery and the maintenance you lavish on your equipment is rewarded with extremely reliable gear.
Prerequisite: Mechanical Aptitude.
Benefit: When you are using a firearm, clockwork device, or steam-powered device and roll a misfire or malfunction (normally a natural 1), you can make a Munitions check (for firearms) or a Profession check (for clockworks and steamcraft devices) at DC 20. Success indicates that the malfunction or misfire does not occur.
You can use an off-hand weapon as if it were a shield.
Prerequisite: Two-Weapon Fighting.
Benefit: When wielding an off-hand weapon that is at least one size category smaller than you are, you treat the weapon as if it were a buckler, but there is no armor check penalty. You cannot use the weapon to both attack and defend in the same round.
You can block an incoming melee attack.
Prerequisites: Int 13+, Expertise.
Benefit: Once per round when you \vould normally be hit with a melee attack, you may make a Reflex saving throw (DC of 10+ your foe's melee attack bonus). You may add your shield's or your weapon's enhancement bonus (if any) to your saving throw. If you succeed, you parry the attack and take no damage. You must be aware of the attack and not flat-footed. Attempting to parry a melee attack does not count as an action. Melee attacks from a creature two or more size categories larger than you cannot be parried.
Special: Parry cannot be used in the same round as Slip the Attack.
You have great skill at performing surgical procedures and can help creatures recover from debilitating injuries.
Prerequisites: Heal 4 skill.
Benefit: You can double the benefits of the Heal skill when giving long-term care when you treat a wounded creature. Treated creatures recover twice as many hit points and twice the temporary ability damage they have suffered. You are also very knowledgeable about anatomy and may identify, remove or replace any internal organs from a creature's body (in order to replace an organ, a suitable match for the organ must be present).
Rapid Reload (General)
You can reload a pistol or musket faster than normal.
Prerequisites: Dex 13+, base attack bonus +2, proficiency with firearms. Benefit: You can reload a pistol or a musket more quickly than normal. The reload time depends on the type of firearm:
|Firearm||Rapid Reload Time|
|Matchlock||Full round action|
|Percussion Cap||Move-equivalent action|
Reload on the Run (General)
You can reload a pistol or musket while movmg.
Prerequisite: Dex 13+, Rapid Reload.
Benefit: You can combine reloading a flintlock or percussion cap pistol or musket with a regular move. You provoke attacks of opportunity as normal using this feat. For example. reloading a flintlock with Rapid Reload requires a standard action. With Reload on the Run, you can move with that standard action and reload at the same time, leaving you with a move equivalent action. Reloading a percussion cap with Rapid Reload is a move-equivalent action. With Reload on the Run, you can move and reload at the same time, leaving you with a standard action.
You can turn a successful parry into a counterattack.
Prerequisites: Int 13+. Expertise. Parry. base attack bonus +6.
Benefit: If you successfully parry a foe's attack. you can make an immediate riposte attack against that foe. A reposte is an extra melee attack made at your highest melee attack bonus with the weapon you are wielding.
Slip the Attack (General)
You can sidestep an attack and then redirect that attack toward an adjacent enemy.
Prerequisites: Dex 13+, Dodge. Benefits: Once per round, when you are missed by an attacker in melee designated as your Dodge target, you can redirect the attack to any other character adjacent to you and within the reach of the attacker. The attacker must make a new attack roll.
Special: Slip the Attack cannot be used in the same round as Parry or Improved Parry.
Swing-By Attack (General)
You can swing from a rope past a foe and attack at the samc time.
Prerequisites: Climb skill. Combat Climbing.
Benefit: When you are swinging from a rope (or similar object) and use the charge action, you may move and attack as with a standard charge and then move again (continuing the straight line of the charge). Your total movement from the swing-by attack cannot exceed 2 times the distance between your starting point and the point at which the rope is anchored. You do not provoke an attack of opportunity from the opponent that you attack.
Special: The benefit is lost if you are in armor heavier than light armor or you are carrying a heavy load.
Trick Shot (Figher, General)
You can make amazing shots with your firearms.
Pn:i'equisite: Dex 13+, base attack bonus +5 or higher.
Benefit: You gain a +1 bonus on ranged sunder and disarm attacks with a firearm. In addition, you can perform various tricks with your firearms, such as putting a hole in a flipped coin or shooting a hat off a stranger's head. Any fancy trick shots that have no real use in a combat situation can be attempted with this feat. Pulling off such a trick requires hitting an Armor Class of 20 for a standard trick, 25 for a difficult one, and 30 or higher for a truly outstanding or complicated shot. At the DM's discretion. this feat may be applied to any ranged weapon, not just firearms.
Normal: Anyone can try to perform trick shots with a firearm. but you suffer a -5 circumstance penalty without the Trick Shot feat.
Two Guns Blazing (General)
You can fire a gun in each hand with reduced penalties.
Benefit: Your penalties for firing a gun in each hand are reduced by 2.
Special: The Ambidexterity feat reduces the attack penalty for the second weapon by 4.
Weapons of Opportunity (General)
You can use mundane objects as weapons.
Prerequisite: Base attack bonus +4 or higher.
Benefit: You can use virtually any mundane object that you can lift as if it were a weapon. You attack with all normal bonuses. including those from applicable feats. Damage for a weapon of opportunity depends on its size.