Musketeers focus their training on mastering swordplay and firearms to become even more effective and versatile combatants. Most musketeers belong to elite fighting forces in civilized lands, such as the fabled House Guard of Edene or the Royal Order of Musketeers who protected the rulers of the Kingdom of Sails in ancient times. Whether or not they belong to such an order, musketeers use their weaponry to great effect, baffling their enemies with finely honed exploits and maneuvers.
Level 7 Musketeer
Attributes. Increase three by 1
Characteristics. Health +4, Speed +2
Languages and Profession. You can speak another language and add a profession.
Disarm Expertise When you use an action to disarm and you are using a swift weapon, you make the attack roll with 1 boon. In addition, if the total of your roll is 20 or higher and beats the target number by 5 or more, you can also snatch the object out of the air if you have a hand free.
Firearms Drill You can use a triggered action on your turn to attempt to load a pistol or a rifle you are wielding. Make an Agility challenge roll. On a success, you load the weapon.
Nimble Defense You have a +1 bonus to Defense when you are not wearing medium or heavy armor.
Level 10 Musketeer
Characteristics. Health +4
Firearms Mastery Your attacks with pistols and rifles deal 1d6 extra damage.
Disarming Wit When you would make an attack with a melee weapon, you can use a triggered action to pepper your target with insults. If the target can hear and understand what you say, make an Intellect attack roll against the target’s Will. On a success, the target is impaired for 1 round and you make your weapon attack roll against it with 1 boon. On a failure, the target becomes immune to your use of Disarming Wit until the target completes a rest.