Regular Musket-Men

Men who enlist that are responsible and have exceptional aim are trained with muskets and bayonets. During battle they are usually behind a heavily defended line taking orders from their superiors.

The Elite Guard

The best Musketmen are further trained, and some taught mounted combat. Always in formation, they take advantage of their range and hold their position in slightly spread and organized formations. If confronted against AOE they usually spread out.

The Champion Musketeer
Only the best of the best are allowed to train with as many bullets as they wish and given the legendary weapon Millia Sagittæ “Thousand Arrows”.


Regular Musket-man
4th-level Human warrior
4d8+4=22 hp
Initiative: +3
Base Attack: +4 Grapple: +6
AC 16 (Masterwork Studded Leather +3, DEX +3), Touch 13, Flat Footed 13
Attack: +1 Mstk. Heavy Musket Attack +8 1d10 x3, or Mstk.Bayonnet +4 1d8 x3 P
Fort: 3 Ref: 7 Will: 1
Str 10 Dex 16 Con 12 Int 12 Wis 10 Cha 8
Skills: Spot +8, Intimidate +7, Ride +5, Heal +2, Survival +2, Jump +5
Feats: Weapon Proficiency (firearms), Endurance, Any other feat
Gear: Masterwork Heavy Musket 1d10 takes one full round action to load, Piercing damage, 130 feet range.
Bayonet, deals double damage against charges.

Elite Musket-man
8th-level Human warrior
8d8+16=58 hp
Initiative: 4
AC 20 (plus 1 Chain Shirt 5, Bracers of armor 1, dex 4), touch 15, flat footed 16
Base attack: 8/3 Grapple: 9
Attack: 1 Double Heavy Musket +15/10 1d10 +2 x2 P or Mstk. Heavy Bayonet +10/5 1d102 x3 P
Fort: 5 Ref: 9 Will: 5
Str 12 Dex 18 Con 16 Int 12 Wis 11 Cha 9
Skills: Listen: 13 Spot: 13
Feats: Alertness, Weapon Proficiency (firearms), Iron Will, Weapon Specialization (Double Musket)
Special Attacks: Bomb 1d6 bludgeoning, 1d6 sonic, 1d6 fire damage or smoke bomb
Equipment: +1 Masterwork Double Musket deals 1d12 damage, can fire each bullet at a time, or both at the same time, albeit at a -2 penalty as if using many shot. Takes a one full round action to load one of the barrels.
Mstk. Heavy Bayonet 1d10 piercing damage, does double damage against charges.
Cloak of Resistance I
2 Bombs, deal 3d6 damage in 10 ft radius.

Champion Musketeer
10th –level fighter
10d10+20=75 hp
Initiative 4
Speed 30ft
AC 23 (plus 2 Chain Shirt 5, Bracers of armor 2, dex 5), touch 17, flat footed 17
Base attack: 10/5 Grapple: 11
Attack: 2 Millia Sagittæ Rifle +20 2d8 +5 19-20 x2 P and B (150 range)
Full Attack: +2 Millia Sagittæ Rifle +20/15 2d8 +5 19-20 x2 P and B
or +2 Millia Sagittæ Rifle +18/18/13 2d8 +5 19-20 x2 P and B
or +1 Bayonet +13/8 1d8
4 x3 P
or 1 Flachion +13/8 1d62 19-20×2 S
or Masterwork Dagger 13/8 1d41 19-20×2 P
Fort: 8 Ref: 14 Will: 7 has cloak of resistance 2
Str 12 Dex 20 Con 16 Int 13 Wis 11 Cha 10
Skills: Listen 13, Spot13, Ride +15, Hide +15, Heal +5
Feats: , Weapon Proficiency (firearms), Iron Will, point blank shot, rapid shot, precise shot, Weapon Focus (Millia Sagittæ), Weapon Specialization (Millia Sagittæ), Greater Weapon Focus (Millia Sagittæ)
Special Attacks: Greater Bomb 4d6 combined bludgeoning, fire, sonic and piercing damage or smoke bomb (gives complete cover for 4 rounds)
Gear: Millia Sagittæ Hardness 15, Hit Points 40, SR 20
+2 2d8 19-20×2 (Piercing and Bludgeoning) (one-of-a-kind) can hold 10 bluets, takes one full round to load 3 bullets. 60 perfect adamentine bullets worth 40 gold each (if killed only has 2d12 left) knowledge engineering 35 to know how to make and craft 35 metalworking and to make.
+2 Mastwerk mitheral chain shirt, Cloak of Resistance II, Bracers of Armour +2.
+1 mstk. Bayonet, +1 mstk. Rapier, 4 Greater bombs 15 ft radius, 2 somke bombs 20 ft radius, 4 potions of cure moderate wounds, one potion of eagle’s splendor and more random things


The Citadel Priscus