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Musketeer

Flashy and confident, the musketeer isn't above using dirty tricks to gain the upper hand in a fight. Despite their bravado, musketeers are fiercely loyal to their allies.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak MusketeerCreature 2

Medium Human Humanoid 
Source NPC Core pg. 77
Perception +8
Languages Common
Skills Acrobatics +9, Athletics +6, Deception +6 ((+8 to Feint)), Intimidation +8, Stealth +9, Thievery +7
Str +1, Dex +4, Con +1, Int +0, Wis +1, Cha +3
Items flintlock musket (10 rounds), leather armor, rapier
AC 18; Fort +6, Ref +9, Will +4
HP 25
Speed 25 feet
Melee [one-action] rapier +9 [+4/-1] (deadly d8, disarm, finesse), Damage 1d6-2+5 piercingMelee [one-action] fist +9 [+5/+1] (agile, finesse, nonlethal, unarmed), Damage 1d4-2+5 bludgeoningRanged [one-action] flintlock musket +9 [+4/-1] (concussive, fatal d10, range increment 70 feet, reload 1), Damage 1d6-2+4 piercingMusketeer's Advance [two-actions] Requirements The musketeer is wielding a flintlock musket; Effect The musketeer makes a flintlock musket Strike. If the Strike hits, the target is off-guard to melee attacks by the musketeer until the end of the musketeer's next turn. Regardless of whether the Strike hit, the musketeer then Interacts to swap their flintlock musket for their rapier and Strides toward the creature they attacked.One for All [one-action] Requirements The musketeer is wielding a single one-handed weapon in one hand and has their other hand free; Effect The musketeer grants a +1 circumstance bonus to AC to themself until the start of their next turn. Allies also gain this bonus while adjacent to the musketeer. If a creature would benefit from more than one creature's One for All ability, the bonus is +2 instead of +1.Sneak Attack The musketeer deals an extra 1d6 precision damage to off-guard creatures.

All Monsters in "Maverick"

NameLevel
Arms Dealer2
Gunwitch7
High Roller11
Musketeer3
Peerless Duelist12
Political Upstart0
Runaway Blueblood3
Unsanctioned Sheriff5

Maverick

Source NPC Core pg. 76
These lone wolves have an aura of mystery, bravado, and swagger.

Sidebar - Related Creatures Crossover Ancestry NPCs

Several of the NPCs elsewhere in NPC Core can fit well in this group: Bill-band (level 5), gambling companion (level 3), goblin get gang (level 5)

Sidebar - Advice and Rules Draw!

Multiple mavericks carry the explosive ranged weapons called firearms. Many of these NPCs can be adapted to other ranged weapons, such as crossbows or bows, with minimal changes if you choose not to include firearms in your game. More firearms and the gunslinger class appear in Pathfinder Guns & Gears.

Sidebar - Additional Lore Dueling Etiquette

Some mavericks meet to size each other up before deciding whether or not to duel. Then, if they decide to challenge one another, the face-off's rules (or lack thereof) are agreed upon beforehand to prevent any ill will afterward. Being a sore loser is highly frowned on, even more than a duel to the death.

Sidebar - Additional Lore Familiar Firearms

Many gunwitches wield weapons that are both firearms and magic weapons or implements in some form, which serves in place of a regular witch's familiar. As most gunwitches—rare as they are—make their own weaponry, it's speculated that the gunwitch's patron is the one who provides the blueprints for their sophisticated magical firearm.

Sidebar - Advice and Rules Mavericks And Duels

Mavericks tend to jump into duels at the drop of a hat, ready for a true test of their intuition and reflexes. A duel encounter uses the duels subsystem. A peerless duelist is truly exceptional (and already has all the dueling actions used in the subsystem due to their skills). If you want another NPC to have more options in duels, you can swap one of their existing skills for Deception or Intimidation.