Trained in His Majesty's Elite Militia Forces, the Gilden Fusilier is a human marksman specializing in flint-lock firearms and stealth skills. The Fusilier is a volunteer from amongst the citizenry in the Majestic Kingdom of the Gilded Throne, as opposed to a conscripted or lifelong soldier. Whereas most of the Kingdom's military consists of conscripts, who only serve in wartime, and noble knights born into military life, serving in exchange for their noble titles and holdings, the Fusilier is one of the militiamen who take up the defense of their homeland out of pride, duty, or a simple lack of work to live by. The militia takes in nearly anyone but criminals, and the Fusilier is someone who has proven their combat prowess and entered the elite core of the militia. Gilden Fusiliers serve primarily as snipers and small fire-support squads, but they also do some scouting and, in rare instances, assassination of enemy commanders or anarchist cell leaders. As part of the Elite forces, a Gilden Fusilier is only required to serve in the militia for three months each year, but many choose to serve longer. However, until he or she retires from the militia, the King can recall the Fusilier to service at any time that the Kingdom needs its sniper core ready. Gilden Fusiliers are taught not only sniper tactics and firearm techniques, but also a few minor arcane magic techniques, which allow them to infuse their weaponry with eldritch power very briefly. His Majesty's Royal Magi provide this brief arcane training to the Fusiliers, and they also occasionally supply the Elite Militia Forces with special caster bullets, which are a unique type of bullet the Magi have devised as cheap, magical ammunition. Hit Dice: D6 Alignment: Any Prerequisites: Must be a human of fairly pure Gilden lineage and citizenship; must be accepted into His Majesty's Elite Militia Forces, and trained by said organization in the Majestic Kingdom of the Gilded Throne for at least 3 months straight; must be a loyal subject of His Majesty of the Gilded Throne; base attack bonus +4 or higher; base Reflex save +3 or higher; Craft (Firearms) 2+ ranks, Hide 4+ ranks, Move Silently 4+ ranks, Spot 7+ ranks, Wilderness Lore 2+ ranks; Alertness or Skill Focus (Spot); Exotic Weapon Proficiency (Firearms), Point Blank Shot, Precise Shot Skill Points Per Level: 6 + Int Mod Class Skills: Balance, Climb, Craft, Escape Artist, Hide, Jump, Knowledge (architecture and engineering), Knowledge (local), Knowledge (nobility and royalty), Knowledge (war), Move Silently, Spot, Swim, Use Magic Device, Wilderness Lore. Weapon And Armor Proficiencies: Gilden Fusiliers gain no additional proficiencies. Bonus Feats: Gilden Fusiliers acquire several bonus feats related to their training as snipers, and they do not need to meet the normal prerequisites for these bonus feats. At 1st-level in this prestige class, the Gilden Fusilier receives the bonus feats of Far Shot and Sharpshooting. At 2nd-level in the class, he or she gains Shot On The Run as a bonus feat. Additionally, at 4th-level as a Gilden Fusilier, they gain Weapon Focus (Musket), Weapon Focus (Pistol), Weapon Specialization (Musket), and Weapon Specialization (Pistol) as bonus feats. Dashing Reload (Ex): Fusiliers are trained to reload their weapons on the go. Thus, when reloading a flintlock pistol, or when unjamming any flintlock firearm, the Gilden Fusilier can take a move action at the same time (attacks of opportunity for reloading are based on the Fusilier's starting point). When reloading a flintlock musket, the Gilden Fusilier can take a double move action at the same time instead (attacks of opportunity for reloading are based on the Fusilier's starting point). This cannot be used in combination with Shot On The Run. The Fusilier cannot take this movement and a 5-foot-step in the same round, in either case. However, when using this ability, the Fusilier's speed is effectively reduced by 10 feet because of the distracting nature of reloading while on the move; this ability cannot be used if the Fusilier's speed would be reduced to less than 5 feet. In addition, reloading on the move like this causes the weapon to suffer a chance of misfire, as though loaded by a nonproficient wielder instead of the proficient Fusilier. Dashing Reload is an extraordinary ability, and cannot be used when wearing heavy armor, carrying more than a medium load, suffering fatigue, or suffering exhaustion. Charge Caster Bullets: At 2nd-level in this prestige class, the Gilden Fusilier acquires some degree of training in the use of Caster Bullets, magic items specially produced in the Majestic Kingdom of the Gilded Throne. These unique magic items are available only to recognized Gilden Fusiliers, Dragoons, and Magi, but usually must be purchased at cost even by these elite soldiers. Gilden Fusiliers, Dragoons, and Magi can identify a Caster Bullet on sight, by its unique etchings and the magical flare about it when fired. If charged, a fired Caster Bullet disintegrates without a trace after impact or after missing, consumed by its own magic. A 2nd-level or higher Gilden Fusilier's particular training grants him or her a competence bonus, equal to their level in this class, on any Use Magic Device checks to activate Caster Bullets. Anyone, however, may attempt to activate a Caster Bullet if they have ranks in the Use Magic Device skill. The DC of any Use Magic Device check to activate a Caster Bullet is 20. Activating a Caster Bullet, if successful, results in the user suffering 1 point of magical backlash damage per point of total effective enhancement bonus in the Caster Bullet. Thus, for instance, a +5 Caster Bullet with the Flaming Burst, Shocking Burst, and Frost qualities would inflict 10 damage to the user. As magical backlash, it cannot be reduced, redirected, or converted by any means, although it can be healed normally afterward. Only living creatures may activate Caster Bullets, and doing so requires direct flesh contact with the Caster Bullet's casing. Activating a Caster Bullet is a free action on the character's turn, which charges the Caster Bullet if successful, but the charge fades at the end of the next round. If the Caster Bullet is not fired before the charge fades, then the user is instantly healed of the backlash damage it had dealt them, as it returns the bit of life force it had used. A charged Caster Bullet, however, does not heal its backlash damage if fired before the charge fades. Caster Bullets are useable only with flintlock pistols and flintlock muskets, and besides their magical enhancements they function like standard ammunition for such weapons, each Caster Bullet coming with its own tiny powder pack. A Caster Bullet's enhancements don't apply if it isn't charged when it hits, and an uncharged Caster Bullet is ruined after being fired, whether it hits or misses. Caster Bullets cost half the amount that standard magical bullets would cost with the same enhancements. Creating Caster Bullets requires the Craft Wondrous Item and Craft Magic Arms & Armor feats, as well as 5 or more ranks in the Craft (firearms) skill, with creation times and experience point costs just like standard magic bullets for firearms, except for the reduced cost noted above. It also requires the crafter to have been taught the creation method of Caster Bullets by someone who already knew the method. Imbue Weaponry (Sp): Gilden Fusiliers of 3rd-level or higher acquire some minor magical training that allows them to imbue weapons and ammunition with extra power. Imbue Weaponry is a spell-like ability, useable once per day at 3rd-level onward, then twice per day at 8th-level onward. Activating Imbue Weaponry is a standard action that provokes attacks of opportunity, but cannot be interrupted. When activated, the Gilden Fusilier imbues either one weapon he or she is holding at the time, or up to 50 pieces of ammunition on his or her person. Imbue Weaponry can only function on items that were nonmagical before it imbued them. The Fusilier need not hold the items afterward, only at the time of activation. The weapon or ammunition affected by Imbue Weaponry gains a +1 enhancement bonus to attack and damage, lasting 1 minute. At 6th-level in this prestige class, however, the Gilden Fusilier grows more skilled with the magic of Imbue Weaponry. At that point onward, they imbue a +3 enhancement bonus instead of +1. When activating this ability, in place of the +3 enhancement bonus, the Fusilier of 6th-level or higher may choose to instead grant just a +1 enhancement bonus, in which case they must choose either acid, cold, electricity, fire, or sonic energy at the time of activation. The weapon or ammunition then deals 1d6 bonus damage of that energy type if it hits, which is not multiplied on a critical hit. However, on a critical hit with such weaponry or ammunition, the energy damage is increased by +1d8 per point of critical multiplier the weapon possesses beyond x1. Thus, a x2 critical multiplier results in 1d6+1d8 energy damage on a critical hit, a x3 critical multiplier results in 1d6+2d8 energy damage on a critical hit, and so on. A Gilden Fusilier of 10th-level improves yet again with his or her Imbue Weaponry magic. The enhancement bonus granted becomes +5 instead of +3, and the Fusilier gains further options regarding it. Instead of a +5 enhancement, they may elect to bestow a +3 enhancement bonus along with one of the aforementioned energy damage qualities, or may instead bestow a +1 enhancement bonus with two of the aforementioned energy qualities, or the Fusilier may elect to instead grant a +3 enhancement bonus along with a magical 1-point increase to the weapon's critical multiplier, or instead they may choose to grant a +1 enhancement bonus along with one aforementioned energy quality and the magical 1-point critical multiplier increase. In the latter two cases, a critical multiplier of x2 would become x3, or a critical multiplier of x3 would become x4, for instance. This critical multiplier adjustment is factored in after all others, and does not stack with similar magic. Sniper Shot: At 3rd-level in this prestige class, the Gilden Fusilier obtains the Sniper Shot ability. This functions as per the Sneak Attack ability of the Rogue class, except as follows. Sniper Shot applies only with ranged attacks, and it functions out to a distance of 120 feet instead of 30 feet. Sniper Shot does not progress in damage dice at the same rate as a Rogue's Sneak Attack, instead it deals +1d6 damage at 3rd-level in the Gilden Fusilier prestige class, increasing to +2d6 damage at 6th-level, then increasing one last time to +3d6 damage at 10th-level. Sniper Shot damage dice stack with any Sneak Attack damage dice the character may have, if the target is within 30 feet and the character uses a ranged attack. Expert Sniper (Ex): When a Gilden Fusilier of 5th-level or higher is sniping at enemies, his great experience and training allow him a good chance to remain hidden despite the give-away. When using the Hide skill to snipe (as detailed in Chapter 2 of the supplement Song & Silence, by Wizards of the Coast), the Fusilier's circumstance penalty on the Hide check is reduced from -20 to -10, with an additional penalty reduction of 1 point per level in this prestige class beyond 5th. Expert Sniper is an extraordinary ability, and it cannot be used if the Gilden Fusilier is wearing heavy armor or carrying more than a medium load, nor when the Fusilier is attacking with a throwing weapon, unless that throwing weapon is at least two size categories smaller than the Fusilier. The total penalty reduction from Expert Sniper is reduced by half, rounded down, if the Gilden Fusilier is not lying prone when he or she makes the attack. Stealthy Movement (Ex): The Gilden Fusilier learns to sneak about quite adeptly, especially when moving from one sniper position to another such position nearby. Fusiliers of 5th-level or higher acquire the Stealthy Movement extraordinary ability, which does not function when in heavy armor, when carrying more than a medium load, or when fatigued or exhausted. The Fusilier can take 10 on Balance, Climb, Hide, Jump, and Move Silently skill checks regardless of distractions, dangers, discomfort, or stress. He or she can also move at full speed while using these skills, suffering only half the usual penalty for such movement (rounded up) when applicable. Lastly, the Gilden Fusilier can move about on tree limbs, ledges, rooftops, platforms, and other uneven or precarious surfaces with practiced ease. Doing so requires at least 10 ranks each in Balance, Climb, and Jump. This means that the Fusilier can move across such surfaces in a manner similar to the Brachiation feat (detailed in Chapter 3 of the supplement Masters of the Wild, by Wizards of the Coast), but only needing one free hand to do so (along with their feet), walking, jogging, or leaping much of the way. Specifically, the Fusilier can take move or double-move actions when moving in this manner, but cannot run or charge, and each surface he or she moves across must be no more than 10 feet apart from the previous surface. Hide and Move Silently checks suffer a -5 circumstance penalty when moving at full speed with this Brachiation-like ability, which is not modified by Stealthy Movement. All surfaces the Fusilier moves across in this manner must be able to support his or her weight, for the brief moment that he or she spends on it. The Fusilier must begin and end this movement on surfaces that can support his or her weight for a full round or more. Moving onto a surface that cannot support the Fusilier, for at least 1 second, will result in the Fusilier falling and landing prone (no check can be made to land on his or her feet, unless the landing surface takes more than 1 round to hit). Deadly Shot (Ex): Gilden Fusiliers of 7th-level or higher are so skilled at aiming their firearms that they can potentially slay a target with any well-placed shot. This extraordinary ability effectively allows the Gilden Fusilier to force the opponent into rolling a Fortitude save against Death By Massive Damage, whenever the Fusilier scores a critical hit with a flintlock pistol or musket. This does not apply against targets that are not subject to critical hits or Death By Massive Damage. If the target would already need to make such a saving throw against that attack, this does not require them to roll a separate save. Bullet Trick (Ex): A Gilden Fusilier of 8th-level or higher has learned to perform a few tricks with their firearm shots. He or she can make a disarm attempt or a trip attempt with any bullet hit he or she scores with a flintlock pistol or musket; in the case of a disarm attempt, the shot has to target the opponent's weapon or other held item instead of the opponent themselves. Attempting to disarm or trip an opponent in this manner incurs a -4 penalty to the damage of the attack (multiplied as normal if a critical hit is scored). Disarm attempts and trip attempts of this sort suffer a -2 penalty on the attack roll if using a flintlock pistol. The disarm or trip attempt does not provoke an attack of opportunity in this case, and does not require a separate touch attack or ability check from the attacker. The Fusilier must choose before their attack roll as to whether or not it will be a trip or disarm attempt. For a disarm attempt, the opponent's attack roll is opposed by the Fusilier's firearm attack roll. The disarm attempt cannot be used in combination with the Snatch Weapon feat (detailed in the supplement Song & Silence, by Wizards of the Coast). For a trip attempt, the defender opposes the attack roll with a Strength or Dexterity check as normal, treating the Fusilier's attack roll as though it were a Strength check 6 points lower than the actual attack roll total. Such a trip attempt does not activate the extra attack from the Improved Trip feat, if that feat is possessed. The trip attempt, however, can be used in combination with the Knock-Down feat (detailed in the supplement Sword & Fist, by Wizards of the Coast) without suffering the -4 penalty to the damage roll as noted above, if that feat is possessed. When firing a bullet from a flintlock musket, the Fusilier can try a bull rush attempt instead of a trip or disarm attempt; in this case, he or she must target the opponent, and the bull rush attempt can only move the opponent back up to 5 feet. The Fusilier's attack roll counts as his or her Strength check, but subtract 4 from the attack roll's total for the purpose of that Strength check. The shot suffers the same -4 damage penalty as noted above for disarm and trip attempts. The Fusilier must choose just before firing that the shot will be a bull rush attempt, and the bull rush attempt does not provoke an attack of opportunity when done in this manner. Targets not subject to critical hits cannot be tripped or bull rushed in these ways. Firearm Mastery: At 9th-level in this prestige class, the Gilden Fusilier gains a further +1 bonus on attack rolls from their Weapon Focus in flintlock muskets and pistols. In addition, he or she increases their bonus damage from Weapon Specialization in those weapons by +2. Double Shot (Ex): The Gilden Fusilier eventually learns to wield two firearms simultaneously, with more skill than most others can manage. Thus, he or she gains a +2 bonus on attack rolls when firing a flintlock musket and/or flintlock pistol in each hand. In addition, he or she has the benefits of Ambidexterity as a virtual feat, for this purpose only. Ex-Fusiliers: A Gilden Fusilier who does not serve in His Majesty's Elite Militia Forces for at least 3 months a year will no longer be able to advance in level as a Gilden Fusilier, and will lose their Gilden Fusilier class features, except for level, base attack, base saves, skill points, class skills, and hit dice. These penalties will be revoked once the character returns to service in the organization, but will be renewed immediately if the Gilden Fusilier does not make up for all their lost service time, before ending that period of volunteer service. A Gilden Fusilier who is respectfully retired by His Majesty of the Gilded Throne no longer needs to serve in the Forces, and will retain their Gilden Fusilier class features indefinitely. However, a retired Fusilier no longer has the capacity to advance in level as a Gilden Fusilier, and the same penalty is incurred to a Fusilier who betrays His Majesty of the Gilded Throne, or who is discharged from service, or who forsakes their fealty to His Majesty of the Gilded Throne. Class Base Fort Ref Will Special Level Attack Save Save Save Abilities 1 +0 +0 +2 +0 Far Shot, Sharpshooting, Dashing Reload 2 +1 +0 +3 +0 Shot On The Run, Charge Caster Bullets 3 +2 +1 +3 +1 Imbue Weaponry 1/day, Sniper Shot +1d6 4 +3 +1 +4 +1 Weapon Focus, Weapon Specialization 5 +3 +1 +4 +1 Expert Sniper, Stealthy Movement 6 +4 +2 +5 +2 Greater Imbuement, Sniper Shot +2d6 7 +5 +2 +5 +2 Deadly Shot 8 +6/+1 +2 +6 +2 Imbue Weaponry 2/day, Bullet Trick 9 +6/+1 +3 +6 +3 Firearm Mastery, Double Shot 10 +7/+2 +3 +7 +3 Superior Imbuement, Sniper Shot +3d6 Disclaimer: 3rd Edition Dungeons & Dragons, 3E D&D, Sword & Fist, Song & Silence, Masters Of The Wild, base attack bonus, BAB, saving throws, saving throw types, saving throw abbreviations, base saving throws, saves, base saves, Armor Class, AC, character level, prestige class, feats, feat names, hit dice, alignment, skill names, skill ranks, skill points, class skills, checks, skill check types, ability scores, ability score names, ability score abbreviations, proficiencies, armor types, weapon types, damage types, action types, attack of opportunity, 5-foot-step, movement speeds, proficient, nonproficient, extraordinary ability type, supernatural ability type, spell-like ability type, ability type abbreviations, arcane magic, medium load, heavy load, light load, fatigue or fatigued status, exhaustion or exhausted status, competence bonus, enhancement bonus, effective enhancement bonus, difficulty class, DC, Flaming Burst magic weapon property, Shocking Burst magic weapon property, Frost magic weapon property, rounds, turns, magical enhancements, experience points, XP, experience point costs, creation times, energy types, critical hit, critical multiplier, Sneak Attack ability, Rogue class, damage dice, circumstance penalty, size category, lying prone, take 10, Death By Massive Damage rule, disarm attempt, trip attempt, bull rush attempt, attack rolls, damage rolls, touch attack, virtual feats, and class features are, so far as I know, property of Wizards of the Coast, Inc., which is a division of Hasbro Corporation. All other content on this webpage is copyright (c) 2005, property of John J. Korsog, Jr., internet aliases Arkhandus and Mist Phantom. This material free for personal use but not for commercial distribution. |
Rhunarian Prestige Class --- Gilden Fusilier |
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