usketeers of Mellek

Prestige Classes     Main

Base Attack Bonus:Use Fighter Level 1-10.
Saves:Use Cleric Level 1-10.
0 1 2 3 4
1 2 1 - - - Exotic Weapon Proficiency: Musket
2 3 1 - - - Bonus Feat
3 3 2 0 - - --
4 3 2 1 - - Armored Casting: -5% Spell Failure Rate
5 3 2 1 - - Bonus Feat
6 3 3 2 0 - --
7 3 3 2 1 - Armored Casting: -10% Spell Failure Rate
8 3 3 2 1 - Bonus Feat
9 3 3 3 2 0 Construct Spell Rapier
10 3 3 3 2 1 Armored Casting: -15% Spell Failure Rate

Base Attack Bonus: +6
Feats: Combat Casting, Exotic Weapon Proficiency: Spell Rapier
Skills: Diplomacy: 5 ranks, Spellcraft: 5 ranks
Spellcasting: Ability to cast 1st-level arcane spells.

Hit Die: d8

Class Skills:
Bluff(Cha), Climb(Str), Concentration(Con), Diplomacy(Cha), Escape Artist(Dex), Gather Information(Cha), Jump(Str), Listen(Wis), Read Lips(Int), Ride(Dex), Sense Motive(Wis), Spellcraft(Int), Swim(Str)
Skill Points: 2 + Int Mod.

Class Features:
Weapon Proficiencies: All Simple and Martial Weapons.
Armor Proficiencies: All Simple, Medium, Heavy Armor, and Shields.

Armored Casting: Reduced chance of spell failure when casting spells in armor. The bonuses are not cumulative, so a Lv10 Musketeer of Mellek in full plate armor has an arcane spell failure rate of 20%.

Bonus Feats: Bonus Feats must be drawn from the following list: Dodge, Mobility, Far Shot (musket only), Point Blank Shot (musket only), Precise Shot (musket only), Shot on the Run (musket only), Skill Focus (Diplomacy), Weapon Finesse (Spell Rapier), Weapon Focus (Musket), Weapon Focus (Spell Rapier)

Spells: A Musketeer of Mellek is an arcane spellcaster and may prepare and cast any spell on the Musketeer of Mellek spell list, provided he can cast spells of that level. Musketeers of Mellek receive bonus spells for high Charisma, and to cast a spell a Musketeer of Mellek must have a Charisma score at least equal to 10 + the level of the spell. The Difficulty Class for a saving throw against a Musketeer of Mellek's spell is 10 + the spell's level + the Musketeer of Mellek's Charisma modifier.
Each Musketeer of Mellek must choose a time at which he must spend an hour each day quietly performing mental exercises to regain his daily allotment of spells. Time spent resting has no effect on whether a Musketeer of Mellek can prepare spells.
A Spell Rapier is required as an additional focus for spells cast by a Musketeer of Mellek. Ray spells eminate from the Spell Rapier's tip.

Construct Spell Rapier: A 9th level Musketeer of Mellek can construct a spell rapier as if he has the Craft Arms and Armor feat.

0-Level Musketeer of Mellek Spells:
Detect Magic, Flare, Know Direction, Light, Mending, Prestidigitation, Ray of Frost, Read Magic
1st-Level Musketeer of Mellek Spells:
Alarm, Color Spray, Mage Armor, Mount, Ray of Clumsiness*, Ray of Enfeeblement, Ray of Flame*, Targeting Ray*
2nd-Level Musketeer of Mellek Spells:
Blur, Distracting Ray*, Mirror Image, Protection from Arrows, Ray of Ice*, Ray of Sickness*, Ray of Stupidity*
3rd-Level Musketeer of Mellek Spells:
Blink, Gust of Wind, Haste, Minor Reflection*, Nondetection, Protection from Elements
4th-Level Musketeer of Mellek Spells:
Freedom of Movement, Ice Storm, Imbue with Spell Ability, Improved Invisibility, Locate Creature, Minor Globe of Invulnerability
* = Spell is located in Dragon Annual 5 (pgs 23-26)