Friday, July 20, 2012

The Gnomish Arbalestier

"We hurried toward the sounds of conflict, but upon rounding a bend in the road, all became quiet as we gazed upon the numerous kobold bodies scattered across the roadway. A gnome with an arbalest stepped from behind a wall of kobold bodies and said ‘Oh, good timing. Might I purchase some quarrels from your group? I promise to put them to good use …’"

a patrol “rescues” a gnome arbalestier

Prime Requisite: DEX, CON
Requirements: INT 9, CON 9
Hit Dice: 1d6
Maximum Level: 13

To many, “gnome” and “warrior” are two concepts that do not go together. However, gnomes and kobolds have been locked in war for as long as the two races remember. The gnomish arbalestier may be the pinnacle of gnomish warrior tradition to arise out of that conflict.


Gnomish arbalestiers are highly trained combatants. At first level, arbalestiers hit an unarmored foe (AC 0) with an attack throw of 10+. Like fighters, they advance in attack throws and saving throws by two points every three levels of experience. Gnomish arbalestiers gain an accuracy bonus of +1 to all attack throws with missile weapons. In addition, arbalestiers increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. A gnomish arbalestier may make precision strikes with an arbalest or crossbow. On an attack throw scoring an unmodified 20 when using an arbalest or crossbow, the arbalestier inflicts double normal damage. A gnomish arbalestier that selects the Weapon Focus(crossbows) proficiency inflicts double normal damage on an attack throw scoring an unmodified 19 or 20. Experienced arbalestiers are renowned for the unbelievable, withering hail of fire they can produce. Beginning at 3rd level, a gnomish arbalestier’s following fire adds +1 to the cleave maximum of 2 with an arbalest or crossbow, for a maximum of 3. At level 7, this bonus increases to +2, and at level 13 it increases to +3.

Arbalestiers may only wear chain mail or lighter armor. Due to their short height, gnomish arbalestiers cannot use human-sized two-handed weapons, such as two-handed swords or pole arms, or longbows. They are trained to fight wielding a weapon and shield, wielding a weapon two-handed and wielding a weapon in each hand. The arbalestier can wield a broad selection of weapons, including the arbalest, battle axe, crossbow, dagger, dart, hand axe, short sword, spear, sword and war hammer.

Gnomish arbalestiers advocate stillness as the key to accuracy, and this same stillness can make an arbalestier difficult to spot, having the ability to seemingly disappear into woods and underbrush with a proficiency throw of 3+ on 1d20. In dungeons, an arbalestier who is motionless and quiet in cover can escape detection with a proficiency throw of 14+ on 1d20.

Gnomish arbalestiers may use any magic item usable by fighters.

Like all gnomes, arbalestiers have a nose for potions. They may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste. Starting at 5th level, gnomish arbalestiers may brew potions as if mages of their class level. The gnomish tendency to underground life has granted them extended infravision to 90’. Gnomes speak the tongues of Dwarves, Elves, Goblins and Kobolds. In addition, gnomish arbalestiers can speak with animals (as the spell) at will. A lifetime spent in the company of illusionists leaves gnomish arbalestiers resistant to illusions made by others. They receive a +4 bonus on saving throws to disbelieve magical illusions.

A gnomish arbalestier who achieves enough fame and fortune from his adventures may build a gnomish vault when he reaches 9th level. Gnomes usually live in clans, so gnomes of the character’s clan will be the first to live under his roof, but gnomes from other clans will also come and live nearby to be ruled by the character. A total of 3d6x10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. A gnomish arbalestier is expected to employ only soldiers of gnomish descent, but may hire members of other races for other tasks.

Gnomish Arbalestier Proficiency List (29): Alertness, Ambushing, Beast Friendship, Blind Fighting, Caving, Combat Reflexes, Combat Trickery (disarm, sunder), Command, Eavesdropping, Endurance, Fighting Style, Goblin-Slaying, Intimidation, Leadership, Manual of Arms, Military Strategy, Mountaineering, Mystic Aura, Passing Without Trace, Precise Shooting, Running, Siege Engineering, Skirmishing, Sniping, Swashbuckling, Trapping, Weapon Finesse, Weapon Focus



Experience
Level
Title
Hit Dice
Damage Bonus
0
1
Sentry
1d6
+1
2,250
2
Warden
2d6
+1
4,500
3
Quarrelbearer
3d6
+2
9,000
4
Defender
4d6
+2
18,000
5
Sentinel
5d6
+2
36,000
6
Guardian
6d6
+3
72,000
7
Champion
7d6
+3
144,000
8
Arbalestier
8d6
+3
279,000
9
Vaultlord
9d6
+4
414,000
10
Vaultlord, 10th lvl
9d6+2*
+4
549,000
11
Vaultlord, 11th lvl
9d6+4*
+4
684,000
12
Vaultlord, 12th lvl
9d6+6*
+5
819,000
13
Vaultlord, 13th lvl
9d6+8*
+5
*Hit point modifiers from constitution are ignored

Custom Class Build Information



Hit Dice
Fighting
Thievery
Divine
Arcane
Gnome
1
2
1
0
0
0

Trade-Offs

Armor from Unrestricted to Broad for 1 custom power
Weapons from Unrestricted to Broad for 1 custom power

XP Calculation: 500 + 1300 + 200 + 250 = 2250 at 2nd level


Gnomish Arbalestier Templates



3d6
Roll
Template
Proficiencies
Starting Equipment
3-4
Artful Dodger
Swashbuckling,
Gambling
Discarded crossbow, case with 20 bolts, dagger, threadbare tunic and pants, leather belt, low boots, backpack, tinderbox, 12 torches, 1 week’s iron rations
5-6
Hair-trigger Quarreler
Combat Reflexes,
Intimidation
Balky crossbow, case with 20 bolts, war hammer, hide armor, cheap wool tunic and pants, leather belt, low boots, backpack, tinderbox, 12 torches, 1 week’s iron rations, 2gp
7-8
Tunnel Runner
Ambushing,
Caving
Spear, darts(10), 2 hand axes, short sword, leather armor, wooden target shield, wool tunic and pants, leather belt, low boots, backpack, tinderbox, 12 torches, 2 flasks of military oil, 2 week’s iron rations, 2gp
9-10
Kobold Trapper
Trapping,
Tracking
Crossbow, case with 20 bolts, war hammer, ring mail armor, wool tunic and pants, leather belt, low boots, backpack, frayed wool blanket, tinderbox, lantern, 2 flasks of common oil, 50’ rope, 1 week’s iron rations
11-12
Kobold Slayer
Goblin-Slaying,
Endurance
Crossbow, case with 20 bolts, battle axe, 2 hand axes, chain mail armor, steel target shield painted with vault insignia, military cloak, wool tunic and pants, leather belt, low boots, backpack, wool blanket, tinderbox, 12 torches, 1 flask of military oil, 2 week’s iron rations, 2gp
13-14
Sharpshooter
Fighting Style (missile weapon),
Craft (weaponsmith)
Arbalest, case with 20 bolts, war hammer topped by a rest for supporting an arbalest for long distance shots, short sword, chain mail armor, steel buckler, hooded cloak, wool tunic and pants, leather belt, low boots, backpack, wool blanket, tinderbox, lantern, 2 flasks of common oil, 1 week’s iron rations
15-16
Alpine Scout
Mountaineering,
Survival
Arbalest, case with 20 bolts, pickaxe, hand axe, dagger, chain mail armor, hooded wool cloak, wool tunic and pants, wool suspenders, low boots, backpack, wool blanket, tinderbox, lantern, 2 flasks of common oil, grappling hook, 50’ rope, small hammer, iron spikes(12), 1 week’s iron rations
17-18
Highborn
Command,
Riding
Arbalest, case with 20 bolts, war hammer carved with clan emblem, spear with clan emblem pennant, sword, dagger, chain mail armor, steel shield painted with clan emblem, embroidered hooded cloak, wool tunic and pants, leather belt, low boots, wool blanket, tinderbox, 12 torches, 1 week’s iron rations, mule, riding saddle and tack, saddlebags, 6gp

Notes: The artful dodger’s discarded crossbow is -1 to attacks and damage. The hair-trigger quarreler’s balky crossbow is -1 to initiative. The alpine scout’s pickaxe is a type of battle axe.

Tuesday, July 10, 2012

The Brass Jongleur

"From a distance, by his ostentatious coat and feathered hat, I took him for just another sycophantic fop. But then he turned toward me, and I saw his brass face and cold, gem-like amber eyes staring into mine. His footfall was steady and measured, his handshake like a vice grip. I suggest we rethink our plans …"

A court spy on the king’s new herald

Prime Requisite: WIS and CHA
Requirements: WIS 9
Hit Dice: 1d6
Maximum Level: 12

The brass jongleur was the first improvement on the original tinman design. The jongleurs’ true purpose was to guard nobility and royalty, the notion being that a tinman would have fewer weaknesses to prey upon than a human guard. However, to be most effective in this role, the brass jongleurs needed to fit in as seamlessly as possible into court society, something the original tinmen were ill-equipped to do. As entertainers, companions and even friends, the brass jongleurs were always in position to defend their wards.

At first level, brass jongleurs hit an unarmored foe (AC 0) with an attack throw of 10+. Like thieves, they advance in attack throws and saving throws by two points every four levels of experience. Jongleurs cannot wear armor heavier than leather. They may wield a weapon and shield or a weapon two-handed, but may not wield a weapon in each hand. The jongleur can wield a broad selection of weapons, including the battle axe, club, crossbow, dagger, mace, shortbow, sling, spear, staff or sword. However, many jongleurs prefer not to appear to be heavily armed, carrying only a dagger or a staff, or even being unarmed. All jongleurs receive classical weapons training giving them a bonus of +1 to attack throws with their choice of melee or missile attacks. The jongleur must choose which type of attack will receive the bonus at 1st level, and may not change the choice as he advances.

Brass jongleurs are extensively programmed in etiquette and protocol. They receive a +2 bonus on all reaction rolls when they attempt to parley with intelligent creatures (as per the Diplomacy proficiency). Jongleurs may inspire courage in their allies, in the same manner as bards. Inspiring courage requires  a few moments of oration before a battle (one round), and grants the jongleur’s allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the jongleur), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). A jongleur can inspire courage in any given character once per day per class level.  (Even the most inspiring epic gets old if you hear it twice in the same day.) A jongleur cannot inspire courage on characters who are already engaged in combat. Jongleurs may either sing, recite poetry, or play a group of instruments in a skilled manner. The jongleur chooses the type of performance that his character knows. He may take the Perform proficiency to learn other types of performances.

Brass jongleurs hear noise as a thief. Jongleurs may use any magic item usable by thieves.

Due to a brass jongleur’s inhumanity, the character suffers a -1 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +1 bonus to the reactions, loyalty, and morale of intelligent constructs. As an intelligent construct, the character is unaffected by poison. Note that as an intelligent construct, the character is affected by hold, charm, or sleep spells. However, the character gains a +1 bonus on saving throws versus Spells. The character doesn't need to breathe, eat, or sleep, but he may choose to do so, typically to gain a specific benefit. A brass jongleur’s brass plating provides the character with a base unarmored AC of 2 instead of 0. However, the character has a base movement rate of only 90’. When brawling (see ACKS p. 109), the character may deal lethal damage, 1d3 with a punch or 1d4 with a kick. He can punch or kick characters in metal armor without himself taking damage.

When a brass jongleur attains 9th level, he can establish a conservatory (a hideout, rules-wise), and 2d6 brass jongleurs of 1st level will come to work with the character. If hired, they must be paid standard rates. A vigilant jongleur might use these followers to start a carousing information network. Additional rules for hideouts are detailed in the Campaign chapter of the ACKS Rulebook.

Brass Jongleur Proficiency List (30): Acrobatics, Alertness, Beast Friendship, Bribery, Combat Trickery (Disarm, Sunder), Command, Divine Spellcasting, Fighting Style, Healing, Knowledge (nobility), Language, Laying on Hands, Leadership, Loremastery, Magical Music, Military Strategy, Mystic Aura, Performance, Precise Shooting, Prestidigitation, Profession (seneschal), Quiet Magic, Riding, Running, Skirmishing, Swashbuckling, Unflappable Casting, Wakefulness, Weapon Finesse, Weapon Focus



Experience
Level
Title
Hit Dice
0
1
Brass Attendant
1d6
1,725
2
Brass Courtier
2d6
3,450
3
Brass Gallant
3d6
6,900
4
Brass Lyrist
4d6
13,800
5
Brass Minstrel
5d6
27,600
6
Brass Troubadour
6d6
55,000
7
Brass Herald
7d6
110,000
8
Brass Jongleur
8d6
220,000
9
Brass Jongleur, 9th lvl
9d6
440,000
10
Brass Jongleur, 10th lvl
9d6+2*
880,000
11
Brass Jongleur, 11th lvl
9d6+4*
1,760,000
12
Brass Jongleur, 12th lvl
9d6+6*
*Hit point modifiers from constitution are ignored

Brass Jongleur Divine Spells (if Divine Spellcasting proficiency is selected)

First Level Divine Spells

1    Cure Light Wounds*
2    Fellowship
3    Remove Fear*

Second Level Divine Spells

1     Divine Grace
2     Enthrall
3     Shimmer

Third Level Divine Spells

1     Cure Disease*
2     Remove Curse*
3     Striking

Fourth Level Divine Spells

1     Cure Serious Wounds*
2     Tongues
3     Vigor

Custom Class Build Information


Hit Dice
Fighting
Thievery
Divine
Arcane
Tinman
1
1b
2
0
0
1

XP Calculation: 500 + 500 + 400 + 325 = 1725 at 2nd level

Note: This custom class is a preview of the tinmen. Full details on the tinmen will appear in a future post.