"All for one, one for all …"
The Three
Musketeers, 1844
Designer’s
Forward: This class was inspired by dwarven musketeer miniatures I bought as well as
the forthcoming gunpowder supplement for
Domains at War. Also, I can’t help but recall a comment I made in one of my
articles on proficiencies: “Why do I feel
compelled to add a Running, Skirmishing, Swashbuckling, Weapon Finessing dwarf
to my game?”
Prime
Requisite: DEX and CON
Requirements: CON
9
Hit Dice: 1d8
Maximum Level:
13
Gnomish
chymists claim to have discovered gunpowder (as if anyone would believe a
gnome), but dwarves were undoubtedly the first to adapt gunpowder to the art of
war. Early adaptations were large siege weapons of an explosive and thundering
nature, followed by smaller arquebuses and muskets. Dwarven musketeers are at
the forefront of this military revolution. Touched by gnomes or not, dwarven
musketeers are not the vaultguards of old.
Dwarven musketeers
are highly trained combatants. At first level, musketeers 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. A
dwarven musketeer’s panache provides
a +1 bonus to attack throws, proficiency throws, saving throws, and initiative
rolls for 1 turn (10 minutes), once per day per level of experience. The
musketeer may act with panache without expending an action. Dwarven musketeers are noteworthy among
dwarves for their ability to duck
and weave. Musketeers gain a +1 bonus to Armor Class if able to move freely. At
level 7, the AC bonus increases to +2, and at level 13 the AC bonus increases
to +3.
Musketeers may
only wear leather or lighter armor. They are trained to fight wielding a weapon
and shield (more likely a buckler or cloak), wielding a weapon two-handed and
wielding a weapon in each hand. The musketeer can wield any weapons.
Dwarven musketeers
may use any magic item usable by fighters.
Dwarves gain a
+1 bonus to surprise rolls when underground due to their sensitivity to rock. Dwarves may detect traps, false walls, hidden construction, or sloped passages
with a proficiency throw of 14+ on 1d20. Dwarves must be actively searching for
these abilities to function. Dwarves are hardy
people, and gain a +3 bonus on saving throws versus Blast and Breath and a
+4 bonus on all other saving throws. Dwarves speak their own language, as well
as the languages of Gnomes, Goblins and Kobolds.
A dwarven musketeer
who achieves enough fame and fortune from his adventures may build a dwarven vault when he reaches 9th
level. Dwarves usually live in clans, so dwarves of the character’s clan will
be the first to live under his roof, but dwarves 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 dwarven musketeer is expected to employ only soldiers
of dwarven descent, but may hire members of other races for other tasks.
Dwarven Musketeer
Proficiency List (29): Alertness, Caving, Combat Reflexes, Combat Trickery (disarm,
knock down), Command, Craft, Dwarven Brewing, Endurance, Engineering, Fighting
Style, Gambling, Goblin-Slaying, Illusion Resistance, Intimidation, Land
Surveying, Leadership, Mapping, Manual of Arms, Military Strategy,
Mountaineering, Precise Shooting, Rapid Drill, Running, Siege Engineering, Skirmishing,
Swashbuckling, Weapon Finesse, Weapon Focus
Experience
|
Level
|
Title
|
Hit Dice
|
Damage Bonus
|
0
|
1
|
Sentry
|
1d8
|
+1
|
2,500
|
2
|
Warden
|
2d8
|
+1
|
5,000
|
3
|
Armsbearer
|
3d8
|
+2
|
10,000
|
4
|
Defender
|
4d8
|
+2
|
20,000
|
5
|
Sentinel
|
5d8
|
+2
|
40,000
|
6
|
Guardian
|
6d8
|
+3
|
80,000
|
7
|
Champion
|
7d8
|
+3
|
160,000
|
8
|
Musketeer
|
8d8
|
+3
|
290,000
|
9
|
Vaultlord
|
9d8
|
+4
|
420,000
|
10
|
Vaultlord,
10th lvl
|
9d8+3*
|
+4
|
550,000
|
11
|
Vaultlord,
11th lvl
|
9d8+6*
|
+4
|
680,000
|
12
|
Vaultlord,
12th lvl
|
9d8+9*
|
+5
|
810,000
|
13
|
Vaultlord,
13th lvl
|
9d8+12*
|
+5
|
*Hit point
modifiers from constitution are ignored
New
Proficiency
Rapid Drill
When the
character reloads a firearm, the reload time is reduced by 1 round. At level 7,
reload time is reduced by 2, and at level 13 reload time is reduced by 3.
Custom Class
Build Information
Hit Dice
|
Fighting
|
Thievery
|
Divine
|
Arcane
|
Dwarf
|
2
|
2
|
0
|
0
|
0
|
0
|
Trade-Offs
Armor from
Unrestricted to Broad for 1 custom power
Armor from
Broad to Narrow for 1 custom power
XP
Calculation: 1000 + 1300 + 200 = 2500 at 2nd level
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