07 April 2014

Moogle Fusiliers


 Inspired by Josie X and her moogle race.  My moogle machinist is here.


Moogle Fusilier

Prime Requisite:  DEX
Requirements:  INT 9

Hit Die: d6

Maximum Level:  13



Moogles are small, furry people possessing of large cat- or rabbit-like ears, tiny bat-like wings, and a pom-pom attached to an antenna.  They seem most comfortable in urban surroundings, although there is a sizable population of travelling merchants.  In both cases, moogles seem to the ones handling postal services, as well as being widely respected workers of the mechanical arts, to include the manufacture of firearms and siege-engines.
Moogles trained in the use of firearms are known as fusiliers. There is a multitude of reasons a fusilier would answer the call of adventure: wanderlust, a desire to test their skills outside of boring town or caravan guard duty, the search for new or ancient gunsmithing techniques, or that old standby, cold, hard gold.

Moogle fusiliers are highly trained combatants. They advance in attack bonus and saving throws as fighters, by two points every three levels of experience. They increase their base damage roll from successful missile weapon attacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. Due to their short height, moogle fusiliers cannot use human-sized two-handed weapons (such as two-handed swords or pole arms) or longbows, but they can use any other weapon or armor. They are trained to fight wielding a weapon two handed, wielding a weapon in each hand, and with firearms.

Moogles gain a +1 bonus to surprise rolls against mechanical devices, creatures, or constructs due to sensitivity to the subtle noises and smells of machines. Because of their experience with machines, moogles may detect traps, false walls, hidden construction, or sloped passages of a mechanical nature with a proficiency throw of 14+ on 1d20. Moogles must be actively searching for these abilities to function. 

Moogle characters will speak the Common and Moogle tongue. 

When a fusilier reaches 5th level (Sergeant), their battlefield prowess inspires others to follow them. Any henchmen and mercenaries hired by the fighter gain a +1 bonus to their morale score whenever they personally leads them. This bonus stacks with any modifiers from the fighter’s Charisma or proficiencies.

At 9th level (Master Fusilier), a Fusilier can, assuming enough gold is at hand, build a company house and become a great leader of people, taking a leadership rank in their society. When they does so, up to 1d4+1x10 0th level mercenaries and 1d6 fusiliers of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Through force of arms, the fighter may ultimately control several castles or even entire realms, but must be a capable, strong leader and provide protection.

Moogle Fusilier Level Progression
Experience
Title
Level
Hit Dice

Ranged Damage Bonus
0
Marksman
1
1d6
+1
1,900
Sharpshooter
2
2d6
+1
3,800
Lance Corporal
3
3d6
+2
7,600
Corporal
4
4d6
+2
15,200
Sergeant
5
5d6
+2
30,400
Sergeant of Gunnery
6
6d6
+3
60,000
Sergeant of Artillery
7
7d6
+3
120,000
Fusilier
8
8d6
+3
250,000
Master Fusilier
9
9d6
+4
380,000

Master Fusilier, 10th lvl
10
9d6+2
+4
510,000

Master Fusilier, 11th lvl
11
9d6+4
+4
640,000

Master Fusilier, 12th lvl
12
9d6+6
+5
770,000

Brigadier
13
9d6+8
+5

Moogle Fusilier Saving Throws and Attack Progression
Character Level
Petrif. &
Paralysis
Poison &
Death
Blast &
Breath
Staffs &
Wands
Spells
Attack Bonus
1
15+
14+
16+
16+
17+
+1
2-3
14+
13+
15+
15+
16+
+2
4
13+
12+
14+
14+
15+
+3
5-6
12+
11+
13+
13+
14+
+4
7
11+
10+
12+
12+
13+
+5
8-9
10+
9+
11+
11+
12+
+6
10
9+
8+
10+
10+
11+
+7
11-12
8+
7+
9+
9+
10+
+8
13
7+
6+
8+
8+
9+
+9