07 April 2014

Moon-rat Fusiliers


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



Moon-rat Fusilier
Ability Score Requirements:  Dexterity 9, Intelligence 9
Hit Die: d6
Saving Throws: As a Fighter
Armor: Any.
Weapons: Any.
Special Abilities: Dwarf-like bonuses vs. mechanical constructs, bargaining.
Moon-rats 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, filthy lucre.
Moon-rat are highly trained combatants. They advance in attack bonus and saving throws as fighters. They increase their base damage roll from successful firearms attacks by +1 at 1st level, and by an additional +1 at 4rd, 7th, 10th, and 13th level. Due to their short height, Moon-rat 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.
Moon-rats 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 machines, Moon-rats may detect traps, false walls, hidden construction, or sloped passages of a mechanical nature with a proficiency throw of 14+ on 1d20. Moon-rats must be actively searching for these abilities to function. Finally, Moon-rats are expert bargainers, at least when compared to the average human, reducing the price of purchased goods by 10% and increasing the sale value of goods by 10%, this means that Moon-rats effectively cancel out when buying from each other.
Moon-rat characters will speak the Common and Moon-rat 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.


Moon-rat Fusilier Level Progression
Level
Experience
Attack Bonus
Title
Hit Dice
Ranged Damage Bonus
1
0
+1
Marksman
1d6
+1
2
1,900
+1
Sharpshooter
2d6
+1
3
3,800
+1
Lance Corporal
3d6
+1
4
7,600
+3
Corporal
4d6
+2
5
15,200
+3
Sergeant
5d6
+2
6
30,400
+3
Sergeant of Gunnery
6d6
+2
7
60,000
+5
Sergeant of Artillery
7d6
+3
8
120,000
+5
Fusilier
8d6
+3
9
250,000
+5
Master Fusilier
9d6
+3
10
380,000
+7
Master Fusilier, 10th
9d6+2
+4
11
510,000
+7
Master Fusilier, 11th
9d6+4
+4
12
640,000
+7
Master Fusilier, 12th
9d6+6
+4
13
770,000
+9
Brigadier
9d6+8
+5
14
900,000
+9
Grand Marshal
9d6+9
+5