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
|