Friday, 27 December 2019

Gnomish Warden

Art by Leroy van Vliet
Ok, following up from the Soldat, the Gnomish Warden is another fighter themed class. This one has proven surprisingly popular in both one shots and my ongoing game. Its really a bit of a mish-mash of functions, at its core its a fighter-sorcerer hybrid. 

This is also the last of my gnome builds, the other two being the player companions gnomish trickster and my previous gnomish artisan.

In building it I wanted to have a spell they could cast off the bat, similar to the trickster and later the artisan. Initially I was thinking of a combat spell, but then I settled on a utility spell. It was too obvious to go something that could do damage, and in choosing dispel magic to counter magic they gain a relatively powerful once per day effect that synergises well with the overall build. In play I have found players (I have had three play this) tend to hold in in reserve as an ace up their sleave, so it hasn't been game breaking in any way.

I also give then the reskinned goblin slayer proficiency, but I cap it at 12th level instead of 13th as all gnomes are built to have a final level of 12. This ability has also been customised to my setting and would need changing back or customising in other settings. Other than that the quarter caster abilities are more for flavour. Also, as a reminder, I am using my craft gnome racial modification here, not the base book version.

GNOMISH WARDEN

Prime Requisite: DEX and CON
Requirements: CON 9, INT 9
Hit Dice: 1d6
Maximum Level: 12

Gnomes are not a warlike people and tend to be characterised more for their humour, inquisitiveness and inventiveness rather than for their skills in combat. Nevertheless they are a people besieged by goblin-kind and all gnomes must share the burden of defending their burgs. Those who do not pursue the arts of the tricksters or artificers pursue the path of the wardens, who directly contribute to responsibilities associated with managing and guarding their communities.

Some gnomish wardens leave the safety of their fortified towns, known as burgs, to travel and experience the world. These rare explorers tend to be driven by gnomish inquisitiveness, they take with them the gnomish love for humour and craft along with expertise in combat honed from years defending their homes.

Gnomish wardens train hard and hone their skills in the defence of family and friend, this makes them cunning and capable combatants. At first level, gnomish wardens hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws as fighters, by two points every three levels of experience. They 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. Due to their short stature, gnomish wardens can never use two-handed weapons, such as two-handed swords, pole arms, or longbows. The warden can wield a broad selection of weapons, including the arbalest, crossbow, dagger, hand axe, mace, short bow, short sword, spear, sword and war hammer. They are trained to fight wielding a weapon and shield, wielding a weapon two-handed and wielding a weapon in each hand. Wardens may only wear chain mail or lighter armor.

The character has defended their home tirelessly from the constant attacks of their enemies and has developed combat tricks to strike down humanoid foes. They receive +1 on attack throws against kobolds, morlocks, troglodytes, gnolls, bugbears, ogres, minotaurs, and genies of all types. At level 8, this bonus increases to +2, and at level 12 it increases to +3.

All craft gnomes begin play as a apprentice in a particular type of craft, such as armor-making, clock-making, jewelling, weapon-smithing, etc. With access to craftsman’s tools, the character can produce 10gp worth of items per month, or they can work for journeymen crafters to increase their production. When examining works of their craft, the gnome can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 10+ on 1d20. Their attention to detail gives gnomes a +1 bonus on proficiency rolls for other proficiencies they learn as well in addition to thief skills if they have them (already factored into craft skill and nose for potions).

Gnomes are short in stature weighing 65 pounds on average, less than half a human. They can only carry 4 stone without becoming encumbered. When carrying 5-6 stone, their encounter movement rate is reduced to 90’. When carrying 7-8 stone, their encounter movement rate is reduced to 60’. When carrying 9 stone or more, their encounter movement rate is reduced to 30’. A gnome can carry a maximum of 16 stone, modified by its Strength bonus or penalty.

Like all gnomes they learn some innate magic, but living in a community that relishes illusion and prank, in addition to hostile monsters that can wield magic, leads wardens to learn to dispel magical effects in addition to the basic spells they learn. Once per hour, gnomish wardens can cast chameleon and faerie fire. Once per day, they can cast dispel magic. Each of these spells takes one round to cast, and otherwise functions like a normal spell cast by a mage of his class level.

A lifetime of exposure to trickery and magic leaves gnomish wardens resistant to illusions made by others. They receive a +4 bonus on saving throws to disbelieve magical illusions.

As they advance, gnomish wardens progress into casting arcane spells, although this is only really dabbling at best. Starting at 2nd level (Gnomish Guard), they will learn and cast spells as mages of one-third the power of a full caster using the same spell list and the same rules for learning and casting spells. The number and level of spells the warden can use in a single day are listed on the warden spell progression table as is the caster level they use in casting their spells at each level (Using rules from Axioms 7, convert back to a ⅓ arcane caster in other games). Unlike (human) mages, gnomish wardens can also cast spells while wearing armor. They can use any magical items permitted to fighters.

Like other gnomes the gnomish wardens have a nose for potions. They may make a proficiency throw of 10+ to determine the magical properties of a potion or oil on taste. Starting at 5th level (Gnomish Guardian) gnomish wardens may brew potions as if mages of their class level.

In addition to Gnomish, wardens can speak the tongues of Deep Gnome, Endjinn, Morlock, and Kobolds. In addition, gnomes can speak with animals (as the spell) at will.

At 8h level (Warden), the warden may begin to research spells and scribe magical scrolls. Unlike a sorcerer they use their caster level, not class level, for magical research rolls.

A gnomish warden proves their capabilities as a defender of friend and family may build a gnomish burg when they reach 9th level (Gnomish Governor). Gnomes usually live in clans, so gnomes of the character’s clan will be the first to live under their 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 gnomes will move in to help maintain and defend the vault at no cost to the character. A gnomish warden is expected to employ only soldiers of gnomish descent, but may hire members of other races for other tasks.

Gnomish Warden Proficiency List (30): Acrobatics, Alertness, Ambushing, Armor training, Beast Friendship, Blind Fighting, Caving, Combat Reflexes, Combat Trickery (Disarm, Incapacitate), Command, Engineering, Familiar, Fighting Style, Gambling, Land Surveying, Leadership, Magical Engineering, Mapping, Mountaineering, Precise Shooting, Prestidigitation, Sensing Power, Siege Engineering, Skirmishing, Sniping, Swashbuckling, Unflappable Casting, Weapon Finesse, Weapon Focus.
Class proficiencies at: 1st, 3rd, 6th, 9th, 12th.
General proficiencies at: 1st, 5th, 9th.

Troubleshooter Template: This pre-generated template represents a troubleshooter who is ready for anything. The template is ready for adventure. However, if your troubleshooter's INT is 13 or greater, you gain additional spells in your repertoire and may pick one or more additional general proficiencies before play if you’d like (see Starting Proficiencies in Chapter 4 of ACKS). The craft proficiency that each gnome begins with is noted in italics. Additionally an advanced template ready for play at adventurer level play (6,000XP and 4,000gp) is listed below it.

Template: Troubleshooter
Proficiencies: Combat reflexes, Caving, Craft (blacksmithing)
Starting Equipment: Crossbow, case with 20 bolts, war hammer with carved head, boot holstered dagger, steel shield painted with clan emblem, chain mail armor, military cloak, wool tunic and pants, leather belt, low boots, backpack, hand mirror, 50' rope, tinder box, 6 torches, small hammer, 12 iron spikes, flask of military oil, 1 weeks’ iron rations, canteen of water, 12gp. (8 st., Move 60’/20’)

Template: Veteran Troubleshooter
Proficiencies: Combat reflexes, Caving, Precise Shooting, Craft (blacksmithing)
Starting Equipment: Bronze-framed spellbook with magic missile and detect magic, masterwork crossbow (+1 to hit), case with 20 bolts, masterwork war hammer with carved head (+1 to hit), boot holstered dagger, masterwork steel shield painted with clan emblem (1 item), masterwork chain mail armor (+1 AC), military cloak, wool tunic and pants, leather belt, low boots, backpack, hand mirror, 50' rope, tinder box, 6 torches, small hammer, 12 iron spikes, flask of military oil, 1 weeks’ iron rations, canteen of water, 102gp, 3,000 gp magic item chance (p.259 of ACKS). (7 2/6 st., Move 60’/20’)

Gnomish Warden Level Progression & Spell progression

Exp.
Title
Level
Hit Dice
Dmg. Bonus
Spell Lvl.1
Spell Lvl.2
Spell Lvl.3
Spell Lvl.4
Caster Level
0
Sentry
1
1d6
+1
-
-
-
-
-
2,875
Guard
2
2d6
+1
1
-
-
-
1
5,750
Watchkeeper
3
3d6
+2
1
-
-
-
1
11,500
Sentinel
4
4d6
+2
2
-
-
-
2
23,000
Guardian
5
5d6
+2
2
-
-
-
2
46,000
Breachgnome
6
6d6
+3
2
1
-
-
3
92,000
Overseer
7
7d6
+3
2
2
-
-
4
184,000
Warden
8
8d6
+3
2
2
1
-
5
319,000
Governor
9
9d6
+4
2
2
2
-
6
454,000
Governor, 10th lvl
10
9d6+2*
+4
3
2
2
-
6
589,000
Governor, 11th lvl
11
9d6+4*
+4
3
2
2
1
7
724,000
Governor, 12th lvl
12
9d6+6*
+5
3
3
2
2
8
* Hit point modifiers from constitution are ignored

Warden (Fighter) Attack and Saving Throws

Level
Petrif. & 
Paraly.
Poison & 
Death
Blast & 
Breath
Staffs &
Wands
Spells
Attack
Throw
1
15+
14+
16+
16+
17+
10+
2-3
14+
13+
15+
15+
16+
9+
4
13+
12+
14+
14+
15+
8+
5-6
12+
11+
13+
13+
14+
7+
7
11+
10+
12+
12+
13+
6+
8-9
10+
9+
11+
11+
12+
5+
10
9+
8+
10+
10+
11+
4+
11-12
8+
7+
9+
9+
10+
3+



Gnomish Warden Notes

Allocations: HP 1, FTR 2 (2 tradeoffs), Gnome 2
Max level: 12
Tradeoff: Armor from Unrestricted to Broad for 1 custom power.
Tradeoff: Weapons from Unrestricted to Broad for 1 custom power.
Powers: Dispel magic once per day as a power.
Powers: Goblin slaying as power. (Spread for 12 cap on all gnomes)
Save: fighter
Magic items: fighter
Prime requisites: must have one fighter, adding one for balance that is the same as a requirement. The additional one is to deliberately slow down gnome advancement. I don’t want STR to be a focus for gnomes ever. CON should be the double up. That leaves DEX as the second.
Post 9 hp: as fighter = 2 per level
XP: 500 + 1000 + 150 + 150 + 1075 = 2875; Post 8 = FTR 120,000 + Gnome 15,000 = 135,000 per level
Notes: This is ultimately a fighter build with a bit of magic on the side. I am level locking all gnomes to 12 and really want to make sure gnome 1 comes through as a minimum to keep the magical flavour in.

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