FANTASY CORE RPG
SUPPLEMENT
© Jerry Harris 2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Gnome Arcane Musketeer
Level
|
Base Attack Bonus
|
Fort Save
|
Ref Save
|
Will Save
|
Spell Level Limit
|
1st
|
+1
|
+2
|
+0
|
+2
|
1
|
2nd
|
+2
|
+3
|
+0
|
+3
|
1
|
3rd
|
+2
|
+3
|
+1
|
+3
|
1
|
4th
|
+3
|
+4
|
+1
|
+4
|
2
|
5th
|
+3
|
+4
|
+1
|
+4
|
2
|
6th
|
+4
|
+5
|
+2
|
+5
|
2
|
7th
|
+4
|
+5
|
+2
|
+5
|
3
|
8th
|
+5
|
+6
|
+2
|
+6
|
3
|
9th
|
+5
|
+6
|
+3
|
+6
|
4
|
10th
|
+6
|
+7
|
+3
|
+7
|
4*
|
Description: While they appear to be a
long-nosed, slender Dwarf, Gnomes are actually a Fey race. Unlike Dwarves, Gnomes are spellcasters, more
than warriors. They are also male and
female and reproduce normally. The
adventurer Gnome has left their warren to seek their fortune.
Hit Die: d6.
Prime Ability: Int, Dex, Cha, and Con.
Subprime Abilities: Str.
Weapon and Armor Proficiency: Musketeers
typically trained to use Daggers, Short Swords, Rapiers, and Crossbows (pistol,
light, and mounted repeating crossbows).
They are restricted from long, heavy weapons because of their size. The Musketeers are trained in all types of
personal firearms (canons would require additional training). (7th Level Officers will usually
wield dual pistols.) They are proficient with light armor, cut down to their
size. Musketeers won’t use shields.
Standard Gear:
Rapier, Musket with bayonet, 50 shots (powder horn, wad, ball), Leather
Armor, pack, 3 days rations, waterskin, 2 useful items.
Short: Gnomes
receive a natural +1 to AC.
Immunities: Poisons, paralysis, and
petrifaction. Gnomes may also move
freely between the Otherworld and the mortal world without suffering any
adverse effects.
Infravision: Has the ability to see the in
dark.
Underground Orienteering: A Gnome cannot
become lost or misdirected by construction when underground, even when effected
by a spell. If teleported underground, they will still have general sense of
depth and direction.
Gnome Contacts: A Gnome has access to
purchasing magic weapons and armor from the Gnomes. They might be willing to
sell to humans and Dwarves with a Gnome vouching for them (of course at a more
expensive price). (Dwarves are loath to
use “inferior” Gnomish weapons, but if in a pinch, or unwilling to pay
exorbitant Dwarvish prices, they’ll swallow their pride.)
Spells
A Gnome Musketeer begins play with a spellbook containing all 0-level wizard spells plus one 1st-level spell of the player's
choice. For each point of Int bonus
the Gnome has, the spellbook holds one
additional 1st-level spell of their choice. With each new level, Musketeers
gain one new spell of their choice,
up to the highest level they can cast, from their mentor. New spells (including ones bought, bartered,
found, and stolen) must be copied into their spellbook and practiced before
being used in the field. Assume a day per spell.
Spellcasting
Gnome Musketeers may cast any spell they know by making a Spellcheck: Int bonus + ½ level vs. DC 12 +
Spell Level. (Cantrips are DC
10.) With 2 cumulative failures in a turn/encounter, all magic use is
suspended pending 1 turn of rest. The Spell
Level Limit is the highest spell level that they can cast. (At 10th level*, they gain the 5th
level spell Permanency.) A spellcaster
must roll to activate a spell, even if their Spell Check is greater than the
spell’s DC. A Natural 1 is a Botch, meaning all spellcasting is immediately
suspended until the caster has had 1 turn of rest. A Saving Throw against a spell has a DC of 12 + ½ caster level.
Spellcasting Restrictions (Optional Rule)
Gnomes are trained by their Gnomish mentors, but never reach
their full potential as Wizards. Doing so inevitably pushes their Fey side into
prominence and they can no longer live in the mortal world. At 10th level, they are not able
to covert XP to improving their Spell Check and are unable to cast higher than
4th level spells. (If you’re
allowing Gnomes to have guns, this rule should definitely be used.)
Forbidden Spells (Optional Rule)
Some spells on the Spell List have been marked as Forbidden. Gnomes will not cast spells that Summon
Monsters or have anything to do with the undead. They will also not cast any Ceremony-type
spells.
Magic Item
Crafting/Gunsmithing
A 10th
level Master Gnomish Craftsman is able to create magic weapons, magic items,
and magic armor. (They gain the 5th
level spell of Permanency at that level.)
The time would vary, but figure about a week per item. Gnomes are willing to sell their magical
goods to anyone that they are friendly with.
The same Craftsman is also able to make firearms and learn the secret of
creating Gunpowder. Neither of these
items will ever be sold to any non-Gnome.
Figure a week to create a rifle, blunderbuss, or a pair of pistols, and
a day to concoct a small horn of gunpowder.
It may take a month to forge a small cannon.
Gnome Firearms
These weapons are fairly primitive ball and musket affairs. There are several special rules that apply to
their usage.
● The user must
be specifically trained to use them. An
untrained user will must roll a 1d10 every time they attempt to use it. 1-5 misfire, 6-9 firearm explodes, user takes
full damage, 10 fires correctly (no BAB added to attack).
● For a trained
user, a Natural 1 when firing is a
misfire. The firearm will require 1 rd
to clear, before it can be reloaded.
● Two pistols may
be fired a single target, but only at Point Blank range. The shooter will invariably miss beyond that
range. Of course at Close range, the
shooter is wide open to melee attacks. Roll
two separate attacks.
● All gunpowder
weapons require a full, stationary, concentrating rd to load. Melee combat or any other successful attack
will interrupt the loading. Cannons
require a full crew of three to fire that quickly. Less than that will take 2 rds.
● Gunpowder
weapons cause impressive damage, but even more than that, they negate armor
bonuses, reducing most targets to AC 10.
Dex and magical enchantment still apply.
So, +1 Chain Mail only gives a +1 to AC against a firearm. A creature’s natural AC is also likely
negated, unless its AC is mostly due to its dex or it is armored and enchanted,
like a dragon. Creatures that require
magic to hit while still be immune to gunfire, unless the firearm or its
ammunition are enchanted.
● Ammo 50 shot
(powder horn, wad, ball) or scatter shot ammo (comes in 10 shot wads) 25 gp
● Pistol 2d6, S,
Officers will often be armed with a pair. 100 gp Masterwork pair (these are
usually a prestige item for officers, they do not misfire in the hands of a
trained user), 25 gp for a single, common-make pistol
● Blunderbuss 2d6
to everyone in 10’ spray, S. Uses
scatter shot ammo. 1d6 as a club, but
weapon is damaged on any time max damage is scored. 75 gp
● Musket 2d8, M. 1d4 used as club, but weapon is damaged on
any time max damage is scored. 50 gp (3’
long weapon, this is why the range is a bit low)
● Bayonet added
to Musket 1d6, reach weapon. 10 gp
● Small Cannon 3d6
Solid shot (usually used against large or far objects), L; 2d6 Grapeshot,
sprays all in 20’ spray, M (Gnome warrens may be guarded by hidden cannons. Gnomes seldom engage in offensive operations,
but Cannons would be devastating siege weapons.) Not for sale to Characters,
would have to barter for rental use.
Gnome History
Gnomes
live in the Otherworld, but maintain underground colonies (warrens) in
enchanted places in the Mortal world.
The race is part of the Elvish Seelie Court of the Light Fey. It is said that the Gnomes were once Dwarves
who defected to the Elvish side during their war. The Dwarves are dubious of such claims, and
are generally ambivalent towards Gnomes.
(Dwarves look down upon their crafts and find Gnomes somewhat
irritating, but not so much that they won’t trade with them.) They say that Gnomes came about because of
the currently forbidden practice of crafting female Dwarves. The male Dwarves still could not breed with
them, but various magical Fey creatures could, thus begetting a new race. Gnomes maintain that any similarities between
their two races are just a coincidence.
But, Gnomes are exactly what you’d expect a Dwarf with a touch of Fey to
look like, so who can say?
One
benefit of their Dwarf-like nature, is that Gnomes are hearty and resilient enough
to survive in the Mortal world, though they can only reproduce themselves
(sexually) in enchanted places, which is why they settle in such places. This keeps their populations way down in the
real world, as enchanted places are generally not spacious. As they age, Gnomes eventually retreat into
the Otherworld to delay their passing.
While
Gnomes are proficient at magic, their unique genius is in alchemy and
mechanics. It is these two abilities
that allows their small population to be unusually productive and rather secure
from invasion, as they are simply not natural warriors. Particularly, they have discovered a mostly
safe formula for gunpowder. Emplaced
hidden cannons, guarded by magic, watch over their settlements. Their mines are particularly efficient thanks
to their use of steam-driven machinery (much to the irritation of the
Dwarves). Their agriculture and textiles
industries are also very productive.
It is
only their very small numbers and remoteness of their dwellings that keeps them
from being a major force in the world.
The Gnome people are generally friendly and welcome trade with other
friendly races. Gnome trading caravans
are a regular scheduled event with their nearest neighbors and a happy rare
occurrence to those in distant lands.
They like to travel, being fairly gregarious and to escape the tight
confines of their warrens. A Gnome must
typically make their fortune outside of their own lands if they hope to
accumulate enough funds to attract a potential mate and start a family.
[The good news is that I finally found a use for the Gnome
race. The bad news is that they’re kind
of pointless without the guns. Even with
guns, magic, and several enhanced stats, this would not be my first choice to
wade into combat with. I’d probably use
their spellcasting for support purposes, like defensive spells, Magic Weapon,
and True Strike. PC Gnomes may find
themselves constantly worried about powder and shot supplies for their guns. Even with the considerable restraints on
firearms, other Players will likely obsess over them. Consider this an extremely optional playable
race. Sorry that the gun rules are a bit
“hand-wavy.” Just put most normal,
average opponents at AC 10 and adjust special ones from there.]
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