203 lines
10 KiB
Plaintext
203 lines
10 KiB
Plaintext
|
|
THE GNOMISH RECON AGENT ("RECON")
|
||
|
|
|
||
|
|
The gnomish recon agent is the jack-of-all-trades of the
|
||
|
|
gnomish military; their elite shock troops and infiltrators. Gnomish
|
||
|
|
recon often is left to survive for weeks or months behind enemy
|
||
|
|
lines, gathering intelligence and charting unknown areas. Their
|
||
|
|
missions may also include the assassination of enemy leaders; the
|
||
|
|
ambush and elimination of large or small enemy units in their own
|
||
|
|
back yard; demolition of structural targets of military value;
|
||
|
|
disrupting lines of communication and supply behind enemy lines; etc.
|
||
|
|
The gnomish high command selects only the most fit, the most bright,
|
||
|
|
and the most technically skilled soldiers for entrance into the
|
||
|
|
recon program. Gnomish recon agents are easily recognised in any
|
||
|
|
military camp by their distinctive camouflage uniforms, high tech
|
||
|
|
weaponry and armor, small unit sizes, general disdain for authority
|
||
|
|
and conventional infantry troops, and - most of all - the coveted
|
||
|
|
"RECON" patch on their shoulder. To some, they are "a scruffy crew
|
||
|
|
of cocky scofflaws"; to others, they are the ideal of military
|
||
|
|
prowess, the most deadly hunter/killer teams in the known world.
|
||
|
|
|
||
|
|
The principal attribute of a gnomish recon agent is intelligence.
|
||
|
|
To become a gnomish recon agent, the character must first - obviously -
|
||
|
|
be gnomish. Secondly, the character must possess the following minimum
|
||
|
|
abilities: dexterity 14, strength 12, wisdom 15, intelligence 15, con-
|
||
|
|
stitution 14. The candidate must also already have at least 1 level of
|
||
|
|
Fighter or Thief, and one level of magic user, illusionist or druid.
|
||
|
|
The candidate must also be actively enlisted in the gnomish military,
|
||
|
|
and be selected by gnomish high command, for the program. Note that
|
||
|
|
it is not unusual for gnomish high command to send otherwise qualified
|
||
|
|
soldiers to their Arcana or Infantry schools to pick up a level of the
|
||
|
|
requisite classes before sending them to Recon training.
|
||
|
|
|
||
|
|
Recon agents have six sided dice for hit point determination.
|
||
|
|
Recon agents are not as strong as other fighters, but they fight
|
||
|
|
with their brains and their wits as much as they do with their bodies.
|
||
|
|
If the recon agent has entered a situation where his hit points
|
||
|
|
will not suffice, then a horrible mistake has probably been made.
|
||
|
|
In fact, the measure of a recon agent is not how much damage he
|
||
|
|
can soak, but how much information he can soak up without the enemy
|
||
|
|
ever knowing he was there to get a shot at him in the first place.
|
||
|
|
|
||
|
|
Recon training is a full year long, and any character that
|
||
|
|
begins taking levels in this class *must* be removed from play
|
||
|
|
for that period of game time (unless the player wants to role play it
|
||
|
|
for whatever reason). Further, any time the recon agent achieves the
|
||
|
|
necessary experience point total for his next level, he must return
|
||
|
|
to his unit in order to claim his new rank. He will get only the
|
||
|
|
additional hit points of his new level until he does. When he returns
|
||
|
|
and claims his new rank/level there is a short amount of re-training
|
||
|
|
for the new rank that must be done, which takes 1d8 days, during which
|
||
|
|
the recon agent is non-deployable. After that, however, he will
|
||
|
|
achieve all the benefits of his new level, and be ready to go to
|
||
|
|
the field again.
|
||
|
|
|
||
|
|
Benefits of the Gnomish Recon Agent class:
|
||
|
|
|
||
|
|
1. Gnomish recon agents can use the following thief skills
|
||
|
|
as a thief of 2 levels lower than the gnomish recon agent's class
|
||
|
|
level: Find/Remove Traps, Open Locks, Move Silently, Hide in Shadows,
|
||
|
|
Climb Walls, Hear Noise. The recon agent also backstabs as a thief of
|
||
|
|
2 levels lower.
|
||
|
|
2. Gnomish recon agents get automatic proficiency at first level
|
||
|
|
with gnomish explosive devices, gnomish weapons, gnomish vehicles
|
||
|
|
and gnomish communications equipment. Many gnomish magic items are
|
||
|
|
specific to the gnomish recon class.
|
||
|
|
3. Gnomish recon agents can track as a Ranger. Further, they
|
||
|
|
surprise enemies 50% of the time, and are themselves only surprised
|
||
|
|
25% of the time.
|
||
|
|
4. Recon agents can survive off the land as a Barbarian. They
|
||
|
|
know how to collect plant foods, hunt, fish and trap; build shelters
|
||
|
|
from native materials; build a fire from nothing; and how to
|
||
|
|
care for wounds. (See Unearthed Arcana for more info on the
|
||
|
|
Barbarian's survival ability; the gnomish recon agent is identical,
|
||
|
|
except that they will have often cross-trained for survival in multiple
|
||
|
|
environments.) They are also trained in the construction and usage of
|
||
|
|
foxholes, observation positions, and sniper hides.
|
||
|
|
4. Recon agents are trained in the use of camouflage techniques.
|
||
|
|
In natural surroundings, the gnomish recon can use native materials,
|
||
|
|
and pigmented body paints, to help his body and equipment blend into
|
||
|
|
the native environment. The activity requires at least five turns to
|
||
|
|
properly camouflage their person, and a further half hour to properly
|
||
|
|
camouflage their equipment. But once this has been done to person
|
||
|
|
and equipment (both, not just one!), it gives the agent a 20%
|
||
|
|
bonus to Hide in Shadows checks, as well as all surprise checks. This
|
||
|
|
also gives the recon agent a significant chance of being perfectly
|
||
|
|
hidden in plain sight.
|
||
|
|
5. Gnomish recon agents also have limited spell ability.
|
||
|
|
THe gnomish recon agent gains bonus spells as clerics do, but for
|
||
|
|
a high intelligence, instead of a high wisdom (treat their intelligence
|
||
|
|
score as a wisdom score for determination). They can cast spells from
|
||
|
|
the following list of druidic and arcane spells:
|
||
|
|
I. Change Self (I1), Charm Person (MU1), Comprehend
|
||
|
|
Languages (MU1), Dancing Lights (MU1), Detect Magic (MU1), Pass
|
||
|
|
Without Trace (D1), Predict Weather (MU1), Sleep (MU1), Spider
|
||
|
|
Climb (MU1), Tenser's Floating Disc (MU1), Wall of Fog (I1)
|
||
|
|
II. Audible Glamer (MU2), Fog Cloud (I2), Hypnotic
|
||
|
|
Pattern (I2), Identify (MU2), Invisibility (MU2), Misdirection (I2),
|
||
|
|
Knock (MU2), Locate Object (MU2), Pyrotechnics (MU2)
|
||
|
|
6. At 2nd level, the gnomish recon agent is automatically silent
|
||
|
|
in natural surroundings, regardless of their nature, so long as he is
|
||
|
|
wearing light armor and unencumbered, and moving at no more than 1/4 of
|
||
|
|
his base movement speed. If any of these conditions are broken, normal
|
||
|
|
Move Silently checks apply.
|
||
|
|
7. At 3rd level the gnomish recon agent gains an additional
|
||
|
|
attack per round.
|
||
|
|
8. At 5th level, the recon agent gains the ability to secure an
|
||
|
|
automatic hit against an enemy, regardless of the enemy's armor class.
|
||
|
|
The recon agent must prepare for the attack for a full turn. During
|
||
|
|
this turn:
|
||
|
|
- the target must not leave the recon agent's sight
|
||
|
|
- he must not be aware of the agent, or be aware
|
||
|
|
that he is in immediate danger (e.g. enemies already
|
||
|
|
involved in combat are immune to the ability)
|
||
|
|
- the target must be within the maximum range increment of
|
||
|
|
the weapon the gnome is using
|
||
|
|
- the agent must be able to locate some sort of steady rest
|
||
|
|
on which to place his weapon in order to take the shot,
|
||
|
|
or be allowed to lay prone with his weapon
|
||
|
|
- the agent must remain totally focused on the target for the
|
||
|
|
duration, forsaking all other actions
|
||
|
|
- the agent must take no damage or engage in any combat or
|
||
|
|
distraction outside of the target
|
||
|
|
If all these requirements are met, then on the tenth round,
|
||
|
|
the agent can take a shot and be guaranteed a hit, regardless of armor
|
||
|
|
class. (Note that magical protections, e.g. monsters only hit by magical
|
||
|
|
weapons, still apply.) The agent only gets one attack this round and can
|
||
|
|
take no other actions. The agent can still roll to check for a critical
|
||
|
|
hit or maximum damage. Taking the full turn to prepare also negates the
|
||
|
|
possibility of a botch (simply ignore a 1 if it turns up when checking
|
||
|
|
for a critical). This ability does NOT negate the effectiveness of
|
||
|
|
100% cover or concealment; the recon agent MUST be able to clearly
|
||
|
|
see the vital areas of the enemy, for the full turn, in order to
|
||
|
|
use this ability.
|
||
|
|
9. At 6th level, the recon agent gains pass without trace
|
||
|
|
at will; but this is not a magical ability, and thus will not leave the
|
||
|
|
telltale magical trail behind them. The restrictions on this ability
|
||
|
|
are the same as the silent movement ability at 3rd level.
|
||
|
|
10. At 8th level, the gnomish recon agent's abilities to leave
|
||
|
|
no trace and to move silently will function even if the agent is
|
||
|
|
encumbered OR if he is moving at up to full movement rate, but not
|
||
|
|
both.
|
||
|
|
11. At 10th level, the recon agent's ability to guarantee a hit
|
||
|
|
if he focuses no longer takes a full turn, but only five rounds. If he
|
||
|
|
focuses for the full turn, however, he can not only guarantee a hit,
|
||
|
|
but he is also automatically granted maximum damage for the shot. The
|
||
|
|
agent must still roll for a critical hit.
|
||
|
|
|
||
|
|
GNOMISH RECON AGENT TABLE 1.: THE GNOMISH RECON AGENT
|
||
|
|
|
||
|
|
6-sided
|
||
|
|
Dice for
|
||
|
|
Experience Experience Accumulated Level
|
||
|
|
Points Level* Hit Points** Title
|
||
|
|
-------------------------------------------------------------------
|
||
|
|
0 - 2,000 1 1 Private
|
||
|
|
2,001 - 4,500 2 2 Private First Class
|
||
|
|
4,501 - 9,000 3 3 Corporal
|
||
|
|
9,001 - 18,000 4 4 Specialist
|
||
|
|
18,001 - 36,000 5 5 Sergeant
|
||
|
|
36,001 - 72,000 6 6 Sergeant First Class
|
||
|
|
72,001 - 144,000 7 6+2 Sergeant Major
|
||
|
|
144,001 - 288,000 8 6+4 First Lieutenant
|
||
|
|
288,001 - 576,000 9 6+6 Second Lieutenant
|
||
|
|
576,001 - 1,152,001 10 6+8 Captain
|
||
|
|
|
||
|
|
*Progression past 10th level is not usually possible in this class.
|
||
|
|
When it is, each additional level is 300,000 XP.
|
||
|
|
**Gnomish recon agents gain 2 hit points per level after the 6th.
|
||
|
|
|
||
|
|
GNOMISH RECON AGENT TABLE 2.: THAC0 AND SAVING THROWS
|
||
|
|
|
||
|
|
Level THAC0 PPD PP RSW BW S
|
||
|
|
--------------------------------------------------
|
||
|
|
1 20 13 12 14 16 15
|
||
|
|
2 19 13 12 14 16 15
|
||
|
|
3 18 13 12 14 16 15
|
||
|
|
4 17 13 12 14 16 15
|
||
|
|
5 17 12 11 12 15 13
|
||
|
|
6 16 12 11 12 15 13
|
||
|
|
7 15 12 11 12 15 13
|
||
|
|
8 14 12 11 12 15 13
|
||
|
|
9 14 11 10 10 14 11
|
||
|
|
10 13 11 10 10 14 11
|
||
|
|
|
||
|
|
|
||
|
|
GNOMISH RECON AGENT TABLE 3.: SPELLS PER DAY
|
||
|
|
|
||
|
|
Spells Per
|
||
|
|
Level Per Day*
|
||
|
|
Level 1 2
|
||
|
|
-------------------------
|
||
|
|
1 0 -
|
||
|
|
2 0 -
|
||
|
|
3 0 -
|
||
|
|
4 1 0
|
||
|
|
5 1 0
|
||
|
|
6 1 0
|
||
|
|
7 2 1
|
||
|
|
8 2 1
|
||
|
|
9 2 1
|
||
|
|
10 3 2
|
||
|
|
* A 0 in this column indicates that the agent may cast spells of this
|
||
|
|
level if he is granted bonus spells for a high wisdom.
|