Gnomish Tunnelwarden (Campaign Class)

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

Gnomish vaults are usually built underground, sometimes very deep, and even the ones closer to the surface often connect into the underworld. Gnomish tunnelwardens use both skill at arms and the gnomish facility for tricks and illusions to defend their vaults from attackers, whether from aboveground or under it.

Gnomish tunnelwardens advance in attack and saving throws as fighters, by two points every three levels of experience. At first level, tunnelwardens hit an unarmored foe (AC 0) with an attack throw of 10+. They increase their base damage roll from successful missile and melee atacks by +1 at 1st level, and by an additional +1 at 3rd, 6th, 9th, and 12th level. Gnomish tunnelwardens may fight with any one-handed melee weapons and all missile weapons except for longbows. They may fight with weapon and shield, wielding a weapon in each hand, or wielding a weapon two-handed, and can wear any armor. Tunnelwardens may use magic items usable by fighters, mages, and thieves.

Gnomish tunnelwardens cast and learn spells as mages of half their level (rounded up after 1st level). They may cast spells while wearing armor. They can also engage in magical research as mages of half their level.

Once per hour, gnomish tunnelwardens can cast faerie fire and ventriloquism. Once per 8 hours they can cast mirror image and phantasmal force.

Whenever the tunnelwarden casts illusion spells or uses any of his innate powers, he has innate illusion mastery. The spell effects are calculated as if the character were two class levels higher than his actual level of experience. Attempts to disbelieve illusions created by the tunnelwarden are at a -2 penalty on the saving throw. The tunnelwarden may also conduct magical research into illusion spells as if he were two caster levels higher than actual.

The gnomish penchant for trickery leaves gnomes resistant to illusions made by others. They receive a +4 bonus on saving throws to disbelieve magical illusions. Gnomes have a nose for potions. They may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste. Starting at 5th level, gnomish tunnelwardens may brew potions as mages of their class level. The gnomish tendency to underground life has granted them extended infravision to 90'. Gnomish characters speak the Common and Gnome tongue, and can also speak the tongues of Dwarves, Elves, Goblins, and Kobolds. In addition, gnomes can speak with animals (as the spell) at will.

A gnomish tunnelwarden who achieves enough fame and fortune from his adventures may build a gnomish vault when he reaches 9th level (Gnomish Loremaster). Gnomes usually live in clans, so gnomes of the character's clan will be the first to live under his roof, but gnomes from other clans will also come and live nearby to be ruled by the character. A total of 3d6×10 1 level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. A gnomish tunnelwarden is expected to employ only soldiers of gnomish descent, but may hire members of other races for other tasks. When a gnomish tunnelwarden builds a vault, all ordinary animals within 5 miles of the stronghold become kind and helpful.

Gnomish Tunnelwarden Proficiency List: Alchemy, Alertness, Ambushing, Battle Magic, Beast Friendship, Blind Fighting, Caving, Climbing, Collegiate Wizardry, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contemplation, Dungeon Bashing, Eavesdropping, Fighting Style, Goblin-Slaying, Magical Engineering, Manual of Arms, Military Strategy, Passing Without Trace, Precise Shooting, Prestidigitation, Quiet Magic, Sensing Power, Skirmishing, Sniping, Swashbuckling, Unflappable Casting, Vermin-Slaying, Wakefulness, Weapon Finesse, Weapon Focus

Gnomish Tunnelwarden Level Progression

Spell Progression
Experience Title Level Hit Dice Damage 1 2 3
0 Gnomish Sentry 1 1d6 +1
3,625 Gnomish Guard 2 2d6 +1 1
7,250 Gnomish Lookout 3 3d6 +2 2
14,500 Gnomish Defender 4 4d6 +2 2
29,000 Gnomish Tunnelwarden 5 5d6 +2 2 1
58,000 Gnomish Guardian 6 6d6 +3 2 1
115,000 Gnomish Sentinel 7 7d6 +3 2 2
230,000 Gnomish Overseer 8 8d6 +3 2 2
315,000 Gnomish Tunnel-Lord 9 9d6 +4 2 2 1
* Hit point modifiers from Constitution are ignored

Gnomish Tunnelwarden Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & 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+