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Back to [[Serpents and Sewers: Species and Templates|Species]] Back to the [[Serpents and Sewers|Main page]] ==Gnome Characters in Serpents and Sewers== When I wrote up the gnomes for Serpents and Sewers, I tried to make them less comic relief and more serious characters, without enforcing much fluff. Serpents and Sewers' Gnomes have a stronger emphasis on magic, and apart from Elves are probably the most magical species in the game. Their high mental stats makes them excellent wizards and sorcerers, their short attention span not nearly as good divine spellcasters. Even without spellcasting, they work best when they use their intellect to beat their opposition. ==Gnome Racial Traits== * ''Abilities'': –2 to Strength, +2 to Constitution, +2 to Intelligence, -2 to Wisdom, +2 to Charisma. Like many small species, gnomes are weaker than the larger ones, but they have inherited the toughness of their dwarven ancestors and have a knack for social competence. They also tend to a very impulsive and often reckless behavior despite their general cleverness. * ''Small'': As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +2 size bonus on Stealth checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character and their Shock Value is decreased by -1. * Gnome base land speed is 20 feet. * ''Dwarven kin'': While not as tough as their dwarven ancestors, gnomes are a hardy race that retains many of their ancestors’ traits. Gnomes gain a +1 racial bonus on Fortitude saving throws against poisons and a +1 racial bonus on saves against spells and spell-like effects. * ''Darkvision'': Gnomes can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Rock Gnomes can function just fine with no light at all. * ''Weapon Familiarity'': Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. * ''Resistance against illusions'': +2 racial bonus on saving throws against illusions. This stacks with their general bonus to saves against spells. * ''Spell-Like Abilities'': Gnomes can use speak with animals (burrowing mammal only, duration 1 minute) as a cantrip even if they do not follow a spellcasting class. A gnome with a Charisma score of at least 12 also has access to the following cantrips as well: dancing lights, ghost sound and prestidigitation. The Caster level is the same as the half of the Gnome’s character level (round down); save DC 10 + gnome’s Cha modifier + spell level. * ''Favorite Class'': Alchemist and Bravo. Gnomes who follow these two classes receive an additional skill point per level. ===Further Advancement of Gnomes=== {| border="1" !Level !Feature |- |4th |Dabbling and Tinkering |- |8th |Save Bonus |- |12th |Improved innate spells |- |16th |Ability Boost |- |20th |Masters of minimum magic |- |} * ''Dabbling and Tinkering (Ex)'': Gnomes have a very well developed objective intelligence and a remarkable manual dexterity. Starting at 5th level, they gain a +2 Bonus to all rolls involving mechanisms, solving puzzles, understanding more complex machines and magical items. This include a +2 to all skill checks for disable device and use magical device. * ''Save Bonus'' (Ex): A 8th level gnome's racial bonus on saves against poison and against spells and spell-like effects increases by 1, their bonus to resist illusions increase by +2. * ''Improved innate Spells (SP)'': At 12th level, a gnome’s innate spells increase in number. They can cast Ventriloquism and Charm animals (limited to burrowing mammals again) as cantrips abilities, with a caster level equal to half the gnome’s character level. * ''Ability Bonus'': On 16th level, Gnome characters gain a +2 bonus to either Constitution or Charisma. * ''Masters of minimum magic'': A 20th level gnome get access to four additional 0 levels spells from any spell list. They can cast them like their other innate spells.
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