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Gnomes

Page history last edited by PBworks 16 years, 4 months ago

Gnome

 

+4 Charisma, -2 Strength

Small creature: +1 size bonus to AC, +1 size bonus to attack rolls, +4 size bonus to Hide checks; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.

Base land speed 20 feet.

Weapon Familiarity: Gnomes treat hand crossbows as martial weapons, rather than exotic weapons.

Favored Region: Central Erenland. Gnomes' favored region bonuses increase by +2 when thay are on rivers.

Low-light vision.

Dwarven Kin: +1 racial bonus on Fortitude saving throws and +2 racial bonus on saves against spells and spell-like effects.

Natural Riverfolk: Gnomes gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a full-round action. Finally, gnomes can hold their breath for a number of rounds equal to three times their Constitution score.

Natural Traders: Whenever engaged in interactions involving trading or smuggling, gnome gain a +4 racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.

Gnomes may begin play with watercraft (at on-quarter normal cost).

Automatic Languages: Trader's Tongue, any one unrestricted language at basic competence, and any one unrestricted language at pidgin competence. Bonus Languages: Any unrestricted languages.

Favored Class: Rogue

 

 

 

Additional Info

 

Death Rituals- Gnomes are nothing if not economical. When a person dies Gnomes weigh down the dead with rocks and send them to the bottom of the river where the scavengers make short work of them. They also do not speak of the dead. It is considered bad luck.

 

Captaincy- All Gnomes either have a captain, or are one. Every Gnome learns from childhood to obey their captain without question. Each family has a certain number of captains. A new captain can be raised either by an old captain stepping down and passing his ring to another, or by a tribunal at the Ghost Raft. There must be at least 10 captains present, and the decision must be unanimous. This effectively creates a new Captaincy. Most often this happens when a captain dies without passing their ring. In the event of a new captaincy, a new ring is made, usually by the new captain. If a lost ring is ever recovered, it is used in the construction of the tiller on a newly commissioned ship. A ship which has a fallen captain's ring in the wheel is believed to be a lucky ship, guided by the soul of the captain. The ships are often named after the fallen captain's ship, assuming it has sunk. If not, sometimes it is named after the fallen captain themselves. (Gale's Ghost and Redhand's Passage are a couple of notable examples.) The rings are how captains determine rank. Among captains, the one with the oldest ring is the leader.

 

Flags- Gnomes have developed elaborate systems of communication involving color combinations and patterns. Their flags can tell other captains that there are agents of the shadow on board, that they carry sickness, that they have cargo to unload, that they need repairs, and many other things. Their signs are also used on a smaller scale. Cloth is often tied on poles at docks and ports to let other gnomes know of situations happening on shore. Even their clothing has meaning. Everyone knows that gnomes dress in garish colors. Few know that the color of a gnome's sash, vest or the the band of their hat can pass a message. Many gnomes wear a number of sashes, so that simply adjusting which color is on top, and which borders it, can send a completely different message. The language is an evolving one, and there are variations from family to family, which keeps defectors from undermining the effectiveness of the code. Just because a certain color combination means danger this week, does not mean that is will next week. Because of the speed gnomes pass information, weather through flags of gossip, ship captains are rarely out of the loop for long. In addition, every captain has a ring which is used in face to face dealings. A captain's ring contains many gems or stones set along it's length. Depending on the color which is facing outward, other colors can take on completely different meanings or subtexts. Nearly every gnomish captain cultivates a habit of rolling their rings. Outsides are almost never aware that the slight pauses as the ring is rolled can be part of an entirely different conversation between captains, or could be sending silent signals to their crew.

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