Back a bit ago WotC announced they were cutting some books and the minis line and other things and the cry went out far and wide that they were doomed. To be fair if WotC had changed the name of a book or the cover art there would be people out there on teh internets claiming it was a sign of their near death.
One of the books that met the gallows that day was "Class Compendium: Heroes of Sword and Spell". It's purpose was to update some of the earlier PHB classes to the new Essentials format. It was never high on my list as something to get; PHB classes and Essentials classes are still equal. But it would have been nice to see some of the content.
So Wizards has released the Marshal, which is the Essentials version of the Warlord.
And they have done it for free. In Dragon Magazine 397.
You can download the Marshal from Wizard's site here, http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201103warlord
I checked from other browsers to make sure my DDI password was not cached in. It is free.
So if you have not looked into the Essentials classes yet here is a good example.
Showing posts with label class. Show all posts
Showing posts with label class. Show all posts
Wednesday, March 30, 2011
Wednesday, November 17, 2010
Witch Guardians, 3.x and 4e
Amy stood in the large room with the eighteen other witches. "Witches" she thought, "a wholly inadequate term to describe these sword wielding warrior women; They are Guardians."
They all wore heavy robes and the Flame burned in the center of the room, but despite that Amy felt chill. The wood floor was cold to her bare feet and all eyes in the room were focused on her.
The High Priestess, Mistress Brent, stood in front of her. She seemed slight compared to the others, especially next to the tall dark skinned Amazon she had come to know as Cerriweden, but Brent radiated a power that made everyone else in the room seem small and powerless. In Mistress Brent's hands was a finely crafted sword of Celtic design.
"Amy Nakkamura, daughter of Hoshi and Deidre Nakkamura. Approach the Circle." Mistress Brent said. She complied.
"How do you enter?" Mistress Brent asked.
"With perfect love and perfect trust." Amy answered with words she had known since she was a child. After all the Daughters were still "witches".
"Do you submit to the Goddess?" Mistress Brent said. Despite the tone it was not a question. Amy lowered her eyes and kneeled. Two other guardians approached and removed her robes leaving her sky-clad and her bronze skin exposed to all.
"The Daughters of the Flame are a pastoral order. We do not seek violence and pursue paths of peace, love and communion with the Goddess. We follow the path laid out for us Brigit and recorded by the Ban-Drui Bodhmal. Do you accept Peace and Love Daughter of Brigit?"
"With all my heart." Amy answered, it was more than a litany to her, it was the truth.
"But there are those that seek to harm us, to destroy us and they will not be tolerated. As Brigit is the Fire of Life she is also the Fire of Retribution. Fire that warms you, sends away the cold, or destroys. The Flame is Life."
"The Flame is Life!" the other Guardians repeated.
"As Liath was Guardian to Bodhmal and they found love, the Guard is Guardian to the Daughters.
"Will you protect the Flame daughter of Brigit?" Again, not a question from Brent.
"The Flame is Life. I will protect it." Amy asked.
"How shall you defend it?" Cerridwen then asked.
Amy stood, her arms outstretched and naked to world. "With only with what I have. My Body, My Mind and My Soul." She said. A nod from Brent and the two guardians returned with new a new robe, one that looked like their own.
"Then you shall have these robes to signify that you are one of us and to keep you warm." She held up the sword. "To defend your sisters you will have this sword. But this sword is not for Amy Nakkamura. Mistress Brent held the pommel of the blade with both hands pointing the sword skywards, it was, Amy noted, the same position as the Wiccan handfasting rite
"I give this sword to Brigh nic Brigandu to defend your life, your sisters and the Flame. Accept this Brigh, Daughter of Brigit. Welcome to the Imbolc Guard!"
Brigh, no long Amy, took the sword.
Brent turned her head away from Brigh and spoke aloud to rest of the Guard. "Imbolic Guard. Do you accept Brigh nic Brigandu as your sister and fellow Guardian?"
Their was a collective "We accept her" from the Guard, then cheering as they broke the circle to embrace Brigh.
The Witch Guardians
While the witch is perfectly capable of defending herself and her own, sometimes it becomes necessary for arms to be taken up in defense. This defender of the coven is known by many names but all are generally known as witch guardians.
"Witch guardian" is a broad term used to describe those that devote their lives to defending witches and their faith. They can come from the ranks of the coven themselves, or they may be from another class, called to serve the Goddess in their own way, with arm, sword and spear rather than by bell, book or candle.
While there are a variety of types of witch guardians, they all share some things in common.
The witch guardian defends and protects witches. She is usually the same general alignment as the coven, but many tend to be more lawful. In many ways the witch guardian sees herself as fulfilling the same role as a paladin might. Witch guardians are considered to be part of the coven, but do not take part in coven duties. For example the Imbolc Guard that protects the Daughters of the Flame are not required to tend the sacred flame, though many still do. Some witch guardian groups also are almost a tradition of sorts themselves. The Waelcyrie are one of the oldest groups of witch guardians known and they will protect witches of all traditions and covens.
Witch guardians do not actively seek out those who oppose the witch's faith, but are prepared to defend their charges. The witch guardian has both martial weapons and magic at her disposal. The covened witch guardian will stand guard and protect the coven while they perform their rituals and ensuring the safety of all members. The witch guardian will then, either in private or with the coven's high priestess, perform her own rituals. In covens with more than one guardian the high priestess will often perform a second set of services. It is understood by all that the Patrons excuse the guardians from these normal ritual duties because of the important roles they serve.
Witch guardians also will protect places of power from desecration or may even be assigned other duties such as protecting an important artifact or even a single witch in particular. For those who are not part of coven travel around seeing the world and ensure that places of power they find are free of contamination, infestation and desecration.
Witch guardians feel an urge to protect witches and the faith. It might be a calling from the Goddess, but guardians never divulge why they took up their duty. An apprentice witch guardian needs to take instruction from a more experienced one for three months before they are eligible for the initiation into the tradition. The initiate's instructor (known sometimes as an "Advocate") and three other experienced guardians must be present to invest the initiate into the tradition. If a coven does not have four experienced guardians, the required amount are summoned by the Patrons when the rite is to take place, to ensure that another joins the tradition. These guardians usually do not stay with the coven.
During the rite of investment the apprentice decides to join the witch guardians, or continue in their chosen class. The only time a witch guardian leaves this tradition is through death. If they become disillusioned in witchcraft itself, they must also leave the class. All supernatural and spell-like abilities learnt are lost (as they are provided by the Patrons) as well as access to the witch spell list.
First and foremost the witch guardian lives to protect the lives of the witches in her charge. Most would rather die than allow any harm to come to the coven.
3.x and Pathfinder
Hit Dice: d8
Requirements
To qualify as a witch guardian, a character must fulfill all of the following criteria.
Base Attack Bonus: +5
Knowledge (Witchcraft): 4 ranks
Knowledge (Witchcraft): 4 ranks
Spellcraft: 4 ranks
Wilderness Lore: 2 ranks
Feats: Weapon Focus (weapon will depend on what type of guardian they become), may be taken at 1st level of Witch Guardian.
Class Skills
The witch guardian's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Religion) (Int), Knowledge (Witchcraft) (Int), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Wilderness Lore (Wis).
Skill points at Each Level: 4 + Int modifier.
Class Features
All of the following are class features of witch guardian prestige class.
Weapon and Armor Proficiencies: A witch guardian is proficient in all simple weapons, plus 6 martial weapons of her choice. She may choose to swap any 2 martial proficiencies for 1 exotic proficiency.
Proficient in all light and medium armor. Note: The abilities gained by Nature's Gift are only useable with light armor.
Weapon of Choice (Ex): The witch guardian gains a weapon of choice. The type of guardian they become often determines this weapon. The Patron they serve or the coven they protect can also put restrictions on this weapon. This is also the weapon the would-be guardian chooses for her Weapon Focus feat. See descriptions below.
This weapon gains an enchantment of +1 at first witch guardian level and then an extra +1 every other level of witch guardian (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level of witch guardian). Unlike magic weapons created by normal means, the guardian need not spend experience points or gold pieces to accomplish this task. However, a guardian's enchanted weapon only functions for her, not even other guardians of the same coven.
Deity's Gift (Su): The witch guardian is the defender of all witches and places of power, and they often come across spellcasters who wish to destroy all they hold dear. Because of this, they are granted a +2 divine bonus to saving throws against magic. This ability increases to +4 at 4th level (and is not cumulative with +2 already granted).
At 7th level this bonus is applied to all allies in a 20-foot radius as well as all inanimate objects, including all items on the body of the guardian and her allies, within the area. The guardian herself still has his +4 bonus. At 10th level the area is increased to 40 foot radius. Note if they are more than one 7th level witch guardian within a 20 foot area, the bonuses do not stack as they are the same type of bonus.
Detect Witch's Foe (Sp): This supernatural ability gained at 2nd level is similar to the Detect Evil ability of Paladins. However it only finds those who wish to harm a witch, a place of power, or the witch guardian herself.
Nature's Gift (Ex): The fighting style of the guardian emphasizes agility and reflexes over strength as well as the duality of the God and the Goddess. As such, when a guardian fights with no armor or in light armor they gain the benefits of Ambidexterity and Two Weapon Fighting feats.
If they already have both these feats, they may instead choose two from the following list: Improved Initiative, Lightning Reflexes, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Two Weapon Fighting, Run, Point Blank Shot, Shot on the Run, Evasion, Uncanny Dodge.
Favored Enemy (Ex): At 6th level, a guardian may select a favored enemy like that of a ranger. These will be enemies that threaten the coven directly and are generally not class of enemies per se. They might be another coven, a group of evil sorcerers, a local church or even a cult of warlocks. The witch guardian gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures.
At 8th level the witch guardian may choose another favored enemy or choose the same one to increase the bonuses to +4.
Hex Mark of Warding (Su): At 8th level the Witch Guardian can scribe a magical rune onto a door, wall, tree, or other stable object denoting their protection of that area. If any enemies to the Coven or place of power the Witch Guardian is pledged to protect come within level yards of the mark, the Witch Guardian may make a Spot Roll DC 20 – the number of enemies to be alerted to their presence and numbers, but not exact nature. A Witch Guardian may have up to one Hex Mark of Warding per 2 levels in the Witch Guardian class. So a character with 8 levels of Witch Guardian may have up to 4 Hex Marks working at one time. Distance is unlimited as long as the Witch Guardian is still on the same plane as the Hex Mark.
Spells per Day: The witch guardian has a limited ability to cast witch spells. If she came from a spell casting background before (say for example witch or ranger) these spells are in addition to ones she already knows.
The witch guardian uses the same spell list as witches.
Witch Guardians
There are many types of witch guardians that vary by exact role, traditions raised in, or covens they protect. Each coven could theoretically have their own unique style of witch guardian, but some larger groups are described below.
What sets most apart are their weapons of choice, duties to the coven and their philosophies.
Huntresses of Diana. These guardians are most common among Classical Greek and Amazon traditions. Like the Amazons, they honor Diana and like their Goddess all Huntresses must be chaste and physically fit. They opt for no or very light armor and their weapon of choice is the bow. The Huntresses protect not only their covens but also the natural areas in which the witches live. The huntresses will kill most intruders on sight, especially men. This is not in contradiction with their alignments since this is the interpretation of their Goddess' will. Most good aligned huntresses will attempt not to kill and instead try to get most intruders to leave via magic or trickery.
A related group are the Huntresses of Mabd, who perform the same function for Faerie traditions.
Imbolc Guard. These guardians are assigned by Brigit herself to protect the witches of the Daughters of the Flame coven. The Imbolc Guard are also charged with the task of training and aiding the Imbolc Mage. Their weapon of choice is the sword. Often these are smaller swords designed to be easily concealed, and they will always be of masterwork quality. Like the witches they protect, the Imbolc Guardians number 19. Smaller covens have fewer Guardians. When not charged with protecting the coven or the Imbolc Mage the Guardians will be training or aiding in the tending of the sacred flame.
Waelcyrie. These guardians are one of the oldest groups of witch guardians known. The Waelcyrie can be found protecting any type of coven or tradition. They are also most likely to be found wandering from coven to coven providing their aid or protecting places of power. The Waelcyrie can choose any weapon of choice and wear any type of armor (spell casting restrictions still apply). Waelcyrie will only protect witches of same, or similar alignment.
War Witch. These guardians are always women. They began as a group of warrior women known as Wild Women that protected druid groves and many still do, even though the Wild Woman predates the druids by millennia. A fair number have also lent their spears to protect witch covens. Consequently they tend to be associated most with Celtic Classical and Craft of the Wise traditions. Their weapon of choice is always the spear. Often they are recognizable by the black leather breeches they opt to wear. Not only do they disdain the use of armor, but also most will enter battle either topless or completely nude. This is done for the same reason that Celtic men will paint their bodies, to distract and incite fear in their opponents.
Table: Witch Guardian Level Progression
Level |
BAB
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Spells per day
| ||||
0
|
1
|
2
|
3
|
4
| ||||||
1st |
+0
|
+0
|
+2
|
+2
|
Weapon of Choice (+1),
Deity's Gift (+2)
|
3
|
0
| |||
2nd |
+1
|
+0
|
+3
|
+3
|
Detect Witch's Foe, Nature's Gift
|
3
|
1
| |||
3rd |
+2
|
+1
|
+3
|
+3
|
Weapon of Choice (+2)
|
3
|
2
|
0
| ||
4th |
+3
|
+1
|
+4
|
+4
|
Deity's Gift (+4)
|
3
|
3
|
1
| ||
5th |
+3
|
+1
|
+4
|
+4
|
Weapon of Choice (+3)
|
3
|
3
|
2
| ||
6th |
+4
|
+2
|
+5
|
+5
|
Favored Enemy
|
3
|
3
|
2
|
0
| |
7th |
+5
|
+2
|
+5
|
+5
|
Weapon of Choice (+4), Deity's Gift (+2 20' rad)
|
3
|
3
|
3
|
1
| |
8th |
+6
|
+2
|
+6
|
+6
|
Hex Mark of Warding
|
3
|
3
|
3
|
2
| |
9th |
+6
|
+3
|
+6
|
+6
|
Weapon of Choice (+5)
|
3
|
3
|
3
|
2
|
0
|
10th |
+7
|
+3
|
+7
|
+7
|
Deity's Gift (+2 40' rad)
|
3
|
3
|
3
|
3
|
1
|
Witch Guardian Paragon Path
"No one dares harm my brothers and sisters!"
Prerequisite: Warlock (or Witch) (or alternately any Arcane Class)
You have traded the implement of your choice for that of a sword. You protect the members of your coven using magic and sword.
"Witch guardian" is a broad term used to describe those that devote their lives to defending witches and their faith. They can come from the ranks of the coven themselves, or they may be from another class, called to serve the Goddess in their own way, with arm, sword and spear rather than by bell, book or candle.
While there are a variety of types of witch guardians, they all share some things in common.
The witch guardian defends and protects witches. She is usually the same general alignment as the coven, but many tend to be more lawful. In many ways the witch guardian sees herself as fulfilling the same role as a paladin might. Witch guardians are considered to be part of the coven, but do not take part in coven duties. Witch Guardian Path Features
Weapon Expertise (11th level): You gain the feats Weapon Proficiency (longsword or weapon of the coven's choice), Weapon Focus and Implement Expertise (longsword or weapon of the coven's choice). This allows you to use a sword as a melee weapon and as your implement when casting. You gain the following, proficiency in that weapon, +2 to damage caused by that weapon in melee attacks, and +2 to attack rolls when using the weapon as an implement. These both increase to +3 at 20th level.
Pact/Coven Gift (11th level): When adjacent to a member (or members) of the coven or group you are sworn to protect you confer a +2 to all their defenses and attack at +2.
Witch Guardian Spells
Enemy of the Pact/Coven |
Witch Guardian Attack 11
|
You single out an enemy that threatens the members of your faith and burn them with your fire. | |
Encounter wArcane, Implement, Fire, Weapon Standard Action Close Blast 5 Target: Each Enemy in Blast Attack: Charisma or Constitution vs Reflex | |
Hit: 2[W] + Charisma or Constitution modifier damage + 1d8 Fire damage | |
Miss: 1d8 Fire damage |
Against the Coven's Foes |
Witch Guardian Utility 12
|
You have been charged with the protecting your Coven, they in turn empower you to find their enemies. | |
Encounter wArcane, Psychic Immediate Interrupt Personal Trigger: A melee attack hits you Effect: You gain a +2 power bonus to AC and Fortitude against the triggering attack and become invisible to enemies until the end of your next turn. |
Hex Mark |
Witch Guardian Utility 20
|
You cast a rune of warding and fill it with your power to protect. | |
Daily wArcane, Implement, Psychic Standard Action Close Burst 10 Target: Creature entering the zone making an attack. | |
Effect: Any creature that enters the zone and makes an attack against yourself or an ally triggers the Hex Mark. | |
Opportunity Action Close Burst 10 Trigger: A creature making an attack roll against you or an ally. Target: The triggering creature Attack: Charisma, Intelligence or Wisdom vs. Will Hit: 1d8 + Charisma, Intelligence or Wisdom modifier psychic damage Effect: The creature is dazed (save ends) | |
Sustain Minor: The zone persists but is fixed to the starting square. |
Tuesday, November 2, 2010
Gnomes for Basic D&D
I guess this one is for my brother who loves gnomes. First in a batch of various "Basic" D&D things I have been thinking about.
Gnomes for Basic era FRPGs
Gnomes have long been a staple of various fantasy role-playing games, but surprisingly there were never any core rules for gnomes in the Basic-era (1974-1991) of the Worlds First and Largest Fantasy Adventure RPG.
Gnome
Gnomes are small humanoids that live in the same general areas as do elves. While elves prefer the open spaces, Gnomes live underground in elaborate burrows and underground cave systems. They share many similarities with dwarves, which maybe something of a racial cousin, they are their own race with a long history.
The typical gnome stands 3' to 3½ ' tall, and weighs about 40-45 lbs; About the same size as a Halfling, but not as stocky. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue (from a light ice blue, to brilliant cerulean to a deep midnight violet-blue). Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
A gnome character must have a score of 9 or higher in both Intelligence and Dexterity. Gnomes are similar to Elves in terms of play, they can act as fighters (though not as good as true fighters or Dwarves) and can cast spells as do Magic-Users, though in the form of Alchemy.
Sages disagree on the origins of the gnome as a species and their name. Some point to the word "gnomic" meaning "to know" or "the wise". Other point to "gnomus" meaning "earth" or "from the earth". Both seem to be apt.
Some occult sages and scholars suggest that gnomes are off-shoots of dwarves, halflings, or even goblins. They do have some connection to the lands of Faerie, as do the elves. Other have suggested that gnomes are in fact some sort of earth spirit or even an elemental. Gnomes themselves say they simply are and leave it at that.
Gnomes are inherently magical, many excel in areas of alchemy and other magic, and most gnomes know at least a little magic. Adventuring gnomes can cast wizard spells as indicated below. Gnomes though use their magic via Alchemy. Gnome spell books are full of arcane recipes and formulae. To "cast" a spell then the Gnome either drinks, throws or otherwise invokes the potion as needed. For example a Clarivoyance "spell" might require the Gnome the spread an oily poultice over their eyes, a Fire Ball spell could be a potion that is thrown. In any case these would not require a roll to hit any more than any other magic-user or elf.
Gnomes tend to be Neutral in alignment, but quite a few are Lawful.
Gnomes hate kobolds and will try to attack them on site.
There are Gnomes that also known as "Deep Gnomes" that have well defined infravision to 90'.
Prime Requisite: A gnome has two Prime Requisites: Intelligence and Dexterity. If either of these Ability scores is 13 or greater the character gains a 5% bonus to Experience Points earned every adventure. If both are 13 or greater, the XP bonus if 10%.
Weapons and Armor: Gnomes may use any weapon, but it needs to "sized" to fit them. Typically any weapon sized for a Halfling character. Gnomes may not use "two-handed" handed weapons such as two-handed swords, long bows, battle axes, and other larger weapons.
Gnomes may wear any type of armor, but most prefer "natural" armor such as leather or hide. Halfling armor must "taken in" in order to properly fit a Gnome.
Gnomes may use any magic item that is useable by Magic-Users and any magic weapon.
Special Abilities
A gnome has a number combat advantages, due to it's size and familiarity with various terrain.
Combat: Gnomes use a combination of melee weapons and magic in combat situations. All gnomes gain the following bonuses when in combat.
-2 bonus to Armor Class when attacked by creatures larger than man-size.
+ 1 bonus to initiative rolls.
+1 bonus to "to hit" rolls against Kobolds and Goblins.
Hiding: Gnomes are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a gnome can only be detected 15% of the time (GM rolls). In man-made dungeons this increases to 25%. The gnome must remain still and not be carrying any type of light.
Languages: In addition to the common and alignment languages Gnomes may also speak gnome, dwarf, kobold and goblin. Additionally a gnome may speak to animals 1/day as per the Spell of the same name. Animals are limited to burrowing animals (badgers, rabbits,
Vision: A gnome can see twice as well as a human in low-light conditions (starlight, moonlight, torchlight and a "light" spell, but not "Continual Light").
Spells: As mentioned, Gnomes can use Magic-User spells like an elf. These spells are usually in the form of an alchemical mixture that must either thrown, drank or applied as needed. There is no penalty for performing this action since it is considered to be part of the "casting time". The gnome can only prepare the number of alchemical agents ("spells") as per the chart below. The gnome then must prepare a new batch the next day. Gnomes use natural ingredients that are usually readily available and carry others with them. These materials are small and light and typically weigh no more than a ounce per level of spells. So a 3rd level spell would weigh about 3 ozs.
For example the Gnome may wish to cast a Light spell. This may require them to mix two reagents together that produce a glow.
Advancement
Gnomes may advance only to 9th level ("Gnome Adeptus"). This is balanced by the gnome's magical ability and their ability to also fight better than a same level magic-user. At 9th level a gnome may settle in area and attract other gnomes to form a clan, or gather their family together for a clan as it's Chieftain. All burrowing animals within the area (a radius of 5 miles) will be friendly to the gnomes of the clan and can speak to them. These animals will warn the clan of approaching intruders or strangers, carry brief messages back and forth to other clans.
Gnomes use the same attack to hit rolls as do fighters, dwarves, elves and Halflings.
Section 15 Copyright Notice
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Liber Mysterium: The Netbook of Witches and Warlocks Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.
"Gnomes for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan
Gnomes for Basic era FRPGs
Gnomes have long been a staple of various fantasy role-playing games, but surprisingly there were never any core rules for gnomes in the Basic-era (1974-1991) of the Worlds First and Largest Fantasy Adventure RPG.
Gnome
Gnomes are small humanoids that live in the same general areas as do elves. While elves prefer the open spaces, Gnomes live underground in elaborate burrows and underground cave systems. They share many similarities with dwarves, which maybe something of a racial cousin, they are their own race with a long history.
The typical gnome stands 3' to 3½ ' tall, and weighs about 40-45 lbs; About the same size as a Halfling, but not as stocky. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue (from a light ice blue, to brilliant cerulean to a deep midnight violet-blue). Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
A gnome character must have a score of 9 or higher in both Intelligence and Dexterity. Gnomes are similar to Elves in terms of play, they can act as fighters (though not as good as true fighters or Dwarves) and can cast spells as do Magic-Users, though in the form of Alchemy.
Sages disagree on the origins of the gnome as a species and their name. Some point to the word "gnomic" meaning "to know" or "the wise". Other point to "gnomus" meaning "earth" or "from the earth". Both seem to be apt.
Some occult sages and scholars suggest that gnomes are off-shoots of dwarves, halflings, or even goblins. They do have some connection to the lands of Faerie, as do the elves. Other have suggested that gnomes are in fact some sort of earth spirit or even an elemental. Gnomes themselves say they simply are and leave it at that.
Gnomes are inherently magical, many excel in areas of alchemy and other magic, and most gnomes know at least a little magic. Adventuring gnomes can cast wizard spells as indicated below. Gnomes though use their magic via Alchemy. Gnome spell books are full of arcane recipes and formulae. To "cast" a spell then the Gnome either drinks, throws or otherwise invokes the potion as needed. For example a Clarivoyance "spell" might require the Gnome the spread an oily poultice over their eyes, a Fire Ball spell could be a potion that is thrown. In any case these would not require a roll to hit any more than any other magic-user or elf.
Gnomes tend to be Neutral in alignment, but quite a few are Lawful.
Gnomes hate kobolds and will try to attack them on site.
There are Gnomes that also known as "Deep Gnomes" that have well defined infravision to 90'.
Prime Requisite: A gnome has two Prime Requisites: Intelligence and Dexterity. If either of these Ability scores is 13 or greater the character gains a 5% bonus to Experience Points earned every adventure. If both are 13 or greater, the XP bonus if 10%.
Weapons and Armor: Gnomes may use any weapon, but it needs to "sized" to fit them. Typically any weapon sized for a Halfling character. Gnomes may not use "two-handed" handed weapons such as two-handed swords, long bows, battle axes, and other larger weapons.
Gnomes may wear any type of armor, but most prefer "natural" armor such as leather or hide. Halfling armor must "taken in" in order to properly fit a Gnome.
Gnomes may use any magic item that is useable by Magic-Users and any magic weapon.
Special Abilities
A gnome has a number combat advantages, due to it's size and familiarity with various terrain.
Combat: Gnomes use a combination of melee weapons and magic in combat situations. All gnomes gain the following bonuses when in combat.
-2 bonus to Armor Class when attacked by creatures larger than man-size.
+ 1 bonus to initiative rolls.
+1 bonus to "to hit" rolls against Kobolds and Goblins.
Hiding: Gnomes are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a gnome can only be detected 15% of the time (GM rolls). In man-made dungeons this increases to 25%. The gnome must remain still and not be carrying any type of light.
Languages: In addition to the common and alignment languages Gnomes may also speak gnome, dwarf, kobold and goblin. Additionally a gnome may speak to animals 1/day as per the Spell of the same name. Animals are limited to burrowing animals (badgers, rabbits,
Vision: A gnome can see twice as well as a human in low-light conditions (starlight, moonlight, torchlight and a "light" spell, but not "Continual Light").
Spells: As mentioned, Gnomes can use Magic-User spells like an elf. These spells are usually in the form of an alchemical mixture that must either thrown, drank or applied as needed. There is no penalty for performing this action since it is considered to be part of the "casting time". The gnome can only prepare the number of alchemical agents ("spells") as per the chart below. The gnome then must prepare a new batch the next day. Gnomes use natural ingredients that are usually readily available and carry others with them. These materials are small and light and typically weigh no more than a ounce per level of spells. So a 3rd level spell would weigh about 3 ozs.
For example the Gnome may wish to cast a Light spell. This may require them to mix two reagents together that produce a glow.
Advancement
Gnomes may advance only to 9th level ("Gnome Adeptus"). This is balanced by the gnome's magical ability and their ability to also fight better than a same level magic-user. At 9th level a gnome may settle in area and attract other gnomes to form a clan, or gather their family together for a clan as it's Chieftain. All burrowing animals within the area (a radius of 5 miles) will be friendly to the gnomes of the clan and can speak to them. These animals will warn the clan of approaching intruders or strangers, carry brief messages back and forth to other clans.
GNOME EXPERIENCE TABLE | ||||||||
Level | Title | XP | Hit Die | 1 | 2 | 3 | 4 | 5 |
1 | Gnome Neophyte | 0 | 1d6 | 1 | ||||
2 | Gnome Apprentice | 3,000 | 2d6 | 2 | ||||
3 | Gnome Theoreticus | 6,000 | 3d6 | 2 | 1 | |||
4 | Gnome Practicus | 12,000 | 4d6 | 2 | 2 | |||
5 | Gnome Philosophus | 25,000 | 5d6 | 2 | 2 | 1 | ||
6 | Gnome Major | 50,000 | 6d6 | 3 | 2 | 2 | ||
7 | Gnome Magus | 110,000 | 7d6 | 3 | 2 | 2 | 1 | |
8 | Gnome Magister | 220,000 | 8d6 | 3 | 3 | 2 | 2 | |
9 | Gnome Adeptus | 400,000 | 9d6 | 3 | 3 | 2 | 2 | 1 |
GNOME SAVING THROWS | |||
Level | 1-3 | 4-6 | 7-9 |
Death Ray or Poison | 12 | 10 | 8 |
Magic Wands | 13 | 11 | 9 |
Paralysis or Turn to Stone | 13 | 11 | 9 |
Dragon Breath | 15 | 12 | 9 |
Rods, Staffs and Spells | 15 | 12 | 9 |
Gnomes use the same attack to hit rolls as do fighters, dwarves, elves and Halflings.
CHARACTER HIT ROLLS (on 1d20) | |||||||||||||||||||
Level | Target's Armor Class | ||||||||||||||||||
Gnomes | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9 |
1-3 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 | 20 | 20 | 21 | 22 | 23 | 24 |
4-6 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 | 20 | 20 | 21 | 22 |
7-9 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 20 | 20 | 20 | 20 |
Section 15 Copyright Notice
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Liber Mysterium: The Netbook of Witches and Warlocks Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team.
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.
"Gnomes for Basic era FRPGs" Copyright ©2010, Timothy S. Brannan
Monday, October 18, 2010
The Essentials Druid
The new Druid build for Essentials made it's preview today.
You can read about it here, http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20101018.
On first glance I like the changes. There is no wild shape ability in the first 10 levels that I can see and focus is more on their animal companion.
Points of Light is also talking about them, http://daegames.blogspot.com/2010/10/essentials-druid.html.
I had expressed my displeasure with how 4e had done Druids before (here and here). So far this new one looks better than what PHB2 gave me.
Will have to wait and see.
You can read about it here, http://www.wizards.com/DnD/Article.aspx?x=dnd/4ex/20101018.
On first glance I like the changes. There is no wild shape ability in the first 10 levels that I can see and focus is more on their animal companion.
Points of Light is also talking about them, http://daegames.blogspot.com/2010/10/essentials-druid.html.
I had expressed my displeasure with how 4e had done Druids before (here and here). So far this new one looks better than what PHB2 gave me.
Will have to wait and see.
Subscribe to:
Posts (Atom)