PFRPG Alpha - Rise of the Runelords AP

Shayuri said:
Sadly, I do not have the Pathfinder rulez at work. If someone were to accidentally post the Gnome race traits though, I might be able to sneakily replicate them...but I would never ask for such a thing.

:D

<cough, cough>
[sblock]
+2 Con, +2 Cha, -2 Str
Small size (+1 AC, +1 attk, +4 Stealth checks
Slow- 20 ft base speed
Low-Light vision
Keen senses (+2 on smell- and touch-based Percept. checks)
Obsessive (+2 Craft or Profession of choice)
Illusion resist (+2 save vs. illus. spells or fx)
Gnome Magic (+1 DC vs. any Illus. spells cast; if Cha >11 gain these abilities 1/day: dancing lights, ghost sound, prestidigitation, speak w/ animals)
treat wpn w/ "gnome" in name as martial wpn.
Hatred (+1 attk vs. reptilian or gblin subtypes)
+4 AC vs. giant type monsters
Languages (auto - Common, Gnome, Sylvan; high Int choose from Draconic, Dwarven, Elven, Giant, Goblin, Orc)
favored class - bard or sorcerer
[/sblock]
 
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Bialaska

First Post
Shayuri said:
Have no fear! This will be more of a hoot than a flock of owls having a hootenanny at Hooters!

Sadly, I do not have the Pathfinder rulez at work. If someone were to accidentally post the Gnome race traits though, I might be able to sneakily replicate them...but I would never ask for such a thing.

:D

[SBLOCK=Ninja stuff for Sayuri, very ninjaish, so no peeking!]
Gnome Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are
physically weak but surprisingly hardy, and their attitude
makes them naturally agreeable.

Small: Gnomes are Small creatures, and gain a +1 size
bonus to their AC, a +1 size bonus on attack rolls, and a +4
size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as
humans in conditions of poor illumination.

Keen Senses: Gnomes receive a +2 bonus on smell- and
touch-based Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft
or Profession skill of their choice.

Illusion Resistant: Gnomes get a +2 racial saving throw
bonus against illusion spells or effects.

Gnome Magic: Gnomes add +1 to the DC of any saving
throws against illusion spells that they cast. Gnomes with a
Charisma of 11 or higher also gain the following spell-like
abilities: 1/day—dancing lights, ghost sound, prestidigitation,
speak with animals. The caster level for these effects is equal
to the gnome’s level. The DC for these spells is equal to 10
+ the spell’s level + the gnome’s Charisma modifier.

Weapon Familiarity: Gnomes treat any weapon with the
word “gnome” in its name as a martial weapon.

Hatred: Gnomes receive a +1 bonus on attack rolls
against humanoid creatures of the reptilian and goblin
subtypes due to special training against these hated foes.
Defensive Training: Gnomes get a +4 dodge bonus to AC
against monsters of the giant type.

Languages: Gnomes begin play speaking Common,
Gnome, and Sylvan. Gnomes with high Intelligence scores
can choose any of the following: Draconic, Dwarven, Elven,
Giant, Goblin, and Orc.

Favored Class: The favored class of gnomes is bard or
sorcerer. This choice must be made at 1st level and cannot
be changed.

[/SBLOCK]
 




The Rolling Man

First Post
Actually, ninjas aren't what they used to be. Please help.

Also, the at-will power is indeed pretty goofy. But then again maybe it will allow Arahmid and Saktouk to lauch their stand up career if your guy is in the audience.
 


nonamazing

Explorer
Azor said:
OK. I've been looking over the characters, and I really like what you guys have. I did, however, notice a few minor omissions.

nonamazing (Chaine) - The Varisian Tatoo feat you took is fine, but it is the bonus feat you are allowed from the RotRL Player's Guide. So, you still have your characters 1st Level feat choice coming to you.

Alright, I have edited my sheet. I decided to go with Augment Summoning, a nice, stable, well-respected feat choice. It should serve me well.

Walking Dad said:
A wizard, a gnome fey, a shoanti druid, two half-orcs and a paladin of arts entering a bar in Sandpoint...

Well, one potential unifying theme to this group is that none of the characters, as individuals, really have a place to belong in society. While they're not complete outcasts, neither do they feel as though they really fit in.

This does look like a fun group. I'm looking forward to the game.
 

Shayuri

First Post
GM, sir?

I know the site's going down, so I may not hear back from you soon...but I must ask.

The spells on the feysorc list are cool, but the Poison seems out of place. Any chance we could replace it with something...less...poisonous? :)

Dang...and the new skill system is really really nasty for sorcerors...they only get 2 ranks per level...unless they get an Int bonus, and the point buy makes that a pretty rough choice to make. Harsh!

Oh well.

Almost done...
 

Bialaska

First Post
Shayuri said:
Dang...and the new skill system is really really nasty for sorcerors...they only get 2 ranks per level...unless they get an Int bonus, and the point buy makes that a pretty rough choice to make. Harsh!

The new skill system is really nasty for anyone, possibly except Rogues, Bards and Wizards (and Wizards only because they focus on Intelligence).
 

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