A Gnomish Antiquary is a member of a specially trained section of 'The Museum'. They are the highest ranking members of the Acquisitions department, and it is their job to seek out and recover historical, magical, and religious artifacts. To these ends, they specialize in bypassing traps, exploring compounds, deciphering puzzles, and excavating ruins. Gnomish antiquaries typically travel with a small team of hirelings and one apprentice to assist in field work. They depend heavily on the research provided by the wizards and loremasters who run the Intelligence department. Although they prefer to avoid combat, antiquaries are expected to be able to defend themselves if necessary. In addition to their duties to the Museum, some Antiquaries undertake quests on behalf of certain arcane, religious, and historical groups. Any gnome can become an antiquary, with the proper amount of rogue, bard, and/or loremaster training.
Prerequisites:
Race: Gnome
Skills: 3 ranks in Spellcraft
4 ranks each in Decipher Script and Appraise
5 ranks each in Knowedge (history) and Knowledge (arcana)
6 ranks each in Disable Device and Search
Feats: Alertness
BAB: +4
Special: Must succeed in a quest to recover a noteworthy artifact for the Museum.
Hit Dice: d6
Skills points: 8 + Int
Class Skills: Appraise, Balance, Climb, Decipher Script, Disable Device, Escape Artist, Gather Information, Hide, Intuit Direction, Jump, Knowledge (anything pertinent to archaeology, including History, Religion, and Arcana), Listen, Move Silently, Open Lock, Search, Spot, Swim, Tumble, Use Magic Device, and Use Rope.
BAB and Saves: same as Rogue
Level Special abilities
1 Traps, Relic Lore, Elfsense
2 Trap Study (+1)
3 Stonecunning
4 Trap Study (+2)
5 Limited Scent
6 Trap Study (+3)
7 Nose for Magic
8 Trap Study (+4)
9 Greater Relic Lore
10 Trap Study (+5)
Traps: The gnomish antiquary, like the rogue, can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Relic Lore (ex): Through their association with the loremasters, gnomish antiquaries pick up bits and pieces of information relevant to their trade. The antiquary may make a special Relic Lore check, adding her total antiquary/loremaster/bard levels + her Intelligence modifier, to see if she knows any relevant information about local magical or legendary items. This check will not explicitly reveal the powers of a magic item, but will give clues about its general function. The antiquary cannot take 10 on the roll, since this type of knowledge is essentially random. The DM will determine the difficulty class from the table below. (Special: If the antiquary has access to the famous Museum Library then she can make Relic Lore checks with a +10 bonus, but these checks take a full day.)
DC Type of Knowledge
-- -----------------
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people in the area.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.
Elfsense (ex): The gnomish antiquaries have great admiration for the elves and their amazing powers of visual detection. Through hard work and practice the antiquary can learn to emulate the elvish watchfulness, gaining a +2 bonus to all Search and Spot checks. Also, like an elf, a gnomish antiquary who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
Trap Study (ex): By 2nd level, extensive study of traps has trained the antiquary to be alert and resourceful, giving a +1 bonus to checks to disable or bypass traps. This training also teaches gnomish antiquaries to react quickly in the event that a trap is overlooked, giving the same bonus to reflex saves made to avoid traps, and as a dodge bonus to AC against attacks by traps. The bonus goes up by +1 every other level.
Stonecunning (ex): By studying the ways of their mountain-dwelling cousins, the gnomish antiquaries develop the same dwarvish affinity for stone and stonework. At 3rd level the antiquary gains a +2 bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If the antiquary merely comes within 10 feet of unusual stonework she can make a check as if she were actively searching. The antiquary also learns to intuit depth, sensing her approximate depth underground as naturally as a human can sense which way is up.
Limited Scent (ex): This is one of the more sought after abilities of the gnomish antiquaries. In addition to sharpening their eyesight, these gnomes work hard to enhance their keen sense of smell, relying on their noses to pick up unseen clues that nobody else would notice. By 5th level, the antiquary develops the Scent special ability to a range of 20 feet (otherwise the same as described in the DMG).
Nose for Magic (ex): By 7th level, a gnomish antiquary has gained the ability to recognize the "smell" of magic, just as easily as she recognizes normal scents. The antiquary automatically notices the presence of magical auras within 20 feet (this range is also affected by the wind, as in Scent.) If the source of the magical aura is within 5 feet, noting the direction of the magical aura is a free action. Otherwise it is a standard action. The ability is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. If the antiquary spends two rounds she can determine the strength of the strongest aura and automatically recognize the particular school of magic involved (each school has a distinct "odor"). In addition, gnomish antiquaries can use this ability to recognize with 90% accuracy that a magic item is cursed. Powerful magical auras, magical areas, or multiple types of magic may confuse or conceal weaker auras. When an antiquary is tracking by smell, lingering magical auras give a +2 bonus to the Wisdom checks.
Greater Relic Lore (su): Through strange, supernatural means, a veteran antiquary can commune with an artifact to see visions of the past. The object must be held and focused upon for the ability to work. The antiquary receives information about the object's approximate age, the alignment and physical appearance of the object's creator and all subsequent owners, and brief memories of noteworthy events involving the object, such as the death of an owner, or the use of the object in an epic battle. These visions usually give significant insight into the powers and abilities of a magical item, although the examined object need not be magical or even legendary. This ability works on incomplete or broken objects, but the information revealed will be equally fragmented. The time it takes to get all the information is five minutes for every year since the object's creation. This ability can be completed only once a week. If the antiquary is interrupted (other than to sleep and eat), she gets partial information and must wait one day to start again.
Spells: Beginning at 1st level, a gnomish antiquary gains the ability to cast a small number of arcane spells. To cast a spell, the antiguary must have an Intelligence score of at least 10 + the spell’s level, so an antiquary with an Intelligence of 10 or lower cannot cast these spells. The antiquary's bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the antiquary's Intelligence modifier (if any). When the antiquary gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. An antiquary without a bonus spell for that level cannot yet cast a spell of that level. The antiquary’s spell list appears below. An antiquary prepares and casts spells just as a wizard does.
--- Spells per Day ---
Level 1 2 3 4 5 ----------------------------------------------------
1st 0 --- --- --- ---
2nd 1 --- --- --- ---
3rd 1 0 --- --- ---
4th 2 1 --- --- ---
5th 2 1 0 --- ---
6th 2 2 1 --- ---
7th 3 2 1 0 ---
8th 3 2 2 1 ---
9th 3 3 2 1 0
10th 3 3 2 2 1
Gnomish antiquaries chose their spells from the following list:
1st level: Detect Magic, Detect Secret Doors, Identify, Spider Climb, Invisibility to Undead
2nd level: Darkvision, Locate Object, Knock, Dispel Magic
3rd level: Clairaudience/Clairvoyance, Speak with Dead, Gaseous Form, Remove Curse
4th level: Arcane Eye, Sending, Telekinesis, Neutralize Poison
5th level: True Seeing, Stone Tell, Passwall, Restoration
Prerequisites:
Race: Gnome
Skills: 3 ranks in Spellcraft
4 ranks each in Decipher Script and Appraise
5 ranks each in Knowedge (history) and Knowledge (arcana)
6 ranks each in Disable Device and Search
Feats: Alertness
BAB: +4
Special: Must succeed in a quest to recover a noteworthy artifact for the Museum.
Hit Dice: d6
Skills points: 8 + Int
Class Skills: Appraise, Balance, Climb, Decipher Script, Disable Device, Escape Artist, Gather Information, Hide, Intuit Direction, Jump, Knowledge (anything pertinent to archaeology, including History, Religion, and Arcana), Listen, Move Silently, Open Lock, Search, Spot, Swim, Tumble, Use Magic Device, and Use Rope.
BAB and Saves: same as Rogue
Level Special abilities
1 Traps, Relic Lore, Elfsense
2 Trap Study (+1)
3 Stonecunning
4 Trap Study (+2)
5 Limited Scent
6 Trap Study (+3)
7 Nose for Magic
8 Trap Study (+4)
9 Greater Relic Lore
10 Trap Study (+5)
Traps: The gnomish antiquary, like the rogue, can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Relic Lore (ex): Through their association with the loremasters, gnomish antiquaries pick up bits and pieces of information relevant to their trade. The antiquary may make a special Relic Lore check, adding her total antiquary/loremaster/bard levels + her Intelligence modifier, to see if she knows any relevant information about local magical or legendary items. This check will not explicitly reveal the powers of a magic item, but will give clues about its general function. The antiquary cannot take 10 on the roll, since this type of knowledge is essentially random. The DM will determine the difficulty class from the table below. (Special: If the antiquary has access to the famous Museum Library then she can make Relic Lore checks with a +10 bonus, but these checks take a full day.)
DC Type of Knowledge
-- -----------------
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people in the area.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.
Elfsense (ex): The gnomish antiquaries have great admiration for the elves and their amazing powers of visual detection. Through hard work and practice the antiquary can learn to emulate the elvish watchfulness, gaining a +2 bonus to all Search and Spot checks. Also, like an elf, a gnomish antiquary who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
Trap Study (ex): By 2nd level, extensive study of traps has trained the antiquary to be alert and resourceful, giving a +1 bonus to checks to disable or bypass traps. This training also teaches gnomish antiquaries to react quickly in the event that a trap is overlooked, giving the same bonus to reflex saves made to avoid traps, and as a dodge bonus to AC against attacks by traps. The bonus goes up by +1 every other level.
Stonecunning (ex): By studying the ways of their mountain-dwelling cousins, the gnomish antiquaries develop the same dwarvish affinity for stone and stonework. At 3rd level the antiquary gains a +2 bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If the antiquary merely comes within 10 feet of unusual stonework she can make a check as if she were actively searching. The antiquary also learns to intuit depth, sensing her approximate depth underground as naturally as a human can sense which way is up.
Limited Scent (ex): This is one of the more sought after abilities of the gnomish antiquaries. In addition to sharpening their eyesight, these gnomes work hard to enhance their keen sense of smell, relying on their noses to pick up unseen clues that nobody else would notice. By 5th level, the antiquary develops the Scent special ability to a range of 20 feet (otherwise the same as described in the DMG).
Nose for Magic (ex): By 7th level, a gnomish antiquary has gained the ability to recognize the "smell" of magic, just as easily as she recognizes normal scents. The antiquary automatically notices the presence of magical auras within 20 feet (this range is also affected by the wind, as in Scent.) If the source of the magical aura is within 5 feet, noting the direction of the magical aura is a free action. Otherwise it is a standard action. The ability is blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, or 3 feet of wood or dirt. If the antiquary spends two rounds she can determine the strength of the strongest aura and automatically recognize the particular school of magic involved (each school has a distinct "odor"). In addition, gnomish antiquaries can use this ability to recognize with 90% accuracy that a magic item is cursed. Powerful magical auras, magical areas, or multiple types of magic may confuse or conceal weaker auras. When an antiquary is tracking by smell, lingering magical auras give a +2 bonus to the Wisdom checks.
Greater Relic Lore (su): Through strange, supernatural means, a veteran antiquary can commune with an artifact to see visions of the past. The object must be held and focused upon for the ability to work. The antiquary receives information about the object's approximate age, the alignment and physical appearance of the object's creator and all subsequent owners, and brief memories of noteworthy events involving the object, such as the death of an owner, or the use of the object in an epic battle. These visions usually give significant insight into the powers and abilities of a magical item, although the examined object need not be magical or even legendary. This ability works on incomplete or broken objects, but the information revealed will be equally fragmented. The time it takes to get all the information is five minutes for every year since the object's creation. This ability can be completed only once a week. If the antiquary is interrupted (other than to sleep and eat), she gets partial information and must wait one day to start again.
Spells: Beginning at 1st level, a gnomish antiquary gains the ability to cast a small number of arcane spells. To cast a spell, the antiguary must have an Intelligence score of at least 10 + the spell’s level, so an antiquary with an Intelligence of 10 or lower cannot cast these spells. The antiquary's bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the antiquary's Intelligence modifier (if any). When the antiquary gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. An antiquary without a bonus spell for that level cannot yet cast a spell of that level. The antiquary’s spell list appears below. An antiquary prepares and casts spells just as a wizard does.
--- Spells per Day ---
Level 1 2 3 4 5 ----------------------------------------------------
1st 0 --- --- --- ---
2nd 1 --- --- --- ---
3rd 1 0 --- --- ---
4th 2 1 --- --- ---
5th 2 1 0 --- ---
6th 2 2 1 --- ---
7th 3 2 1 0 ---
8th 3 2 2 1 ---
9th 3 3 2 1 0
10th 3 3 2 2 1
Gnomish antiquaries chose their spells from the following list:
1st level: Detect Magic, Detect Secret Doors, Identify, Spider Climb, Invisibility to Undead
2nd level: Darkvision, Locate Object, Knock, Dispel Magic
3rd level: Clairaudience/Clairvoyance, Speak with Dead, Gaseous Form, Remove Curse
4th level: Arcane Eye, Sending, Telekinesis, Neutralize Poison
5th level: True Seeing, Stone Tell, Passwall, Restoration
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