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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 909529" data-attributes="member: 2012"><p>This variant forest gnome was done using the magic racial template from Dragon #306.</p><p></p><p><strong><em>Rockwood Gnome</em></strong></p><p><strong>Small Humanoid (Gnome)</strong></p><p><strong>Hit Dice:</strong> 1d8+1 (5 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 20 ft.</p><p><strong>AC:</strong> 14 (+1 size, +2 leather, +1 small shield)</p><p><strong>Attacks:</strong> Club +2 melee; or light crossbow +2 ranged</p><p><strong>Damage:</strong> Club 1d6-1; or light crossbow 1d8</p><p><strong>Face/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Racial traits</p><p><strong>Special Qualities:</strong> Racial traits</p><p><strong>Saves:</strong> Fort +3, Ref +0, Will -1</p><p><strong>Abilities:</strong> Str 8 (-2), Dex 10 (+0), Con 12 (+1), Int 11 (+0), Wis 9 (-1), Cha 13 (+1)</p><p><strong>Skills:</strong> Alchemy +2, Hide, +5*, Knowledge (arcana) +2, Listen +3, Spellcraft +2, Spot +1</p><p><strong>Feats:</strong> Weapon Focus (club)</p><p></p><p><strong>Climate/Terrain:</strong> Southern Harqual – any forest, hills, mountain and underground</p><p><strong>Organization:</strong> Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 dire weasels)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p>Rockwood gnomes are magic-imbued forest gnomes that live in the Heverkent Forest and Hinderfall Mountains of Southern Harqual. They are the only race of gnomes left on Harqual since the end of the Second Ogre War.</p><p></p><p>It was only through the divine protection of the Patron of Magic, Immotion, that the rockwood gnomes survived. She used a portion of her essence to give the forest-dwelling gnomes the spark of magic in their souls. This gift tipped the balance of power in their direction when the invading ogres tried to conquer them.</p><p></p><p>Rockwood gnomes speak their own language, Heverkent, as well as the regional language of Southern Harqual, Suar.</p><p></p><p><strong>Combat</strong></p><p>Rockwood gnomes make heavy use of arcane magic and carefully prepared ambushes and traps whenever they can. Otherwise they avoid most direct confrontations, hiding in the deep foliage of the Heverkent Forest.</p><p></p><p><strong>Racial Traits (Ex):</strong> See below.</p><p></p><p><strong>Rockwood Gnome Characters</strong></p><p>Rockwood gnomes favor the sorcerer class. Rockwood gnomes tend to make poor fighters, monks, and paladins, and most of their forest’s protectors are rogues and/or bards. While their magic-touched nature has taken away from their normal connection with the land they can still become clerics, druids and rangers. Rockwood gnomes often multiclass as sorcerer/rogues or sorcerer/rangers.</p><p></p><p>Rockwood gnomes worship the Pantheon of the North and the Gnome Deities. Of these gods, they most often worship Baervan, Baravar, Damh, Garl, and Immotion. As they are touched by magic they consider Immotion to be their patron. Rockwood gnome Clerics of Immotion can choose any two of the following domains: Good, Magic, Rune, and Spell.</p><p></p><p><strong>Rockwood Gnome Traits</strong></p><p>Rockwood gnomes benefit from a number of racial traits:</p><p>-> -2 Strength, +2 Constitution, -2 Wisdom, +2 Charisma.</p><p>-> Small: Rockwood gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.</p><p>-> Low-light Vision. Rockwood gnomes can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</p><p>-> +2 racial bonus to saving throws against illusions.</p><p>-> +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.</p><p>-> +4 dodge bonus against giants.</p><p>-> Rockwood gnomes have the innate ability to <em>pass without trace</em> (as the spell).</p><p>-> Speak with Animals (Sp): Once per day a rockwood gnome can use <em>speak with animals</em> as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.).</p><p>-> Rockwood gnomes may cast <em>detect magic</em>, <em>Nystul’s magical aura</em>, <em>Nystul’s undetectable aura</em>, and <em>read magic</em> each once per day (caster level equals the gnome’s character level). Rockwood gnomes with Charisma scores of 10 or higher may cast <em>dancing lights</em>, <em>ghost sound</em>, and <em>prestidigitation</em>, each once per day as a 1st-level sorcerer (spell failure penalties for armor apply).</p><p>-> Skills: Rockwood gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell. Rockwood gnomes receive a +2 racial bonus on Knowledge (arcana) and Spellcraft checks because they spend their lives devoted to magic. Rockwood gnomes can use Knowledge (arcana) and Spellcraft untrained. *Rockwood gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in a wooded area.</p><p>-> Automatic Languages: Heverkent and Suar. Bonus Languages: Common, Dwarven (torin dialect), Halfling, Kitt, Orc, Rakasta, and Sylvan.</p><p>-> Favored Class: Sorcerer. Rockwood gnomes are embedded with the very essence of the magic of nature. Thus, a multiclass rockwood gnome’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.</p><p>-> ECL: +2</p></blockquote><p></p>
[QUOTE="Knightfall, post: 909529, member: 2012"] This variant forest gnome was done using the magic racial template from Dragon #306. [b][i]Rockwood Gnome[/i][/b] [b]Small Humanoid (Gnome)[/b] [b]Hit Dice:[/b] 1d8+1 (5 hp) [b]Initiative:[/b] +0 [b]Speed:[/b] 20 ft. [b]AC:[/b] 14 (+1 size, +2 leather, +1 small shield) [b]Attacks:[/b] Club +2 melee; or light crossbow +2 ranged [b]Damage:[/b] Club 1d6-1; or light crossbow 1d8 [b]Face/Reach:[/b] 5 ft. / 5 ft. [b]Special Attacks:[/b] Racial traits [b]Special Qualities:[/b] Racial traits [b]Saves:[/b] Fort +3, Ref +0, Will -1 [b]Abilities:[/b] Str 8 (-2), Dex 10 (+0), Con 12 (+1), Int 11 (+0), Wis 9 (-1), Cha 13 (+1) [b]Skills:[/b] Alchemy +2, Hide, +5*, Knowledge (arcana) +2, Listen +3, Spellcraft +2, Spot +1 [b]Feats:[/b] Weapon Focus (club) [b]Climate/Terrain:[/b] Southern Harqual – any forest, hills, mountain and underground [b]Organization:[/b] Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 dire weasels) [b]Challenge Rating:[/b] 1 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually neutral good [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +1 Rockwood gnomes are magic-imbued forest gnomes that live in the Heverkent Forest and Hinderfall Mountains of Southern Harqual. They are the only race of gnomes left on Harqual since the end of the Second Ogre War. It was only through the divine protection of the Patron of Magic, Immotion, that the rockwood gnomes survived. She used a portion of her essence to give the forest-dwelling gnomes the spark of magic in their souls. This gift tipped the balance of power in their direction when the invading ogres tried to conquer them. Rockwood gnomes speak their own language, Heverkent, as well as the regional language of Southern Harqual, Suar. [b]Combat[/b] Rockwood gnomes make heavy use of arcane magic and carefully prepared ambushes and traps whenever they can. Otherwise they avoid most direct confrontations, hiding in the deep foliage of the Heverkent Forest. [b]Racial Traits (Ex):[/b] See below. [b]Rockwood Gnome Characters[/b] Rockwood gnomes favor the sorcerer class. Rockwood gnomes tend to make poor fighters, monks, and paladins, and most of their forest’s protectors are rogues and/or bards. While their magic-touched nature has taken away from their normal connection with the land they can still become clerics, druids and rangers. Rockwood gnomes often multiclass as sorcerer/rogues or sorcerer/rangers. Rockwood gnomes worship the Pantheon of the North and the Gnome Deities. Of these gods, they most often worship Baervan, Baravar, Damh, Garl, and Immotion. As they are touched by magic they consider Immotion to be their patron. Rockwood gnome Clerics of Immotion can choose any two of the following domains: Good, Magic, Rune, and Spell. [b]Rockwood Gnome Traits[/b] Rockwood gnomes benefit from a number of racial traits: -> -2 Strength, +2 Constitution, -2 Wisdom, +2 Charisma. -> Small: Rockwood gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures. -> Low-light Vision. Rockwood gnomes can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. -> +2 racial bonus to saving throws against illusions. -> +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids. -> +4 dodge bonus against giants. -> Rockwood gnomes have the innate ability to [i]pass without trace[/i] (as the spell). -> Speak with Animals (Sp): Once per day a rockwood gnome can use [i]speak with animals[/i] as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.). -> Rockwood gnomes may cast [i]detect magic[/i], [i]Nystul’s magical aura[/i], [i]Nystul’s undetectable aura[/i], and [i]read magic[/i] each once per day (caster level equals the gnome’s character level). Rockwood gnomes with Charisma scores of 10 or higher may cast [i]dancing lights[/i], [i]ghost sound[/i], and [i]prestidigitation[/i], each once per day as a 1st-level sorcerer (spell failure penalties for armor apply). -> Skills: Rockwood gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell. Rockwood gnomes receive a +2 racial bonus on Knowledge (arcana) and Spellcraft checks because they spend their lives devoted to magic. Rockwood gnomes can use Knowledge (arcana) and Spellcraft untrained. *Rockwood gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in a wooded area. -> Automatic Languages: Heverkent and Suar. Bonus Languages: Common, Dwarven (torin dialect), Halfling, Kitt, Orc, Rakasta, and Sylvan. -> Favored Class: Sorcerer. Rockwood gnomes are embedded with the very essence of the magic of nature. Thus, a multiclass rockwood gnome’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. -> ECL: +2 [/QUOTE]
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