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Kordannaghlan Penniesaver, Gnome fighter/thief


cybersavant

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Kordannaghlan Penniesaver, Gnome fighter/thief sheet

+1 int, -1 wis

Str 15   Hit 0 Dmg 0 Wt 55 Press 170 Open 8 Bend 7%
Dex 15   surprise 0 Missile 0 Def -1            
Con 11   hp 0 sys sh 75 res 80 poison 0 regen 0    
Int 12 13 +1 profs 3 spell lvl 6 learn 55 max sp 9 sp immune 0    
Wis 10 09 -1 def 0 bonus sp 0 sp fail 20 sp immune 0        
Cha 09   henchmen 4 loyalty 0 reaction 0            

pick pockets 20%

open locks 60%

find traps 45%

move silent 40%

hide in shadows 30%

detect noise 25%

climb walls 70%

read languages 0%

backstab x2

 

broadsword, dagger, short bow, 24 flight arrows, 12 sheaf arrows

gnome, common, giant, goblin, kobold

 

statstatstatstatstatstat

 

 

age 60 + age

height 38

weight 45

hair that often sprouted from their heads in odd directions; hair varied wildly in color from blond and brown to more exotic colors like white, orange, or even green; skin of gnomes ran in hue from reddish tans to earthy browns or even shades of gray; eyes glittering black or blue

Gnomes also suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and items that duplicate thieving abilities.
Like dwarves, gnomes can sense a cursed item if the device fails to function.
In melee, gnome characters add 1 to their attack rolls to hit kobolds or goblins.

When gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans attack gnomes, they must subtract 4 from their attack rolls because of the gnomes' small size and combat skills against these much larger creatures.

Gnomish infravision enables them to see up to 60 feet in the dark.
Being tunnelers of exceptional merit, gnomes are able to detect the following within 10 feet (exception: determine their approximate depth or direction underground at any time.). They must stop and concentrate for one round to use any of these abilities.
Detect grade or slope in passage 1-5 on 1d6
Detect unsafe walls, ceiling, and floors 1-7 on 1d10
Determine approximate depth underground 1-4 on 1d6
Determine approximate direction underground 1-3 on 1d6

 

belt, soft boots, breeches, cloth cloak, tunic, vest

backpack, large belt pouch, 2x quivers, chalk piece, flint & steel, 50' silk rope, thieves picks, whetstone, wineskin

 

Background

Originally from Hillsfar, he fled when Maalthiir and the Red Plumes rose to power. On the road he met others who wandered about, looking for work and adventure.

 

Personality

Reserved and quiet around the taller species, especially humans.

innately curious race
creativity gave them a strong ability for ingenuity
acquiring knowledge merely as a hobby but others explored lost ruins
overcome obstacles through cunning and innovation

 

Edited by cybersavant (see edit history)
Name
stat
14
4d6 4,3,4,3
stat
13
4d6 3,4,5,1
stat
18
4d6 4,3,6,5
stat
16
4d6 6,3,6,1
stat
13
4d6 4,3,5,1
stat
10
4d6 1,3,5,1
age
10
3d12 1,8,1
height 38
3
1d6 3
weight 72
15
5d4 2,2,3,4,4
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