Pathfinder Gnome for Farland - Myth-Weavers


World of Farland

A world conquered by evil and ruled by the Lords of Sin; A unique campaign setting designed to be used with all editions of D&D.

Pathfinder Gnome for Farland

Pathfinder Gnome for Farland

So, this is my take on the Pathfinder Gnome in Farland. It's pretty standard, I just made the subrace thing a bit easier to understand.

Pathfinder Gnome
(Default for the following Subraces: Dam, Damsa, Ka, Pal, and Sag gnomes)

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, 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 dim light.
Defensive Training: Gnomes get a +4 dodge bonus to their AC against monsters of the giant type. (Trolls fall under this, so they retain the same bonus listed on the 3E website)
Gnome Magic: Gnomes add 1 to the DCs of any saving throws to resist 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, and speak with animals. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the goblinoid subtypes because of their special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Kingdom Common and Gnome. Gnomes with high Intelligence scores can choose from the following languages: Blackspeech: Goblin, Orc, and Giant, Kalish, Kelevan, Old Speech, Faerie.

Bal Gnome
+2 Constitution, +2 Intelligence,-2 Charisma: Gnomes are surprisingly hardy and smart, but their grumpy attitudes make them naturally disagreeable.

I’m not a pathfinder expert, but I know 3e and D&D well, and that looks pretty solid to me.

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