Ruins of Adventure
Lankspockle Lootlifter ("Lanky")
A gnome sailor with an ironic name.
|Muscle||7||-1 Attack||Open Doors 4|
|Con||13||Health||14||System Shock 88%|
|Wis||11||Intuition||9||20% Spell Failure|
|Cha||15||Leadership||15||7 Henchmen||+3 Loyalty|
|Appearance||14||+2 NPC reactions|
- Initiative: +0
- Surprise: +0
- NPC Reaction: +4
Hit Points: 13
Armor Class: 14 (hide)
Base Attack Bonus: +0
- Paralyzation/Poison/Death: 10
- Rod/Staff/Wand: 10
- Petrification/Polymorph: 13
- Breath Weapon: 16
- Spells: 11
|Weapons||# Att||Att Bonus||Dmg||Dmg (L)||Speed||Range||Special|
|Branding Iron, Hot||1/round||-1||1d8||1d8||7||melee|
Thief Skills: (no armor)
Non-Weapon Proficiencies: General, Priest, Rogue, Warrior
|Modern Languages (Common)||13||Survival (All Terrains)||10|
|Modern Languages (Telpi)||13||Rope Use||13|
|Modern Languages (Gnim)||13||Seamanship||14|
|Modern Languages (Burrowing Mammals)||13||Swimming||10|
|Modern Languages (Cormanthan)||13||Navigation||11|
|Modern Languages (Chondathian)||13||Cartography||11|
|Modern Languages (Chuklian)||13||Direction Sense||12|
|Modern Languages (Easting)||13||Musical Instrument (concertina)||12|
|Detect Sloping Passage||15||Hiding||12|
|Detect Stonework Traps||11||Religion||11|
|Determine Depth Underground||11||Naval Combat||13|
|Determine Direction Underground||11||Blind-Fighting||N/A|
Clubbing Weapons Group
- Command Undead as a 2nd-level Cleric.
- Like their cousins the dwarves, gnomes are highly magic resistant. This gives a +4 bonus to gnomes’ saving throws against attacks from magical wands, staves, rods, and spells.
- In melee, gnomes add 1 to their attack rolls goblins, kobolds, or lizard men.
- Gnomes gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
- Gnomes have infravision to a range of 60 feet.
- Gnomes can speak in a language of signs, grunts, and snorts that allows minimal communication with moles, badgers, weasels, and similar creatures, including giant versions.
- Gnomish priests start out with a burrowing animal companion. This animal is the voice of the gnome’s god, and can only be heard by the priest. The animal offers advice and commentary, and when the priest uses Divination spells, the deity speaks through the animal.
- When traveling over long distances, an explorer covers ground at a one-third faster rate than a normal traveler would—that is, if a normal person can walk 24 miles in a day without force-marching, the explorer can walk 32 miles with the same exertion.
- The Explorer can use Find the Path (as the priest spell) to sense the correct direction that will eventually lead to a desired geographical locale, which must be in an outdoor setting. The Explorer must have some clue, map, information, or body of research about the locale in order to use this ability. It can be used once per week, providing a day’s worth of guidance (hence it is of greatest use on an expedition of weeks or months duration).
- Culture Sense: This ability allows the Explorer to acquire general knowledge about the laws and customs of a tribe, village, or settlement. Once per week, the Explorer may attempt to use this ability by touching a member of the tribe or village. The villager must have the knowledge the Explorer wishes to gain; for instance, the villager can’t be an infant or mentally deficient. Cooperation of the villager isn’t required; touching an attacking or sleeping villager works as well. The villager must make a saving throw vs. spells. If the throw succeeds, the Explorer learns nothing. If the throw fails, the Explorer acquires an instant understanding of the villager’s laws and customs, including those applicable to related clans or tribes. Information learned through this ability might include local laws (no one is allowed on the village streets after dark without written permission), accepted courtesies (strangers bow to all children), and cultural taboos (hats and other head coverings are considered offensive). Successful use of this ability also gives the Explorer a +1 reaction adjustment when encountering any other members of the tribe, village, or settlement.
- Gnomes are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands.
- As small-sized creatures, gnomes have 2/3 the carrying capacity of a human of equal strength.
- Gnomes are much more comfortable with technological devices than with magical items, and suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities. This check is made each time the gnome attempts to use the device, or, in the case of continuous-use devices, each time the device is activated. Like dwarves, gnomes can sense a cursed item if the device fails to function.
- All Dragon Coast characters have a 10% greater likelihood of being arrested by a city watch (justly or not!) during any disturbance (tavern brawl, public nuisance, etc). This only applies to cities outside the Dragon Coast.
- While Elversult has the reputation of smuggling, the Isles have a reputation for piracy. As a result, mariners of foreign vessels and merchants from lands bordering the Sea of Fallen Stars increase their fares for any goods and services by 25% for any such “pirates”.
- All known “pirates” are watched (very closely). Whenever a crime occurs along the southern shores of the Sea of Fallen Stars or Dragonmere, travelers from the Pirate Isles are ready suspects. It may well be that more natives of the Pirate Isles have been wrongly convicted and executed than have actually been brought to justice for the crimes they did commit.
- An explorer cannot have retainers, hirelings, mercenaries, followers, or other servants until she reaches 12th level. Once the Explorer does attract followers, he may not have more than two followers at a time. He still gains the normal allotment, but only two will arrive at any given time and new followers will not appear until the current ones die or are dismissed.
- Regardless of class, an Explorer has little interest in the responsibilities associated with property ownership. He will never build a castle, temple, or any other fortification.
- The explorer cannot possess more gear and treasure than she can carry; she either converts the excess into a portable form (gems, etc.) or donates it to a worthy cause.
- Because he spends little time in one place, and much of his time is spent on native cultures and geographical studies, an Explorer is less adept with animals than other characters. He suffers a -2 penalty on any non-weapon proficiency with “Animal” in the name (Animal Lore, Animal Handling, etc). If the Explorer is a ranger, animals receive a +2 bonus on saving throws against his animal empathy ability.
Priest Spells: as 2nd-level Priest
Spell Failure: 20%
Major Spheres: All, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection
Minor Spheres: Elemental
- Armor Allowed: Any Armor or Shields.
- Weapons Allowed: Any bludgeoning.
- These characters use the next larger Hit Die when rolling for hit points (d4 becomes d6, d6 becomes d8, d8 becomes d10, d10 becomes d12).
- Linen Shirt, Braies, Wool Cap
- Hide Armor (15 lbs)
- Branding Iron (4 lbs)
- Featureless Iron Mask (holy symbol, 1 lb))
- Concertina (2 lb)
Base Speed: 6
Total Weight of Gear: 22 lbs.
|Weight||0 – 36 lbs.||—||—||—||—||37 lbs|