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Tinker Gnome (Gnome)

Tinker Gnome Background


This diminutive race of tinkers and engineers is simultaneously renowned and feared for its mechanical genius (or lack thereof). Associated Skills: Dungeoneering Dungeoneering, Engineering Associated Languages: Dwarven
Faster is better. Since there is only so much time in the world, and there are so many inventions yet to be made, many gnomes talk at a rapid-fire fire pace that is difficult for non-gnomes gnomes to understand. Further complicating this communication is the fact that a typical gnome name takes kes several days to recite. Most gnomes adopt a shortened form of their name (rudely so in their opinion) when dealing with non-gnomes.

Tinker Gnome Benefits


When creating a tinker gnome character, you can pick from the following benefits. Smart, Agile, and Tough: You are every bit as intelligent and agile as your gnome cousins, but tougher.

Gnomes almost universally have white hair, blue or violet eyes, and a nut-brown brown skin tone. The most prominent feature on any gnome, though, is their large and bulbous noses. Gnomes live to be well beyond 300 years in age.

Benefit: Your starting ability scores are +2 Intelligence, +2 Dexterity or +2 Constitution. This benefit replaces the standard gnome ability scores. Autognome: You have created a steam-powered steam companion. Benefit: You have an Autognome. Your Autognome follows the rules for animal companions except regarding communication. This benefit replaces Reactive Stealth. Stealth Guild Affiliation: All gnomes belong to a guild, and each guild ld specializes in one or more skills Benefit: You gain training in any one skill. skill This benefit replaces Master Trickster. Trickster Natural Tinkerer: You were born an engineer. Benefit: You gain the tinker power. If you forego the autognome racial power, you gain an additional +2 to all engineering skill tests. This benefit replaces Fade Away. Tinker Gnome Weapon Proficiency: Your constant use of engineering tools has yielded a practical result. Benefit: You gain proficiency roficiency with the light war pick, and one of the following: blunderbuss pistol, blunderbuss musket. musket This benefit replaces Tricksters Cunning. Cunning

Roleplaying leplaying a Tinker Gnome


When creating a tinker gnome character, here are a few points to consider. Technological tricksters. Gnomes have the fey origin, for they were originally taken to reside in the Hidden Vale to work at the forges of the smith god Reo Reorx. Also known as the Minoi, tinker gnomes are the most technologically advanced race on Krynn and through this technology have managed to thrive in some of the most hostile environments the world has to offer. Simple minds create simple solutions. Simplicity is the hallmark of a simple mind, and since gnomes possess the most brilliant minds of Krynn, what naturally follows is that your inventions and solutions should be complex at the least, and anything but simple.The more moving parts an invention has, the more likely it will succeed. Hydrodynamics. Steam power is godly power. Anything and everything accomplished by mundane means can be accomplished better via steam power. Life Quest. Despite being seen as comical blunderers by many races, gnomes have a dedication to their friends and interests that borders on the obsessive and makes other races concept of loyalty pale in comparison. This obsessiveness stems from the fact that every gnome has a Life Quest, a goal that each gnomes family has been attempting to complete for many lifetimes. Examples of gnomish Life Quests include: Discovering the internal combustion process of a red dragon, reaching the red moon Lunitari, mapping the floating continents of Krynn, etc.

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Tinker

Tinker Gnome Racial Power

Your hastily assembled gadget of gears, whistles, and steam bursts into action. Encounter Technology, Varies Standard Action Ranged 10 Prerequisite: You must make a successful engineering test (base DC 15) Target: Varies Attack: Intelligence +2 (4 at 11 level, 6 at 21 level) vs. Fortitude Hit: Varies Special: A failed engineering test means you suffer the effects of your tinker power. A natural 1 means you and all creatures within a burst 1 centered on you suffer the effects of your tinker power. Special: This power may be used 2/encounter at paragon tier but only once per round. This increases to 3/encounter at epic tier but still only once per round. Keywords Acid: +2 DC Cold: +1 DC Fire: +1 DC Lightning: +1 DC Action Minor action: +2 DC Ritual: -5 DC Range Ranged 15: +2 DC Ranged 20: +3 DC Close blast 3: +2 DC Close burst 1: +2 DC Area burst 1 within 10: +3 DC Targets Targets one creature: +1 DC Targets all creatures: +2 DC Targets one enemy: +2 DC Targets all enemies: +3 DC Attack Vs. Reflex: +2 DC Hit D6/tier + Intelligence modifier damage: +1 DC D8/tier + Intelligence modifier damage: +2 DC D10/tier + Intelligence modifier damage: +3 DC D12/tier + Intelligence modifier damage: +4 DC Push (Intelligence modifier) squares: +2 DC Pull (Intelligence modifier) squares: +2 DC Slide (Intelligence modifier) squares: +3 DC Dazed (until the end of your next turn): +3 DC Ongoing 5 damage: +3 DC Stunned (save ends): +4 DC (useable 1/day) Effect Sustain Standard: +3 DC Sustain Minor: +5 DC
th st

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Tinker Gnome Utility Powers


Gizmo Tinker Gnome Utility Power 2

Your ramshackle assembly of cogs, buttons buttons, and steam bursts into life, so to speak. Encounter Technology, Varies Minor Action Personal Prerequisite: You must make a successful engineering test (base DC 15) Effect: Varies (lasts until til the end of the encounter, unless otherwise stated). Special: A failed engineering test means your gizmo power simply fails. A natural 1 means all creatures (except for you) within a burst 1 centered on yo you suffer the effects of your gizmo power. Special: This power may be used 2/encounter at paragon tier but only once per round. This increases to 3/encounter at epic tier but still only once per round. Action Immediate Interrupt action: +5 DC Effect Fly (until the end of your next turn): +3 DC Swim (until the end of your next turn) ): +3 DC Burrow (until until the end of your next turn turn): +3 DC Make a save to remove one status effect: +5 DC +4 power bonus to AC: +5 DC +2 power bonus to any non-engineering engineering skill: +3 DC +4 power bonus to any non-engineering engineering skill: +7 DC

Autognome Small natural animate (construct)


HP your bloodied value AC 15; Fortitude 15; Reflex 10; Will 15 (add your level to each defense) Speed 5 Immune charm, disease, fear, poison, sleep Standard Actions m Pick strike (weapon) At-Will Attack: Melee 1 (one creature); your level +5 vs. AC Hit: 1d6 + your intelligence modifier + your Constitution modifier Level 11: 2d6 + your intelligence modifier + your Constitution modifier Level 21: 3d6 + your intelligence modifier + your Constitution modifier r Hand crossbow strike (weapon) At At-Will Attack: Ranged 10 (one ne creature); your level +5 vs. AC Hit: 1d6 + your Intelligence modifier + your Constitution modifier Level 11: 2d6 + your intelligence modifier + your Constitution modifier Level 21: 3d6 + your intelligence modifier + your Constitution modifier Skills Athletics +10, Endurance +9, Perception +10 Str 20 Dex 12 Wis 16 Con 17 Int 2 Cha 6 Alignment unaligned Languages Common Equipment coal, shovel, light war pick, hand crossbow, crossbow bolts Initiative equal to yours Perception equal to yours

Darkvision

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