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Mother, the gnome.

Knife-Thrower 6th level I.Q. 14, M.E. 10, M.A. 23, P.S. 22, P.P. 20, P.E. 26, P.B. 17, Spd 30 running 26 digging. Hit Points: 47. SDC 59 O.C.C. Skill Notes: Add a bonus of +10% to prowl, and +5% to the following skills (all are in addition to O.C.C. bonuses): surveillance, intelligence, general repair, masonry, carpentry, rope works, locate secret compartments/doors, and land navigation. 75% Trust/Intimidate 35% Charm/Impress +14% save vs coma/death +4 save vs magic/poison +2 to Parry/dodge +2 to hit +2 Initiative +1 Dodge +1 pull punch/knife/etc +6 with roll w punch etc Kick attack does 2d6 dam Climb/Rappel 60% Sense ofBalance 48% Parallel Bars & rings 70% Back flip and Somersault see tumbling 70% Swimming

9 other skills Wrestling 1. Body block/tackle does 1D4 damage. The opponent must dodge or parry (push away/deflect attacker) to avoid being knocked down. If knocked down, the opponent loses one melee attack/action and initiative for the rest of that round. 2. Pin/incapacitate on a natural roll of 18, 19, or 20. This means that the wrestler can hold his opponent in such a way that his opponent cannot physically attack or move. However, the character who is using the "pin" hold cannot attack or move without releasing his opponent. 3. Crush/squeeze does 1D4 damage per squeeze attack. Each "squeeze" counts as one melee action/attack. Body Building & Weight Lifting Athletics (general) Gymnastics Running Swimming Tumbling 1. Body Throw 2. Leaps 3. Pole Vault 4. Stilt Walk Hand to Hand: Martial Arts Three attacks per melee round. +3 to roll with punch/fall/impact, and +3 to pull punch. +3 to parry and dodge, +2 to strike, and disarm. 3 Kick attacks: Karate style kick (does 2D4 damage) and any four of choice, and Jump kicks (all). Critical strike on an unmodified roll of 18, 19 or 20. W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, broadswords, twohanded, and short swords. Bonuses: +3 to strike. +2 to parry. +1 to strike when thrown; swords are not designed for being thrown. W.P. Knife: Training with all types of knives. Bonuses: +2 to strike. +3 to parry. +3 to strike when thrown. Juggling +40% Concealment +5% Palming +10% Public Speaking +5% Langs: Gnomish 98% Common +5% Dwarvish +5% Streetwise +4% WP: Paired Weapons WP: Targeting/Missile Weapons (+1 to hit/+2 Dam 2 extra items in melee rd)

nightvision 90 ft (27.4 m), plus an aptitude for digging and living in tunnels. Underground Tunneling (Special): Base Skill: 60%. Underground Architecture: The gnome who is travelling slowly and cautiously, looking for underground traps can locate them, and avoid or deactivate them. Base Skill: 50% detection and deactivation: 25% Underground Sense of Direction: Base Skill: 60% Judging the approximate relation/proximity to surface structures (natural and artificial); same as the dwarf. Base Skill: 50% (-20% if in an unfamiliar area.) Bonuses: +1 to save vs poison and disease.

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