Gnome NWN
Gnome is a playable race in BioWare's cRPG Definition of 2002, Neverwinter Nights 1. Gnomes make for excellent Illusionists and scouts.
Gnome NWN Description
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.
Gnome Ability Adjustments
Gnomish Ability Adjustments are +2 Constitution and -2 Strength.
Gnome Favored Class
The Favored Class class for Gnome is Wizard NWN: A multiclass gnome's wizard class does not count when determining whether he suffers an XP penalty for multiclassing.
Gnome Special Abilities
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells.
- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Concentration): +2 racial bonus to Concentration checks.
- Spell Focus (Illusion): Gnomes add +2 DC to any Illusion spells they cast. This is identical to the feat.
- Low-Light Vision: Allows them to see better than normal in the dark.
Gnome Weapon Wield Limitations
Gnomes are small creatures and as such they can never use the following Large weapons: bastard sword, dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear.
Gnome characters should only choose the default package for their class, as the other packages may give the gnome weapons they cannot use.
Zeko Tazoc, Swordflight Chapter 3.
Arcane duel: My Gnome Illusionist taking on a Gnome Lich - in his lab-lair.
Why am I conducting an incursion into the dungeon-lab of a gnome-lich - am I crazy? Well, yes. But I needed something from that lab, namely this:
Zeko Tazoc is the boss of the race-specific quest for gnomes. The lab is built on a "steamworks" tileset that features steam effects and moving engine placeables. It's quite colorful and equally deadly.
Zeko has decked the place out with devious hazards. He doesn't just drop a ton of rocks on intruders from the ceiling like the ogres do, he wants to make us suffer and die slowly. To that end, there are corridors and chambers that will burn us and melt us...
And spheres that bombard us with magic:
Zeko wants intruders who somehow survive the ordeal to be on their last legs as they limp into his sanctum. And then, of course, he's a lich with a phylactery. In Swordflight II and III we encounter four liches all of whom have a phylactery: Zagash, Ilkuzeram, Illithilich (an Alhoon) and Zeko.
Custom items yielded:
A nice Illusionist-flavored staff (since gnomes are naturally gifted in the illusion school):
Why am I conducting an incursion into the dungeon-lab of a gnome-lich - am I crazy? Well, yes. But I needed something from that lab, namely this:
Zeko Tazoc is the boss of the race-specific quest for gnomes. The lab is built on a "steamworks" tileset that features steam effects and moving engine placeables. It's quite colorful and equally deadly.
Zeko has decked the place out with devious hazards. He doesn't just drop a ton of rocks on intruders from the ceiling like the ogres do, he wants to make us suffer and die slowly. To that end, there are corridors and chambers that will burn us and melt us...
And spheres that bombard us with magic:
Zeko wants intruders who somehow survive the ordeal to be on their last legs as they limp into his sanctum. And then, of course, he's a lich with a phylactery. In Swordflight II and III we encounter four liches all of whom have a phylactery: Zagash, Ilkuzeram, Illithilich (an Alhoon) and Zeko.
Custom items yielded:
A nice Illusionist-flavored staff (since gnomes are naturally gifted in the illusion school):
Gnome NWN2
Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.
There are two races of gnomes: the rock gnome and far less common deep gnome (also known as svirfneblin). Rock gnomes are small but hardy, with +2 Constitution and -2 Strength. The deep gnomes are equally small but lack the hardiness of other gnomes. Instead, they have heightened agility and wisdom at the expense of stunted social skills.
Deep Gnome NWN2
Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. The deep gnomes may be the world's stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention.
- Ability Adjustments: +2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma.
- Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Darkvision: Deep gnomes can see in the dark up to 120 feet.
- Stonecunning: +2 bonus to Search checks when inside.
- Illusion Affinity: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
- Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
- Battle Training vs. Reptilians: +1 racial bonus on attack rolls against kobolds.
- Slippery Defense: +4 dodge bonus to Armor Class against all opponents.
- Durability: +2 racial bonus to all saving throws.
- Keen Hearing: +2 racial bonus to Listen checks.
- Keen Smell: +2 racial bonus to Craft Alchemy checks.
- Spell-Like Abilities: 1/day - Blindness as sorcerer of equal level, 1/day - Entropic Shield as sorcerer of equal level, 1/day - Invisibility as sorcerer of equal level.
- Spell Resistant: Spell resistance of 11 + character level.
- Favored Class: Rogue. A multiclass deep gnome's rogue class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +3: Deep gnomes are more powerful and gain levels more slowly than other races. It will take much more experience for a deep gnome to reach level 2 than it would for normal races, for example.These wild, nearly feral halflings leave the congines of the deep forests. Strange and reclusive, they form close-knit communities vecause of their amazing talents and are uncomfortable with strangers.
Rock Gnome NWN2
Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiousity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering.
- Ability Adjustments: +2 Constitution, -2 Strength.
- Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
- Hardiness vs. Illusions: +2 racial bonus to saving throws against illusions.
- Illusions Affinity: +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
- Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
- Battle Training vs. Reptilians: +1 racial bonus to attack rolls against kobolds.
- Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).
- Keen Hearing: +2 racial bonus to Listen checks.
- Keen Smell: +2 racial bonus to Craft Alchemy checks.
- Favored Class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty.
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