Post by Orbak the Monster on Aug 5, 2013 19:41:57 GMT -5
=Gnome=
The eccentric, often brilliant gnomes are held as one of the most peculiar races of the world. With their obsession for developing radical new technologies and constructing marvels of mind-bending engineering, itβs a wonder that any gnomes have survived to proliferate. Over the years, the gnomes have contributed ingenious weapons to aid the Grand Alliance in its fierce battles against the Horde.
Thriving in the wondrous techno-city of Gnomeregan, the gnomes shared the resources of the forested peaks of Dun Morogh with their dwarven cousins for generations. Yet recently, a barbaric menace rose up from the bowels of the earth and invaded Gnomeregan. The troggs β believed to have been unearthed from the Uldaman excavation β erupted beneath Gnomeregan and began to slaughter every gnome within the city. Though the gnomish defense forces staged a valiant defense, they could not save their wondrous city.
At the command of the High Tinker Mekkatorque, the gnomes opened the pressure valves of their giant, grinding machines and released toxic radiation throughout the city. Though the radiation killed the troggs, the gnomes soon discovered that it killed their own people just as quickly. Nearly eighty percent of the gnomish race died within days. Those that survived evacuated the great city and fled to the protection of their dwarven cousins in Ironforge.
There they remain, devising radical strategies to retake their beloved city at any cost. As a gnome of proud standing, it falls to you to answer the challenge and lead your curious people to a brighter future.
Given the recent political upheaval in Ironforge, the gnomes have suddenly found themselves unwelcomed guests within the city. Leveraging their ingenious technologies and unquenchable spirit for adventure, the gnomes have begun to reevaluate their role within Khaz Modan. Under the inventive leadership of High Tinker Gelbin Mekkatorque, the gnomes now plan a daring campaign against the barbarous troggs to retake their former capital of Gnomeregan. With the odds stacked against them, the gnomes are counting on brave heroes such as you to stand and be counted. Your people's greatest hour draws near.
-Gnome Racial Traits- (RP: 11)
- +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Wisdom, -2 Strength. Gnomes are talkative and genuinely well-liked, with expansive minds that allow them to better apply the knowledges they've obtained to tasks at hand. They have slight focus issues however, and have difficulty seeing the flaws with their own devices. As well, their small bodies lack physical might.
- Type: Gnomes are Humanoid creatures with the gnome subtype.
- Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a β1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
- Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defensive Traits: (2 RP)
- Arcane Resistance: Gnomes take the same approach to the arcane sciences as they do to other technologies. Their carefulness and precision with magic has given them a slight arcane resistance. Gnomes gain SR 6 + their spell level.
Feat and Skill Traits: (6 RP)
- Escape Artist: Despite their short limbs and large heads, gnomes are remarkably nimble. They can keep pace with taller races, jump twice their height, and can make quite the escape artist by slipping out of both conventional and magical traps. Gnomes get a +2 bonus to Escape Artist and Acrobatics.
- Engineering Specialization: Reduce the failure chance of guns and mechanical devices by 1, to a minimum of 0. Engineering Specialization is a defining characteristic of gnome culture, and gnome creations such as the Deeprun Tram regularly make life easier and (more or less) safer for the Alliance's citizens.
Magic Traits: (2 RP)
- Expansive Mind: Increase the number of spells per day for every spell level the gnome has access to by 1. The Expansive Mind of the gnome race is readily apparent to the casual observer. Many of the Alliance's best arcanists, scientists and tinkers have been gnomes.