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About Gnobby the Gnomebackground:
Gnobby was the son of a very promiscuos gnome. She realized she couldn't raise all her children, so she sold Gnobby to a traveling carnival. Although he was forced to do mundane chores and abused by everyone in general, one of the sideshow magicians noted he had an aptitude for tricks. Gnobby always seemed to know where the hidden ball or the missing card was.
Gnobby learned that creatures are easily distracted and see what you want them to see, but more importantly, the marks see what they want to see. Gnobby lives for the tricks and the illusions. The final part, or "The Prestige" is all fine, but it all has to be set up just so. Gnobby's favorite spell is Phantasmal Forces--when set up properly, it can work so well--when set up poorly, it fizzles quite sadly. Unfortunately the carnival had its seedier side, so Gnobby had to learn the art of the pickpocket and the footpad to survive. When people are tricked, fooled, and out of money--sometimes it is time to sneak away.
Gnobby had a little 'problem' in Verbobonc. Verbobonc had some nice things; so Gnobby had to check out Vebobonc. Some things are clearly not be stolen, some things are clearly to be stolen, and there are those that require the good judgement of the thief. Well, Gnobby didn't use good judgement in Verbobonc, but luckily was allowed to help out the forces of good and do some service to his community after being caught and locked up. Gnobby jumped at the chance to spend some time helping out the good folks in Hommlett rather than waiting for his sentence to be up. stats:
Class: Illusionist/Thief Levels=1/1 ST=14; IN=15; DX=16; CO=14; CHA=13; WI=13 hp=5 AC=6 (Leather + Dex) THAC0=20 Two Weapon fighting: -1 primary/-3 offhand dagger Gnome abilities:
Gnomes are small folk imbued with the wilding power of illusion and misdirection. They are inveterate burrowers, often seeking hilly lands where gems and precious metals may be found. On average, they are shorter and slimmer of build than dwarfs, with larger noses and longer beards. Like dwarfs, who are perhaps related to gnomes from some time in the distant and mythical past, gnomes are quite resistant to magic and sensitive to the nuances of construction. Gnomes can live to an age of 650 years or more. Summary of Gnomish Racial abilities: • +1 bonus per 3.5 points of Con to saves against magic and poison • +1 to hit kobolds and goblins • -4 to attack rolls by bugbears, giants, gnolls, ogres, ogre mages, titans, and trolls. languages: Common, dwarfish, gnomish, goblin, halfling, kobold. Gnomes may communicate with any normal burrowing animal. They may not learn more than two additional languages to those listed, regardless of intelligence. Infravision: 60 ft Within ten ft, a gnome can detect certain facts concerning engineering, stonework, etc. Although no signifi cant time is required, the character must deliberately observe his or her surroundings (i.e., the player must state that the gnome is using this particular talent in order to gain information). • Detect the existence of slopes or grades: 80% • Detect the existence of unsafe wall, ceiling, floor: 70% • Determine depth underground: 60% • Determine direction of north underground: 50% spells:
Spells Known Lvl 1 Phantasmal Forces, Colour Spray, Light, Detect Illusion Spells Memorized
saves:
+4 to magic and poison (gnome) (e.g., rod, staff, wand)=11 Breath Weapons=15 death, paralysis, poison=13 petrifaction,polymorph=12 Spells for unlisted categories=12 Thief Abilities:
Climb Walls=65% Find Traps=25% Hear Noise=10% Hide in Shadows=20% Move Quietly=25% Open Locks=45% Pick Pockets=35% Read Languages=1% Weapons:
Proficiency Thief/Illusionist Single handed sword (T) Sling (T) Dagger (I) Gear:
purse with 75pp and 30gp Wand of color spray with 8 charges Leather armor Thieves picks and tools Longsword 3 daggers sling 20 bullets Backpack Cloak with hood Spell Book Waterskin x2 Iron Rations Hammer and spikes Collapsible 10' pole |
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