MrSeth
2006-07-19, 01:11 AM
In the tradition of the Quarterorc, the Gnoblin and the Dwelf... I present the Stoutgnome!
STOUTGNOMES
Gnomes and Dwarves often live in close proximity, and each consider the other race a cousin to their own. Personality conflicts of the archetypes of their respective races aside, it is not unheard of for the two to intermarry, and in some communities where both Gnomes and Dwarves have been entrenched for centuries, the offspring of the two races aren't exactly uncommon. Such communities are usually peaceful wilderness mining cities, far from Orcish incursion or Kobold infestation, but with their own "unique" problems to deal with.
Stoutgnomes appear, as their name implies, as stocky Gnomes with especially thick hair - especially beards, in the case of men. They typically have black or red hair, green or hazel eyes, and unusually large feet and broad hands. Stoutgnomes are tougher than many creatures of their size, although they have the curious susceptability to toxin that most cross-breeds of Dwarves and other races share, and many find the path of the warrior a natural for them.
*Small size
*20 ft. base speed. Stoutgnomes can maintain this speed while wearing medium armor and a light load or no load.
*-2 dex, +2 con. Their bulk makes Stoutgnomes a bit ponderous, but they're remarkably tough.
*Darkvision (60 ft)
*Powerful build: Stoutgnomes may use weapons and shields of one size category larger without penalty.
*Weapon familiarity: Stoutgnomes treat the Dire Pick as a martial weapon. (Or the Gnomish Hooked Hammer, if your campaign does not use Complete Warrior)
*+2 on appraise checks for items made of stone or gems.
*Spell like ability: Talk to animals, burrowing mammals only, 1 min/day. While not as adept at arcana as their Gnomish side, Stoutgnomes do have lingering traces of the talent.
*-2 on Fortitude saves against poisons. For some reason, Stoutgnomes are particularly susceptible to toxins.
*+2 on all Will saves against enchantments or illusions, chosen at first level. Stoutgnomes maintain the arcane resistance of both parents.
*Automatic languages: Common, Dwarven, Gnomish. Bonus languages: Terran, Halfling, Elven, Goblin.
*Favored class: Ranger
[Edit 1: Changed favored class from Fighter to Ranger]
STOUTGNOMES
Gnomes and Dwarves often live in close proximity, and each consider the other race a cousin to their own. Personality conflicts of the archetypes of their respective races aside, it is not unheard of for the two to intermarry, and in some communities where both Gnomes and Dwarves have been entrenched for centuries, the offspring of the two races aren't exactly uncommon. Such communities are usually peaceful wilderness mining cities, far from Orcish incursion or Kobold infestation, but with their own "unique" problems to deal with.
Stoutgnomes appear, as their name implies, as stocky Gnomes with especially thick hair - especially beards, in the case of men. They typically have black or red hair, green or hazel eyes, and unusually large feet and broad hands. Stoutgnomes are tougher than many creatures of their size, although they have the curious susceptability to toxin that most cross-breeds of Dwarves and other races share, and many find the path of the warrior a natural for them.
*Small size
*20 ft. base speed. Stoutgnomes can maintain this speed while wearing medium armor and a light load or no load.
*-2 dex, +2 con. Their bulk makes Stoutgnomes a bit ponderous, but they're remarkably tough.
*Darkvision (60 ft)
*Powerful build: Stoutgnomes may use weapons and shields of one size category larger without penalty.
*Weapon familiarity: Stoutgnomes treat the Dire Pick as a martial weapon. (Or the Gnomish Hooked Hammer, if your campaign does not use Complete Warrior)
*+2 on appraise checks for items made of stone or gems.
*Spell like ability: Talk to animals, burrowing mammals only, 1 min/day. While not as adept at arcana as their Gnomish side, Stoutgnomes do have lingering traces of the talent.
*-2 on Fortitude saves against poisons. For some reason, Stoutgnomes are particularly susceptible to toxins.
*+2 on all Will saves against enchantments or illusions, chosen at first level. Stoutgnomes maintain the arcane resistance of both parents.
*Automatic languages: Common, Dwarven, Gnomish. Bonus languages: Terran, Halfling, Elven, Goblin.
*Favored class: Ranger
[Edit 1: Changed favored class from Fighter to Ranger]