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View Full Version : D&D 3.x Class Gnome Gnight (20 Level Gnome Base Class)



Zaydos
2016-08-21, 11:44 PM
Gnome Gnight

Gnome gnights are not an official thing. While occasionally one is taught in a manner designed to facilitate becoming a gnome gnight, most gnome gnights begin their road not through intent but through a combination of dabbling and fortuitous accident. In many ways gnome gnights are representatives of all things gnomish, exemplifying the various gnomish virtues and those traits which most decidedly mark a gnome as such.

Adventures: Gnomes are by their nature curious creatures and driven by little impulses, and a gnomish gnight is no exception. Some gnomish gnights quest for the perfect gem, that object hidden somewhere in nature which would be the holiest of holies in gnomish religion, the equivalent of the Holy Grail to chivalric knights. Others simply have a love of finding out what lies over the next hill, through the dark forest, and beyond the setting sun, curiosity which impels them to happily journey, a tune whistling from their lips and a skip to their step, into the very heart of the realm of the Dark One to discover just where his undead hordes rise from and to look into the fetid pit of despair that they are birthed in. For others it is that their community, or more especially their friends, is in danger in some way that first starts them on their journeys, adventuring for that basic task of seeing to the safety of those they care for. Closely connected there are those who seek to improve the quality of life for the gnomish people and who set out into the world in search for the means to do that whether it is some new technology or magic, or simply a social reform that could be adopted and adapted by the gnomish people to their benefit. Another major impetus for gnomish gnights to adventure is simply a feeling that they do not belong. Despite exemplifying the traditional gnomish virtues and ideals, a gnomish gnight rarely truly fits in to gnomish society; being a gnome comes too easy to them, they excel at too many of the gnomish virtues but cannot hold themselves to just one, cannot devote themselves to a life as a gem merchant, or as a farmer, or alchemist, but instead just want to stop and smell the flowers, and enjoy the wind in the trees, and be a gnome.

Characteristics: A gnomish gnight exemplifies those things gnomish. They bear a light heart and an easy grin, along with a combination of stealthy capabilities augmented by illusions and the fighting prowess of a cornered badger when underestimated. Gnomish gnights are natural friends to the animals, fighting alongside them when their penchant for illusions fails to circumvent the need for battle altogether, and there aren't shadows enough to slip away in. When a gnomish gnight must engage in battle they use illusions and stealth to open a foe to their attacks, tunnels and tight spaces to restrict angles of attack and an opponent's ability to evade, and the aid of animal friends to bring even the mightiest tumbling down.

Alignment: Most gnomish gnights are Good aligned, exemplifying those gnomish virtues of amicable happiness, and jovial courage that leads gnomes to put themselves on the lines for their friends and even strangers. Gnomish gnights are more likely to be Chaotic than Lawful, while gnomes as a whole show no such lean, it appeals to the trickster nature of gnomish gnights. Even so Lawful gnomish gnights are not unheard of, and choosing neutrality over both Law and Chaos is the most common option of the three. Evil gnomish gnights are rare enough to be all but a bogeyman, and often called the Chosen of Gelf.

Religion: Most gnomish gnights have at least some religious devotion. Garl Glittergold at least is usually an object of ardent admiration, if he is not the archetype of what one should strive to be like. While Garl typically receives the greatest amount of admiration from gnomish gnights, they do not forget the other gnomish gods. Callarduran Smoothhands is, of course, popular with svirfneblin gnomish gnights, surpassing Garl in their eyes, though often ignored by non-svirfneblin gnights. Segojan Earthcaller is more popular with many, after all where would a gnomish gnight be without the burrowing animals that Segojan taught the gnomes to befriend? Rill and Sheyana as well have their adherents, as does Flandal, and even Gelf Darkhearth, but few gnomish gnights truly devote themselves to them... with the exception of when one is in that early blossoming passion of romance.

Background: Many gnome gnights begin as so called giant-killers (Races of Stone page 48) little more than layabouts and dabblers who despite being talented never truly put their passion into anything until they find themselves outside of the secular safety of gnomish civilization and find that being true to their inner gnome can be all the specialization they need in the world of the Big Folk. Gnomish gnights are often drawn from the children of merchant lords, bored with the idea of inheriting their parents' rule and instead seeking something more. The other social class most likely to create gnomish gnights are the rebels whose constant questioning of gnomish society pushes it forward. Gnomish gnights rarely set out to become gnomish gnights, whether as a specific concept or even in a more general sense. They dabble in illusion because that is a past time of gnomish children. They dabble in stealth because that is the heart of so many gnomish games. They befriend animals because that is simply the gnomish way. They learn the hammer and axe because eventually a gnome will if they don't begin to specialize elsewhere. In the end they begin to pick up things, they develop their suite of talents and instead of focusing on one, becoming a master thief, a fierce warrior to protect their clan from kobolds, or a master of illusion they do some in all three.
.

Races: All gnomish gnights are gnomes. Due to the combination of gnomish racial magic, talents, and gnomish cultural grooming which ultimately produces most gnomish gnights even were a non-gnome to actively seek to become a gnomish gnight it would likely be absolutely impossible, and even for gnomes raised outside of gnomish society becoming a gnomish gnight is rarer than a naturally cut and polished gemstone.

Other Classes: Gnomish gnights adventure well with those who value stealth, such as rogues and their ilk. That said a gnomish gnight knows not to undervalue an iron-clad dwarven fighter they can run and hide behind when a dragon comes charging down at them. Non-gnomish clerics and paladins with their tendency to lack a sense of human possibly make the worst allies for a gnomish gnight, but that has more to do with their inflexible seriousness than their capabilities.

Role: Gnomish gnights function as lightly armored skirmishing combatants. Their illusion magic and access to stealth based skills allow them to function as scouts, and their animal companions help lend additional weight to their combat abilities. While they are capable of providing assistance with the spellcasting, they are highly restricted in their variety of spells, and gain spells more slowly so cannot fill the role of a primary spellcasters, at the same time their light armor and lower AC makes them secondary melee as opposed to primary. Instead they have a tendency towards ranged or thrown weapons, and scouting.

GAME RULE INFORMATION
Gnomish gnights have the following game statistics.
Abilities: Strength improves a gnomish gnight's raw combat ability if they choose to go for melee combat, and even adds a little to damage if they go for ranged combat with thrown weapons or bows. Dexterity adds to their armor class extensively due to their limit of light armor. Constitution of course aids them through helping their hit points and their weakest saving throw. Intelligence adds to their skill points and can be used to determine their spellcasting. Charisma can be used as an option instead of Intelligence for spellcasting, and aids with social skills, handle animal, and their wild empathy.
Alignment: Any.
Hit Die: d8
Starting Age: As sorcerer.
Starting Gold: As ranger.

Class Skills
The gnomish gnight's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight Of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special

Spells per Day








0
1st
2nd
3rd
4th
5th
6th


1st

+1

+0

+2

+2
Breachgnome, Trapfinding, Wild Empathy
2
-
-
-
-
-
-


2nd

+2

+0

+3

+3
Gem Lover, Honed Senses
3
0
-
-
-
-
-


3rd

+3

+1

+3

+3
Natural Illusionist, Shadow Tools, Unseen Strike +1d6
3
1
-
-
-
-
-


4th

+4

+1

+4

+4
Animal Companion
3
2
0
-
-
-
-


5th

+5

+1

+4

+4
Jeweler’s Eyes, Hidden Folk
3
3
1
-
-
-
-


6th

+6

+2

+5

+5
Companion’s Voice, Spell Focus (Illusion)
3
3
2
-
-
-
-


7th

+7

+2

+5

+5
Scent, Unseen Strike +2d6
3
3
2
0
-
-
-


8th

+8

+2

+6

+6
Mobile Illusion, Whisperless Spell
3
3
3
1
-
-
-


9th

+9

+3

+6

+6
Greater Spell Focus (Illusion), Tandem Strike
3
3
3
2
-
-
-


10th

+10

+3

+7

+7
Shadow Materials, Shadow Stalker
3
3
3
2
0
-
-


11th

+11

+3

+7

+7
Second Eyes, Unseen Strike +3d6
3
3
3
3
1
-
-


12th

+12

+4

+8

+8
Chains of Disbelief, Gem Caster
3
3
3
3
2
-
-


13th

+13

+4

+8

+8
Improved Breachgnome
3
3
3
3
2
0
-


14th

+14

+4

+9

+9
Distracting Companion
4
3
3
3
3
1
-


15th

+15

+5

+9

+9
Motionless Spell, Unseen Strike +4d6
4
4
3
3
3
2
-


16th

+16

+5

+10

+10
Distracting Illusion
4
4
4
3
3
2
0


17th

+17

+5

+10

+10
Shadow Companion
4
4
4
4
3
3
1


18th

+18

+6

+11

+11
Combat Illusionist
4
4
4
4
4
3
2


19th

+19

+6

+11

+11
Shadow’s Armory, Unseen Strike +5d6
4
4
4
4
4
4
3


20th

+20

+6

+12

+12
Always Silent, Perfect Illusion
4
4
4
4
4
4
4



All the following are class features of the gnomish gnight:

Weapons and Armor Proficiencies: A gnomish gnight is proficient in all simple and martial weapons, gnome hooked hammers, gnome quickrazors, gnome tortoise blades, and gnome swordcatchers, as well as light armor and shields (except tower shields) and the exotic armor gnome twistcloth and exotic shields gnome battle cloaks.

Because the somatic components required for gnomish gnight spells are relatively simple, a gnomish gnight can cast gnomish gnight spells while wearing light armor and/or a buckler, gnome tortoise blade, and gnome battle cloak (but not other shields) without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a gnomish gnight wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass gnomish gnight still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells: A gnomish gnight casts spells similarly to a sorcerer or a bard. There spells are drawn from the gnomish gnight spell list (see next post) and they know a number of spells of each level as indicated on the table below. At 5th level and every 3rd level thereafter (8th, 11th, 14th, etc) a gnomish gnight can choose to learn a new spell in place of one they already know.

At 1st level a gnomish gnight must choose Intelligence or Charisma. Once made the choice is irreversible (save through retraining rules). Whichever ability they choose they use that ability to determine the saving throw DCs of their gnomish gnight spells, as well as the highest level spell they can cast, and their bonus spells.

Level01st
2nd
3rd
4th
5th
6th
1st4------
2nd52-----
3rd63-----
4th632----
5th643----
6th643----
7th6442---
8th6443---
9th6443---
10th64442--
11th64443--
12th64443--
13th644442-
14th644443-
15th644443-
16th6544442
17th6554443
18th6555443
19th6555544
20th6555554

Breachgnome (Ex): A gnome gnight is a warrior if not always trained to hold their tunnels at least at home fighting within them. When attacking a creature which has a wall preventing movement on each of two opposite sides a gnome gnight gains a +2 bonus to attack. When a gnome gnight has a wall to each of two opposite sides they gain a +2 dodge bonus to AC against melee attacks from foes larger than them.

Trapfinding (Ex): Gnomes fill their tunnels with traps and "practical jokes" and every gnome has to live with at least a few friendly traps, add to that gnomish ancestral hatred and rivalry with the trap masters known as kobolds and it comes as no surprise that a gnome gnight is able to find traps like a rogue.

Wild Empathy (Ex): Gnomes are more so than perhaps any other humanoid race a friend to the beasts of the land and wild animals. A gnome gnight gains Wild Empathy as a druid of their gnome gnight level.

Gem Lover (Ex): Gnomes love gems and gnome gnights are no exception. Beginning at 2nd level a gnome gnight gains a +4 racial bonus to Appraise checks dealing with gems and gemstones, and may make such Appraise checks as if they were trained even if they are not. They also gain a +4 racial bonus on Craft checks relating to gems and gemstones.

Honed Senses (Ex): Gnomes have exceptional senses of hearing and smell, gnome gnights are exceptional gnomes. Beginning at 2nd level a gnome gnight’s racial bonus to Listen increases by +2 and they may spend a full-round action to sniff the air and gain the benefits of the scent special quality until the start of their next turn. They may use this ability to track via scent, but take a -5 penalty when moving at half normal speed, or a -20 penalty when moving at their normal speed; they cannot track via scent at greater than their normal speed.

Natural Illusionist: A gnome gnight is like all members of their race naturally adept with illusions only more so. A gnome gnight’s racial bonus to saving throws against illusions increases by +2 (normally to +3) and they gain a +5 to Spellcraft checks to identify Illusions, and can make such checks untrained.

Shadow Tools (Sp): Gnome gnights develop talents in illusions of all sorts, not merely the glamors and figments that many gnomes favor but also spells to manipulate quasi-real shadowstuff. One development that this talent takes is the ability to create various tools from nothing more than shadow stuff. Beginning at 3rd level, by expending a 0 level spell slot as a standard action a gnomish gnight may create quasi-real tools, either artisan’s or thieves’. This is considered the equivalent of a 1st level Illusion (Shadow) spell. These tools are only partially real. They cannot be used to inflict damage and for most tasks their lack of true substance renders them inferior functioning as only improvised tools (-2 penalty), however as thieves’ tools or gemcutter’s tools they are superb, their quasi-reality allowing them to mold themselves to the proper shape and work with the minimal force required counting as Mw tools and granting an additional +2 circumstance bonus to checks; at the DM’s discretion other works that require similar small scale finesse can gain this same bonus. These tools last 10 minutes per gnomish gnight caster level or until the user rolls a natural 1 while using them. Even casual handling of the tools will reveal their quasi-real status, as will a Spot check DC 0 unless the gnomish gnight attempts to disguise them while making them (increasing the time to create them to 10 minutes) in which case the gnomish gnight makes a d20 roll and adds their caster level to it to determine the DC to casually spot the difference (handling the tools will still always reveal their illusory nature). These shadow tools are weightless.

Unseen Strike (Ex): If a gnomish gnight can catch an opponent unaware, they can strike a vital spot for extra damage. This functions as sneak attack dealing +1d6 damage at 3rd level +1d6 per 4 levels beyond it, except a gnomish gnight only gains this bonus damage against creatures that cannot see them even if they are not denied their Dexterity bonus (blindsight does count as being able to see the gnome even if they are blind). In addition a gnomish gnight can deal 1/2 their unseen strike damage to creatures that would be immune due to fortification or immunity to critical hits.

Animal Companion: Gnomish gnights can call upon the friendship and help of animals more so than even most gnomes. At 4th level they gain Animal Companion as a druid 3 levels lower, but a gnome gnight belonging to a subrace (such as svirfneblin) which gains LA adds their LA to their gnome gnight level for determining the power of their animal companion. However they must choose from those animals normally among the friends of the gnomes, and are limited to the following animal companions: Badger, and Dire Rat (Lv +0); Dire Badger, Dire Weasel, and Wolverine (Lv -3); Dire Wolverine (Lv -6). Svirfneblin may select Dire Bats (Lv -3) as well. Forest gnomes may select: Dog, Owl, and Wolf (+0); Black Bear, and Boar (Lv -3); Brown Bear, Dire Boar, and Dire Wolf (Lv -6); and Dire Bear and Dire Elk (Lv -12) as well as the standard selection.

Jeweler's Eye (Ex): Beginning at 5th level a gnome gnight’s connection to gems has increased to the point where they no longer need to make Appraise checks to appraise the value of gems and gemstones instead automatically succeeding, and they may identify (as spell) magical gems and gemstones (including ioun stones) with a successful Appraise (with +4 bonus from Gem Lover) or Spellcraft check with a DC of 5 + CL of the item which takes 10 minutes of studying the gem in question.

Hidden Folk (Ex): Gnomes are the children of the forest and the cave, dwelling in hidden settlements beneath the hills of forests, and gnomes learn to hide every bit as well as they hide their homelands. A gnome gnight and their animal companion gain a +2 circumstance bonus to Hide and Move Silently checks when underground or in forests.

Companion's Voice (Ex): Gnomish gnights know their animal companion better than they know most animals. Beginning at 6th level a gnome gnight may speak with their animal companion as if under the effects of a speak with animals spell without need for the spell.

Spell Focus (Illusion): Gnomish gnights are natural illusionists. At 6th level they gain Spell Focus (Illusion) as a bonus feat.

Scent (Ex): A gnomish gnight's nose grows ever keener. At 7th level a gnomish gnight gains the Scent special quality.

Mobile Illusion (Ex): A gnomish gnight is a skirmisher always moving and always on the move even when casting spells. Beginning at 8th level whenever a gnomish gnight casts an illusion spell as a standard or full action, or through Combat Illusionist (below) they may move up to their speed as a swift action as part of the spell.

Whisperless Spell (Ex): What use are illusions to stealth if ones very words of magic give one away? Beginning at 9th level a gnomish gnight can remove the verbal component from a gnome gnight spell they cast as if they had cast it with Still Spell without either increasing its spell level or its casting time 3 + Cha modifier times per day.

Greater Spell Focus (Illusion): At 9th level a gnomish gnight gains Greater Spell Focus (Illusion) as a bonus feat.

Tandem Strike (Ex): A gnomish gnight learns to use their animal companion to their greatest advantage in combat distracting and disrupting opponents. Beginning at 9th level a gnomish gnight may deal Unseen Strike damage to creatures that they flank with their animal companion as if they could not see the gnomish gnight.

Shadow Materials (Su): A gnomish gnight knows that material components are naught but a little energy and a little symbolism, and a little work of illusion can substitute for both of those. Beginning at 10th level a Gnome Gnight can create material components and foci out of illusion and shadow stuff as part of casting their spells. They still must have a hand free to manipulate the material component and/or focus, but they can freely create inexpensive material components and foci as part of casting a spell (and only as part of casting a spell using them). By sacrificing a 1st level or higher spell slot they may duplicate expensive material components and foci with a value as shown on the table below.


Spell LevelMaterial CostFocus Cost
1st5 GP25 GP
2nd25 GP100 GP
3rd50 GP200 GP
4th100 GP500 GP
5th250 GP1500 GP
6th500 GP25,000 GP

Shadow Stalker (Sp): Beginning at 10th level a gnome gnight learns how to wrap themselves in a thin layer of illusion which distorts their presence. This is the equivalent of a 2nd level illusion spell and lasts until the gnome gnight dismisses it. While it is active when you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. You may share this ability through the use of the Share Spells ability as if it were a spell. A gnome gnight may use this ability at-will.

Second Eyes (Su): A gnome gnight's connection with their animal companion moves beyond the merely mundane, the two almost seeming to share a soul. Beginning at 11th level a gnome gnight is able to hear all ‘thoughts’ your animal companion may have as long as they are on the same plane, almost like 1 way telepathy from the animal companion to the gnight. In addition they gain full access to all of its senses and are considered to be able to see, hear, smell, etc anything that it can see, hear, smell, and so forth as long as they are on the same plane.

Chains of Disbelief (Ex): Something about a gnome gnight's illusions just seem to hold the mind, perhaps it is the skill of their construction. Beginning at 12th level even if a viewer disbelieves an illusion created by a Gnome Gnight and communicates the details of the illusion to other creatures, those other creatures do not receive the normal +4 bonus on their saying throws to disbelieve the illusion. Furthermore, even when presented with incontrovertible proof that the illusion isn't real, creatures must still succeed on a Will saving throw to see objects or creatures that the illusion obscures, although they get a +10 bonus on the saving throw.

Gem Caster (Su): While any gnome hates destroying or damaging gem stones a gnome gnight knows sometimes it’s worth the cost. Beginning at 12th level a gnome gnight may add an additional material component to any gnome gnight spell they cast to increase its caster level by +2. This material component is a gemstone with a value at least as high as shown on the table below. A gnome gnight may use Shadow Components to replicate the gemstone.

Spell LevelGem Cost
0[ td]5 GP[/td]
1st25 GP
2nd100 GP
3rd200 GP
4th500 GP
5th1000 GP
6th2000 GP

Improved Breachgnome (Ex): A gnome gnight is capable of incredible defense when tightly pressed in their tunnel homes or other tight quarters. Beginning at 13th level a gnome gnight now deals +4 damage against an opponent which has walls adjacent to it on opposite sides and gains a +2 dodge bonus to AC against foes their size or larger as long as they are adjacent to a wall instead of only larger opponents and only when adjacent to walls on opposite sides. In addition your animal companion gains the benefits of the Breachgnome ability (but not these improvements).

Distracting Companion (Ex): A gnome gnight's ability to use their animal companion to create a moment of distraction to strike hard against a foe continues to improve. Beginning at 14th level whenever your animal companion threatens a creature you can deal unseen strike damage to that creature as if it could not see you. In addition if your animal companion attacks a creature you may make Hide checks as if you were not observed by that creature for 1 round or until you attack them. Whenever you attack a creature your animal companion may make Hide checks as if it were not observed by that creature for 1 round or until it attacks them.

Motionless Spell (Su): A gnomish gnight learns to forgo not only sounds but on rare occasions movements in their spell casting. Beginning at 15th level, 2 + Charisma modifier times per day a Gnome Gnight may cast a spell without its Somatic component as if using Still Spell without increasing its casting time or level. In addition they do not need provide inexpensive material components or foci for such spells.

Distracting Illusion (Ex): Illusions can hide on in many ways, but gnomes know sometimes the best way to hide with an illusion is to make it as flashy as possible. Beginning at 16th level whenever a gnome gnight casts an illusion spell which has a visible and auditory effect and uses their Mobile Illusion ability to move they may attempt to Hide as if you were unobserved by all creatures able to see their illusion and without needing cover or concealment during their movement, however they must still have cover or concealment at the end of your movement to continue hiding once their movement ends.

Shadow Companion (Su): Gnomish gnights can do more than duplicate tools and material components with their shadow-crafting. Beginning at 17th level they learn to even duplicate their closest companions. They can create a shadow duplicate of their animal companion. It is in truth a quasi-real illusion, but functions as a duplicate of their animal companion (but not any gear it may possess). It is only 50% real and has only 50% the max hp of their actual animal companion and any creature that interacts with it is allowed a Will save (DC 10 + ½ class level + Int or Cha) to realize that it is an illusion, on a success they take merely 50% damage from all of its attacks. If your shadow companion moves further than 100 ft from you it vanishes and reappears adjacent to you 1 round later. If it is destroyed you may create another through a ritual which takes 4 hours.

Combat Illusionist (Ex): A gnomish gnight learns to blend illusions into their martial combat into a seamless dance. Beginning at 18th level, 3 times per day when a gnomish gnight takes a normal attack action (including as part of a full attack) they may cast a 3rd level or lower gnomish gnight illusion spell as a free action.

Shadow’s Armory (Su): While other gnomish illusionists may be able to claim greater potency in shadow magic, few if any can claim the artistic creations of a gnomish gnight, or the ability to replicate such a varied amount of magic with it. Beginning at 19th level, 3 times per day a Gnome Gnight may create a magical item out of illusions and shadows as a full round action. This item may be a weapon, armor, ring, or wondrous item which costs no more than 80,000, and may not have any abilities which have a limited number of uses, although it may have a daily use limit in which case it may cost no more than 20,000 GP per daily use (and still must cost no more than 100,000 GP). An item made this way lasts for 1 minute.

Always Silent (Ex): A Gnome Gnight melds stealth and illusion always and eternally, eventually learning to use the two as one. Beginning at 20th level all Gnome Gnight spells they cast lack Verbal components.

Perfect Illusion (Su): A gnome gnight is a master illusionist, if not of the sheer magic then of the sheer art. Beginning at 20th level once per day a Gnome Gnight may create an illusion so flawless it is almost impossible to detect. True Seeing has no effect on such an illusion, and the save DC to disbelieve the illusion is increased by 5. This ability only affects Illusion spells of the Figment subschool, and if they lose these benefits after 1 month.

Zaydos
2016-08-21, 11:48 PM
Gnome Gnight Spell List:

Note: Although only spells from the PHB and SpC are listed here, all Illusion spells available to Sor/Wiz (at 6th level or lower) should be considered available to Gnome Gnights at the same spell level. At a DM's discretion they may consider adding earth/stone themed spells, animal based spells from the druid spell list, and non-sor/wiz illusions as well.

0 Level:
Dancing Lights
Detect Poison
Detect Magic
Ghost Sound
Know Direction
Mage Hand
Purify Food and Drink
Prestidigitation
Read Magic
Silent PortalSpC

1st Level:
Animate Rope
Calm Animals
Charm Animals
DawnSpC
Dead EndSpC
Detect Animals or Plants
Detect Secret Doors
Detect Snares and Pits
Color Spray
Disguise Self
Faerie Fire
Goodberry
Invisibility from Animals
Magic Stone
Net of ShadowsSpC
Nystul’s Magic Aura
Pass without Trace
Serene VisageSpC
Silent Image
Speak with Animals
Ventriloquism

2nd Level:
Animal Messenger
Animal Trance
BladeweaveSpC
Blur
Cloak PoolSpC
Dark WaySpC
Delusions of GrandeurSpC
Discolor PoolSpC
Disguise UndeadSpC
Enrage AnimalSpC
GembombSpC]
Glitterdust
Hide from Undead
Hold Animal
Hypnotic Pattern
Invisibility
Invisibility, SwiftSpC
Leomund’s Trap
Locate Object
Magic Mouth
Minor Image
Mirror Image
Misdirection
Obscure Object
Phantasmal AssailantsSpC
Phantom FoeSpC
Pyrotechnics
Reduce Animal
Reflective DisguiseSpC
ScentSpC
See Invisibility
Shadow MaskSpC
Shadow RadianceSpC
Shadow SpraySpC
Silence
Soften Earth and Stone
Train AnimalSpC
Wall of GloomSpC

3rd Level:
Arcane Sight
Blink
Clairaudience/Clairvoyance
Claws of DarknessSpC
Cone of DimnessSpC
Dispel Magic
Displacement
Dominate Animal
Earthen GraceSpC
Illusory Script
Invisibility Sphere
Major Image
Meld into Stone
Nondetection
Shadow BindingSpC
Shadow CacheSpC
Snare
Spectral WeaponSpC
Stone Shape
Suspended SilenceSpC
Treasure ScentSpC

4th Level:
Arcane Eye
Detect Scrying
Hallucinatory Terrain
Illusory Wall
Invisibility, Greater
Lay of the LandSpC
Locate Creature
Phantasmal Killer
Rainbow Pattern
Sensory DeprivationSpC
Shadow Conjuration
Shadow WellSpC
Spike Stones

5th Level:
Animal Growth
Commune with Nature
Dispel Magic, Greater
Dream
False Vision
Heal Animal CompanionSpC
Illusory FeastSpC
Mirage Arcana
Nightmare
Persistent Image
Seeming
Shadow Evocation
Shadow FormSpC
Shadow HandSpC
ShadowfadeSpC
True Seeing
Transmute Mud to Rock
Transmute Rock to Mud

6th Level:
Dream CastingSpC
Find the Path
GemjumpSpC
Hide the PathSpC
Illusory PitSpC
Invisibility, Mass
Mislead
Permanent Image
Programmed Image
Reflective Disguise, MassSpC
Shadow Conjuration, Greater
Shadowy GrapplerSpC
Shadow Walk
Stone Tell
Veil

khadgar567
2016-08-22, 12:37 AM
like the gem focus but I have no idea about remaining ones

GnomishPride
2016-08-22, 06:47 PM
I LOVE IT! ♥ I'd play this class, for sure!

Question @ Combat Illusionist: Wouldn't casting the illusion in melee provoke AoO's?

HerbertWest
2016-08-22, 10:26 PM
The Gnight feels like a racially specialized Beguiler. I don't say that in a way that takes away from your creativity, I say that as some awesome praise! I will definitely be using this class as an NPC in an upcoming campaign, if you don't mind. :)

Zaydos
2016-08-23, 03:10 PM
I LOVE IT! ♥ I'd play this class, for sure!

Question @ Combat Illusionist: Wouldn't casting the illusion in melee provoke AoO's?

Umm... That's what Concentration is for. Ok I totally forgot that bit since by 16th level normally I've seen casters with +23 Concentration so casting in combat never provokes but it should make some nod to it either by going 'no AoO', or at least a +4 to cast defensively.


The Gnight feels like a racially specialized Beguiler. I don't say that in a way that takes away from your creativity, I say that as some awesome praise! I will definitely be using this class as an NPC in an upcoming campaign, if you don't mind. :)

It's actually more of a Ranger/Illusionist or Ranger/Bard drawing (heavily) on 2e Illusionist/Thief and Illusionist/Fighter than anything Beguiler, but that said Beguiler is pretty much Illusionist/Thief as is and my name for it during creation was Gnomish Ranguiler. So yeah there was definitely some Beguiler elements even if it was building primarily off of things that predated Beguiler (and Beguiler directly built off of as well), at the minimum I knew while making it that they built off the same things and I used Beguiler as my justification for Int based spontaneous casting. And please do, I make more stuff in the hope that people will use it than I ever do to actually use. I hope it plays well.