Roan_Spence
2016-12-06, 08:36 PM
Hello everyone. One of my buddies is putting together a DnD campaign and I'm excited to get to play in my first serious campaign. We're playing a modified pathfinder variant. I can't post links yet so here's the relevant text from the semi homebrew guide my DM is going to be using that was made by a friend of his. Since I'm considering playing a gnome this is the most relevant bit of it.
Littlefolk Subgroups:
As mentioned littlefolk subraces are more distinct than those of other races. On the one hand are Hobbits, who are a calm people overall with a deep love of the nice things in life and their communities. They tend to have brown or black hair, and skin of varying shades, often described as ruddy. They tend towards comfort and are not especially adventurous. That being said when thrust into less than comfortable situations they are surprisingly effective. On the other hand are gnomes, who have a flair for the dramatic in both manner and appearance. Their hair and eyes vary across a whole spectrum of colors, many of which seem unnatural. The gnomes themselves are more than happy to play into this with vibrant clothes and accessories. It is said that back in antiquity a group of Hobbits bred with faeries and their descendants became the gnomes, no one is sure exactly how much truth there is to this theory, but gnomes do have a stronger affinity for magic than their hobbit kin.
Littlefolk Traits:
+2 Cha -2 Str
Size: S (+1 to AC and Attack, +4 to stealth, -1 to CMD and CMB) Speed: 20
Low light vision
Keen Senses: +2 to perception
Gift of Tongues Littlefolk love languages and learning about those they meet. They gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Athletic: The small stature of the little folk comes in handy from time to time. They gain a +1 on acrobatics and climb checks.
Hobbit Traits:
+2 Dex
Luck: Despite their size Hobbits always seem to come out ahead in dangerous situations. They get a +1 luck bonus to all saving throws.
Fearless: Hobbits receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by luck.
Low Blow: Hobbits adapt to fighting larger creatures. They gain a +1 bonus on critical confirmation rolls against opponents larger than themselves
Gnome Traits:
+2 Int
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
My DM has also set it up so the stats numbers for all characters are as follows:
16, 16, 14, 12, 10, 10. We can, however, put those stats anywhere we like (I think this is to help offset the fact that some members of the group, myself included have a habit of rolling stupidly high stats. I more than once rolled a character who's dump stat was a 14 when I was just making character sheets to get a feel for how everything worked.)
I am fairly certain I'll be playing a Gnome Sorcerer. The game is going to start at level 3 and unfortunately, I'm not sure how many people we're going to have. I know at least 4 but I only know of 1 melee character who's getting played right now.
I'm fairly certain this is going to be my stat distribution.
Str: 8 (after the -2 gnome penalty)
Dex: 16
Con: 12
Int: 16 (14 plus the +2 gnome buff)
Wis: 10
Cha: 18 (16 + the +2 gnome buff)
Reasons for the choices: I know Cha is the essential sorcerer stat so that needed to be as high as I could get it. Str is the dump stat for a sorcerer from what I've read and I have no problem with making it so here since I'll be trying to avoid getting into the fray where physicality is needed. I put a 16 in Dex to give me better reactions and ability to avoid attacks. I wanted Int high enough for plenty of extra skill points but I'm open to suggestions about changes that could be made. I could also switch the Int and Con scores to give a score of 14 for Con and a score of 14 for Int.
From a story perspective I'm thinking of making my character a 4th child (or later) of Gnomish nobility who's got very few options available to him. He's not going to inheret, his next oldest sibling doesn't need any help with their business ventures, he doesn't have the temperment for the life of a cleric nor the discipline for a life of scholarship as a wizard even though his family has always been fairly gifted with magic. He's a well read but lazy layabout with a penchant for mischief and a selfish streak and the family was mostly willing to leave him alone. But when it became clear he had arcane abilities without any need to study and was revealed as a sorcerer the family had simply no idea how to handle it and encouraged him to join up with one of the mercenary Adventuring Groups hoping it would give his life some direction and keep his mischief pointed somewhere else.
Other than that, I'm fairly unsure of what I'm going to do with bloodlines, feats, spells etc. I want to be able to be a balanced and useful character for the party because I'll likely have to take on a few different roles. I want to be able to contribute in combat with some fun, destructive spells and still be able to get creative with other stuff outside of combat so thoughts on stuff for a novice would be greatly appreciated. Thanks everyone in advance.
Littlefolk Subgroups:
As mentioned littlefolk subraces are more distinct than those of other races. On the one hand are Hobbits, who are a calm people overall with a deep love of the nice things in life and their communities. They tend to have brown or black hair, and skin of varying shades, often described as ruddy. They tend towards comfort and are not especially adventurous. That being said when thrust into less than comfortable situations they are surprisingly effective. On the other hand are gnomes, who have a flair for the dramatic in both manner and appearance. Their hair and eyes vary across a whole spectrum of colors, many of which seem unnatural. The gnomes themselves are more than happy to play into this with vibrant clothes and accessories. It is said that back in antiquity a group of Hobbits bred with faeries and their descendants became the gnomes, no one is sure exactly how much truth there is to this theory, but gnomes do have a stronger affinity for magic than their hobbit kin.
Littlefolk Traits:
+2 Cha -2 Str
Size: S (+1 to AC and Attack, +4 to stealth, -1 to CMD and CMB) Speed: 20
Low light vision
Keen Senses: +2 to perception
Gift of Tongues Littlefolk love languages and learning about those they meet. They gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Athletic: The small stature of the little folk comes in handy from time to time. They gain a +1 on acrobatics and climb checks.
Hobbit Traits:
+2 Dex
Luck: Despite their size Hobbits always seem to come out ahead in dangerous situations. They get a +1 luck bonus to all saving throws.
Fearless: Hobbits receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by luck.
Low Blow: Hobbits adapt to fighting larger creatures. They gain a +1 bonus on critical confirmation rolls against opponents larger than themselves
Gnome Traits:
+2 Int
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
My DM has also set it up so the stats numbers for all characters are as follows:
16, 16, 14, 12, 10, 10. We can, however, put those stats anywhere we like (I think this is to help offset the fact that some members of the group, myself included have a habit of rolling stupidly high stats. I more than once rolled a character who's dump stat was a 14 when I was just making character sheets to get a feel for how everything worked.)
I am fairly certain I'll be playing a Gnome Sorcerer. The game is going to start at level 3 and unfortunately, I'm not sure how many people we're going to have. I know at least 4 but I only know of 1 melee character who's getting played right now.
I'm fairly certain this is going to be my stat distribution.
Str: 8 (after the -2 gnome penalty)
Dex: 16
Con: 12
Int: 16 (14 plus the +2 gnome buff)
Wis: 10
Cha: 18 (16 + the +2 gnome buff)
Reasons for the choices: I know Cha is the essential sorcerer stat so that needed to be as high as I could get it. Str is the dump stat for a sorcerer from what I've read and I have no problem with making it so here since I'll be trying to avoid getting into the fray where physicality is needed. I put a 16 in Dex to give me better reactions and ability to avoid attacks. I wanted Int high enough for plenty of extra skill points but I'm open to suggestions about changes that could be made. I could also switch the Int and Con scores to give a score of 14 for Con and a score of 14 for Int.
From a story perspective I'm thinking of making my character a 4th child (or later) of Gnomish nobility who's got very few options available to him. He's not going to inheret, his next oldest sibling doesn't need any help with their business ventures, he doesn't have the temperment for the life of a cleric nor the discipline for a life of scholarship as a wizard even though his family has always been fairly gifted with magic. He's a well read but lazy layabout with a penchant for mischief and a selfish streak and the family was mostly willing to leave him alone. But when it became clear he had arcane abilities without any need to study and was revealed as a sorcerer the family had simply no idea how to handle it and encouraged him to join up with one of the mercenary Adventuring Groups hoping it would give his life some direction and keep his mischief pointed somewhere else.
Other than that, I'm fairly unsure of what I'm going to do with bloodlines, feats, spells etc. I want to be able to be a balanced and useful character for the party because I'll likely have to take on a few different roles. I want to be able to contribute in combat with some fun, destructive spells and still be able to get creative with other stuff outside of combat so thoughts on stuff for a novice would be greatly appreciated. Thanks everyone in advance.