Difference between revisions of "4SRD:Gnome"

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==GNOME==
 
==GNOME==
 
+2 Intelligence; +2 Dexterity or Charisma.<br>
 
+2 Intelligence; +2 Dexterity or Charisma.<br>
Small: As a Small creature, a Gnome must use a Versatile Weapon in two hands and cannot wield a Two-handed Melee Weapon.<br>
+
Small: Small characters use the same weapons that Medium creatures do. However, a Small character (such as a gnome) cannot use a two-handed weapon. When a Small character uses a versatile weapon, he or she must wield it two-handed and does not deal any extra damage for doing so.<br>
 
Gnome base land speed is 25 feet.<br>
 
Gnome base land speed is 25 feet.<br>
 
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
 
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br>
 
Languages: Common and Elven.<br>  
 
Languages: Common and Elven.<br>  
Spell-Like Abilities: Fey Origin: Your ancestors were native to Faerie, so you are considered a fey creature for the purpose
+
'''Fey Origin:''' Your ancestors were native to Faerie, so you are considered a fey creature for the purpose
 
of effects that relate to creature origin.<br>
 
of effects that relate to creature origin.<br>
Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound as a minor action.<br>
+
'''Master Trickster:''' Once per encounter, you can use the wizard cantrip ghost sound as a minor action.<br>
Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check.<br>
+
'''Reactive Stealth:''' If you have any cover or concealment when you make an initiative check, you can make a Stealth check.<br>
Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.<br>
+
'''Trickster’s Cunning:''' You have a +5 racial bonus to saving throws against illusions.<br>
'''Vanish:''' You have the [[4SRD:Vanish|''Vanish'']] gnome racial power. Once per encounter, you turn invisible in response to harm. This is an illusion. (Immediate Reaction, Personal)<br>
+
'''Spell-like Abilities:''' You have the [[4SRD:Vanish|''Vanish'']] gnome racial power. Once per encounter, you turn invisible in response to harm. This is an illusion. (Immediate Reaction, Personal)<br>
 
When you take damage, you become invisible until you attack or until the end of your next turn.<br>
 
When you take damage, you become invisible until you attack or until the end of your next turn.<br>
 
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[[Category:4SRD]]
 
[[Category:4SRD]]

Latest revision as of 00:08, 10 June 2012

4SRD > Gnome

GNOME[edit]

+2 Intelligence; +2 Dexterity or Charisma.
Small: Small characters use the same weapons that Medium creatures do. However, a Small character (such as a gnome) cannot use a two-handed weapon. When a Small character uses a versatile weapon, he or she must wield it two-handed and does not deal any extra damage for doing so.
Gnome base land speed is 25 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Languages: Common and Elven.
Fey Origin: Your ancestors were native to Faerie, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound as a minor action.
Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.
Spell-like Abilities: You have the Vanish gnome racial power. Once per encounter, you turn invisible in response to harm. This is an illusion. (Immediate Reaction, Personal)
When you take damage, you become invisible until you attack or until the end of your next turn.