Notes |
Work here is overseen by a wretch of a gnome named Hookshanks Gruller, a taskmaster who loves his job because he gets to bully human children who are even smaller than him (well, some of them, anyway). Hookshanks is quick to berate the orphans and threatens to “feed them to the dog”—even the kids bigger than the gnome have learned to shut up and follow his orders as a result. Hookshanks often dresses the part of an orphan himself and appears to be one unless a PC successfully opposes his Disguise roll with her Perception skill (gnome PCs get a +1 shift bonus on this check).
During Combat Hookshanks orders the orphans to attack the PCs (they do so if Hookshanks succeeds at an Intimidate roll), then moves to open the door to yell out an alarm and let Bloo enter the fray. He prefers to use his kukri 2 handed in melee combat against intruders.
Morale If reduced to 1 hit points or fewer, Hookshanks attempts to flee into the slums. If caught, he begs for his life and promises to tell the PCs everything about the fishery in return for mercy. He knows more or less everything about the place except for what’s in Gaedren’s den.
1/day—dancing lights, ghost sound, prestidigitation, speak with animals
Darkvision: Gnomes have excellent low light vision. In most darkness outdoors and in dimly lit tunnels gnomes can see 15 meters (50 foot) perfectly and fairly well up to 30 meters (100 foot). In absolute darkness, they can see up to 3 meters (10 foot).
Hardness of Body: Gnomes are highly resistant to poison, with Endurance Rolls that relate to poisoning being 1 grade easier.
Magic Resistance: Like dwarves, gnomes are highly resistant to Arcane magic; Willpower Checks are 1 grade easier when used to resist.
EVASION: In area effect defence cases, a successful roll results in the character take no damage and a failed roll resulting in only half damage.
SNEAK ATTACK: can backstab damage modifier increase two ranks.
Artful Dodger: possess fast reflexes and gain 1 extra Action Point, which may only be used to Parry or Evade. In addition, you may use the Evade skill to dodge a melee attack without falling prone. Against a ranged attack, you only end up prone if you fail the roll.
Defensive Combat Training (Combat)
You excel at defending yourself from all manner of combat manoeuvres. You gain a +5 bonus to all rolls to resist special effects done to you.
Climb Walls: may ignore 1 grade of difficulty to your Athletics roll when performing any attempt at climbing. In addition the Armour Penalty to Base Movement when climbing may be ignored.
Hide in Shadows: all Perception rolls to spot you are 1 difficulty grade harder.
Quick: The thief can add 2m (5 ft.) to base movement rate.
Gear studded leather, mwk kukri (+5 added), disguise kit, key to cabinet, 7 sp
Luck:5 |