0% found this document useful (0 votes)
58 views3 pages

Mother The Gnome

This document provides character details for a gnome knife-thrower. It lists their abilities, skills, and bonuses including high Intelligence and Physical Strength, skills in knife throwing, gymnastics, martial arts, and tunneling, and bonuses to saves against magic and poison.

Uploaded by

DrEris
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
58 views3 pages

Mother The Gnome

This document provides character details for a gnome knife-thrower. It lists their abilities, skills, and bonuses including high Intelligence and Physical Strength, skills in knife throwing, gymnastics, martial arts, and tunneling, and bonuses to saves against magic and poison.

Uploaded by

DrEris
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
You are on page 1/ 3

Mother, the gnome.

Knife-Thrower 6th level I.Q. 14, M.E. 10, M.A. 23, P.S. 22, P.P. 20, P.E. 26, P.B. 17, Spd 30 running 26 digging. Hit Points: 47. SDC 59 O.C.C. Skill Notes: Add a bonus of +10% to prowl, and +5% to the following skills (all are in addition to O.C.C. bonuses): surveillance, intelligence, general repair, masonry, carpentry, rope works, locate secret compartments/doors, and land navigation. 75% Trust/Intimidate 35% Charm/Impress +14% save vs coma/death +4 save vs magic/poison +2 to Parry/dodge +2 to hit +2 Initiative +1 Dodge +1 pull punch/knife/etc +6 with roll w punch etc Kick attack does 2d6 dam Climb/Rappel 60% Sense ofBalance 48% Parallel Bars & rings 70% Back flip and Somersault see tumbling 70% Swimming

9 other skills Wrestling 1. Body block/tackle does 1D4 damage. The opponent must dodge or parry (push away/deflect attacker) to avoid being knocked down. If knocked down, the opponent loses one melee attack/action and initiative for the rest of that round. 2. Pin/incapacitate on a natural roll of 18, 19, or 20. This means that the wrestler can hold his opponent in such a way that his opponent cannot physically attack or move. However, the character who is using the "pin" hold cannot attack or move without releasing his opponent. 3. Crush/squeeze does 1D4 damage per squeeze attack. Each "squeeze" counts as one melee action/attack. Body Building & Weight Lifting Athletics (general) Gymnastics Running Swimming Tumbling 1. Body Throw 2. Leaps 3. Pole Vault 4. Stilt Walk Hand to Hand: Martial Arts Three attacks per melee round. +3 to roll with punch/fall/impact, and +3 to pull punch. +3 to parry and dodge, +2 to strike, and disarm. 3 Kick attacks: Karate style kick (does 2D4 damage) and any four of choice, and Jump kicks (all). Critical strike on an unmodified roll of 18, 19 or 20. W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, broadswords, twohanded, and short swords. Bonuses: +3 to strike. +2 to parry. +1 to strike when thrown; swords are not designed for being thrown. W.P. Knife: Training with all types of knives. Bonuses: +2 to strike. +3 to parry. +3 to strike when thrown. Juggling +40% Concealment +5% Palming +10% Public Speaking +5% Langs: Gnomish 98% Common +5% Dwarvish +5% Streetwise +4% WP: Paired Weapons WP: Targeting/Missile Weapons (+1 to hit/+2 Dam 2 extra items in melee rd)

nightvision 90 ft (27.4 m), plus an aptitude for digging and living in tunnels. Underground Tunneling (Special): Base Skill: 60%. Underground Architecture: The gnome who is travelling slowly and cautiously, looking for underground traps can locate them, and avoid or deactivate them. Base Skill: 50% detection and deactivation: 25% Underground Sense of Direction: Base Skill: 60% Judging the approximate relation/proximity to surface structures (natural and artificial); same as the dwarf. Base Skill: 50% (-20% if in an unfamiliar area.) Bonuses: +1 to save vs poison and disease.

You might also like