Deep Gnome - networkingguru/incursion-roguelike GitHub Wiki
Str:-2 Dex:+2 Con:-- Int:-- Wis:+2 Cha:-4 Luc:--
Favoured Classes: Priest, Rogue
Experimental: Deep Gnomes are not a Core Incursion race.
Deep gnomes have been altered somewhat by having lived so long in the depths of the Underdark. They have no affinity for illusions, and they were not around to receive Essiah's blessing, but they have highly diverse innate spell-like abilities, and like many Underdark creatures are also highly resistant to magic.
Unlike their surface brothers, Deep Gnomes eschew tinkering with magical devices and arcane spells in favour of a more traditional approach based on stealth and faith. Deep Gnomes are typically quite devout but usually feel no particular allegiance to Essiah.
Deep Gnomes are a Gnomish subrace, and share all Gnomish traits, except as noted below.
DEEP GNOME RACIAL SKILLS
In addition to Craft, Handle Device and Mining, Deep Gnomes are adept at Listen and Hide. However, the lack a racial talent for Alchmey or Using Magical Devices.
DEEP GNOME RACIAL TRAITS
* Racial Attributes -- Deep Gnomes are not as clever, innovative or soulful as their surface brothers. They are smaller, weaker, quicker and decidedly less forceful of personality.
* Magic Resistance -- Deep Gnomes have an inherent 55% resistance to magic and gain an additional 5% per level. They also have a natural +2 bonus to all saving throws.
* Racially Skilled -- Deep Gnomes gain a +2 racial bonus to Craft and Listen checks.
* Hiding -- Deep Gnomes also gain a +4 racial bonus to Hide checks. This bonus stacks with the Hide bonus they receive for their small size. In addition, Deep Gnome bodies have an innate nondetection that prevents them from being detected by scent, tremorsense, blindsight, telepathy, or magical detection.
* Darkvision -- Like many who live far underground, Deep Gnomes have excellent darkvision and are able to see 120 feet (12 squares) in the dark.
* Magical Abilities -- All Deep Gnomes possess powerful and varied innate magical abilities. They can cast blur and camouflage at 1st level, cause blindness and passwall upon reaching 3rd, stone tell at 5th and confusion at 7th.
* Goblinoid Slayer -- In addition to wars against kobolds, Deep Gnomes have a natural hatred for goblins, orcs and their ilk.
* Racial Weapons -- Deep Gnomes are lack their cousins' affinity for gadgets. They are not particularlly adept at reloading crossbows and have not made extensive use of the mercurial broadsword. Deep Gnomes spend enough time mining that they can use the pickaxe as a weapon in a pinch, provided that they are already proficient with the Axes weapon group. In addition, Deep Gnomes are expert at dodging, and gain a +4 natural bonus to their defense class.
* Illusioncraft -- Deep Gnomes have no particular ties to illusion and phantasm.
* Arcane Trickery -- Deep Gnomes lack this ability and tend to prefer prayer to sorcery.
* Burrow Kinship -- Deep Gnomes dwell too far under the surface to be concerned with foxes and badgers. They lack this ability.
* Freedom of Movement -- Deep Gnomes were not present to receive Essiah's blessing and lack this boon. Given the many paralyzing horrors of the Underdark, almost every Deep Gnome family has felt the lack of this ability in very visceral terms. Many end up resenting Essiah because of this.
* Scent -- Deep Gnomes lack the highly-developed sense of smell present in their surface cousins.
* Starting Equipment -- Gnomes start with a gnomish backpack, food rations, and a pickaxe.