Dungeons & Dragons: Shadow of Baal

Apollyon

Previously Kross
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Multiple posts per day
  2. 1-3 posts per day
  3. One post per day
  4. 1-3 posts per week
Online Availability
9 A.M to 12 P.M - 6 P.M to 1 A.M
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Prestige
  5. Adaptable
Preferred Character Gender
  1. Male
  2. Primarily Prefer Male
Genres
Fantasy, Scifi, Modern, Magical, Horror, Romance,
Welcome to Dungeons & Dragons! (Unfinished)

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It's going to sound ironic, but you can leave your dice at home boys and girls. This roleplay will, however, operate much like a D&D game. This involves races, classes, feats, skills, alignments and everything else that is comprehensive. My system will employ many of the these facets but also many of MY own rules that I believe are very fair.

So, how do we make a character without dice rolls? How do we get our base stats? Well, I have you all covered there. The Character Races are Below and below them are the stats: STR (Strength), DEX(Dexterity) INT(Intelligence)WIS(Wisdom)CHA(Charisma). Some races will be naturally more well-endowed in some areas and others not, but I will allot a set amount of extra points to 'customize' your character. So you can have that half-Orc that does doesn't look too bad!

Races DO have favored classes which will award you extra points in your skills selection that I will give you.


Races:
Some races have "subraces" that is to say they sort of 'variations with their own set of attributes.


Human:
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(Human ethnicities: Calishite, Chondathan, Damaran, Mulan, Illuskan, Rashemi, Tethyrian)

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
[SPOILI]


  • Size: Medium
  • Favored class: Any.
  • Quick to Master: 1 extra feat at 1st level.
  • Skilled: 4 extra skill points at first level, plus 1 additional skill point at each following level.



Humans get the added bonus of "Background Traits". These re all backs to their particular domains, childhoods, etc. They are types of feat are a perk but only one may be taken even if multiple feats are allotted from a class or a race.

Feat Description
Artist: Character gains a +2 bonus on Perform and Diplomacy
Blooded: Character gains a +2 bonus on Initiative and Spot
Bullheaded:Character gains a +2 bonus to resist Taunts
Courteous Magocracy: Character gains a +2 bonus on Lore and Spellcraft
Flirt: Character gains +1 to Listen and Diplomacy , but -2 to Intimidate
Luck of Heroes: Character gains a +1 to all kill maneuvers done to him/ her by an NPC in fights. Aso grants 1 free counter-attack.




Mind over Body:Character uses Int modifier instead of Con for bonus hit points at level 1, and any metamagic or spellcasting feat grants +1 hit points.
Silver Palm: Character gains a +2 bonus on Appraise, Bluff, and Diplomacy
Snake Blood: Character gains a bonus against poisons. Negligent for characters who have immunity to poisons, or already have a bonus against poisons.
Spellcasting Prodigy: Character treats primary spellcasting ability score as 2 points higher than usual, effectively having +1 to modifier.
Strong Soul: Character gains a +1 against Death magic
Thug: Character gains a +2 bonus on Appraise, Initiative, and Intimidate checks


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Elf:

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(From left to right: Drow, Wild Elf, Sun Elf Wood Welf, Moon Elf)

Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.

[SPOILI]
Drow
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  • [*=1|left] Descended from the original dark-skinned elven subrace called the Illythiiri, the Drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the Drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They tend to be smaller and slimmer than most elves.

    [*=1|left]Ability Adjusment: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution

    [*=1|left]Level adjustment: +2 Drow are more powerful and gain levels more slowly than other races. It will take more experience for a Drow to reach level 2 than it would for normal races, for example.

    [*=1|left]Size: Medium
    [*=1|left]Favored class: Wizard
    [*=1|left]Hardiness vs. Enchantments: bonus against enchantment spells or effects.
    [*=1|left]Immunity to Sleep: Immunity to sleep and magic sleep effects.


    [*=1|left]Darkvision: Drow can see in the dark up to 120 feet. This replaces the low-light vision ability most elves receive.


    [*=1|left]Spell Resistant: Spell resistance of 11 + character level.


    [*=1|left]Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.

  • Keen Sense: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.


    [*=left] Skill Affinity (Listen): +2 to Listen


    [*=left]Skill Affinity (Search): +2 to Search


    [*=left] Skill Affinity (Spot): +2 racial bonus to Spot
    [*=left]Light Blindness: Drow suffer -1 circumstance penalty to attack rolls, saves, and skill checks when outside. This is improperly applied whenever the Drow character is outdoors, even during night time.
    [*=left]Spell-Like Abilities:


  1. [*=left]1/day - Darkness as sorcerer of equal level.

    [*=left]1/day - Light (spell) as sorcerer of equal level.
    [*=left]1/day - See invisibility as sorcerer of equal level.
Sun Elves
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  • Hail from Evermeet where non-elves are not allowed, and therefore are less common in Faerun than moon elves. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races. Most sun elves lead a life of study and contemplation, which serves to sharpen their minds, but leaves their bodies soft.
  • Ability Adjustment
  • +2 Intelligence, -2 Constitution.
  • Size: Medium
Favored class: Wizard.

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf that merely passes within 5 feet of a secret or concealed door is capable of spotting it.
  • Skill Affinity (Listen): +2 to Listen
  • Skill Affinity (Search): +2 to Search
  • Skill Affinity (Spot): +2 to Spot

Wild Elves
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Were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning. Wild elves are stocky and strongly built for elves. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.

  • Ability Adjustment:


  • +2 Dexterity, -2 Intelligence
  • Favored Class: Sorcerer


  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf that merely passes within 5 feet of a secret or concealed door is capable of spotting it.
  • Skill Affinity (Listen): +2 to Listen
  • Skill Affinity (Search): +2 to Search
  • Skill Affinity (Spot): +2 to Spot



Wood Elves
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Wood Elves are reclusive and solitary although not as withdrawn from society as the nearly feral wild elves, so it is rare, but not unheard of, to see wood elves venture from their homes in the High Forest. Wood elves are uncommonly strong for elves, but also smaller and less intuitive than most elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.

  • Ability Adjustment
+2 Strength, +2 Dexterity, -2 Constitution -2 Intelligence.
Size: Medium
Favored class: Ranger. A multiclass elf's ranger class does not count when determining whether she takes an XP penalty for multiclassing.

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf who merely passes within 5 feet of a secret or concealed door is capable of spotting it.
  • Skill Affinity (Listen): +2 racial bonus to Listen
  • Skill Affinity (Search): +2 racial bonus to Search
  • Skill Affinity (Spot): +2 racial bonus to Spot
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Dwarf:

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(From left to right: Grey Dwarf, Shield Dwarf, Gold Dwarf)

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.

[SPOILI]Gold Dwarf
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The gold dwarves maintained their great kingdom in the Great Rift and managed to survive terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of the region. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.

Ability Adjustment

+2 Constitution, -2 Dexterity



  • [*=left]Favored class: Fighter.


    [*=left]Darkvision: Dwarves can see in the dark up to 60 feet.

    [*=left]Stonecunning: +2 bonus when searching inside.
    [*=left]Skill Affinity (Lore): +2 bonus to Lore checks.
    [*=left]Skill Affinity (Appraisal/ Craft of stone or metal objects) +2
    [*=left]Weapon Proficiency: Dwarves are proficient in using dwarven waraxes.

    [*=left]Hardiness vs. Poisons: +2 racial bonus against poison.
    [*=left]Hardiness vs. Spells: +2 racial bonus against spells and spell-like effects.
    [*=left]Battle Training vs. Aberrations: +1 racial bonus against aberrations.

    [*=left]Battle Training vs. Giants: +4 dodge bonus against monsters of the giant type (such as ogres, trolls, and hill giants).

Gray Dwarves
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Long ago, mind flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the Duergar (or gray dwarves) rose up against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers. The gray dwarves are an evil and bitter race, but retain the superior skill and workmanship of dwarvenkind. They have found themselves a niche in the Underdark, creating armor and weapons to trade with the warring races of that realm.

Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin.


Ability Adjustment

+2 Constitution, -4 Charisma



  • [*=left]Level adjustment: +1. Duergar are more powerful and gain levels more slowly than other races. It will take more experience for a duergar to reach level 2 than it would for normal races, for example.


    [*=left]Size: Medium
    [*=left]Favored class: Fighter. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.

    [*=left]Darkvision: Gray dwarves can see in the dark up to 120 feet.

    [*=left]Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks when inside.

    [*=left]Weapon Proficiency: Dwarves are proficient in using dwarven waraxes.

    [*=left]Immunity to Poison: Immunity to all poisons.

    [*=left]Immunity to Phantasms: Immune to the spells phantasmal killer and weird.

    [*=left]Immunity to Paralysis: Duergar cannot be paralyzed.

    [*=left]Hardiness vs. Spells: +2 racial bonus against spells and spell-like effects.

    [*=left]Battle Training vs. Orcs and Goblinoids: +1 racial bonus against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
    [*=left]Battle Training vs. Giants: +4 dodge bonus against monsters of the giant type (such as ogres, trolls, and hill giants).
    [*=left]Greater Skill Affinity (Move Silently): +4 racial bonus to move silently.

    [*=left]Partial Skill Affinity (Listen): +1 racial bonus on listen checks.

    [*=left]Partial Skill Affinity (Spot): +1 racial bonus on spot checks.
    [*=left]Spell-like abilities:
    [*=left]1/day - enlarge person as a wizard twice the gray dwarf's level (minimum 3rd level).

    [*=left]1/day - invisibility as a wizard twice the gray dwarf's level (minimum 3rd level).
    [*=left]Light Sensitivity: -2 circumstance penalty to attack when within bright sunlight. This penalty is always present when travelling outdoors(day or night) making Daylight Adaptation a useful feat to grab.


Shield Dwarves
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Shield dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.


The dwarven kingdoms of long ago became locked in eternal wars with goblin-kind and other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark. The clans that survived these battles are the shield dwarves, and they are the most common type of dwarf seen throughout the Realms.


Shield dwarf features do not differ from standard dwarf features.

Ability Adjustment



+2 Constitution, -2 Charisma



  • [*=left]Size: Medium


    [*=left]Favored class: Fighter.
    [*=left]Darkvision: Dwarves can see in the dark up to 60 feet.


    [*=left] Stonecunning: This ability grants a dwarf a +2 racial bonuswhen searching inside.
    [*=left] Skill Affinity (Lore): +2 bonus to Lore.

    [*=left] Weapon Proficiency: Dwarves are proficient in using dwarven waraxes.
    [*=left] Hardiness vs. Poisons: +2 racial against poison.
    [*=left] Hardiness vs. Spells: +2 racial bonus against spells and spell-like effects.
    [*=left] Battle Training vs. Orcs and Goblinoids: +1 racial bonus against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
    [*=left] Battle Training vs. Giants: +4 dodge bonus against monsters of the giant type (such as ogres, trolls, and hill giants).
[/SPOILI]

Halfling

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(From left to right: ghostwise halfling (on boar), strongheart halfling, lightfoot halfling)

Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or mustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.[SPOILI]


Strongheart Halfling
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Halflings are clever, capable, and resourceful survivors. While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They are built to last, and fiercely defend their homelands against threats from which their lightfoot kin would simply flee. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.


Ability Adjustments

+2 Dexterity, -2 Strength


Size: Small. As a Small creature, a +1 size bonus on attack, and a +4 size bonus on Hide, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.



Favored class: Rogue. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.


  • Skill Affinity (Move Silently): +2 racial bonus on moving silently.
  • Fearless: +2 morale bonus on saving throws against fear
  • Good Aim: +1 racial bonus on attacks with thrown weapons and slings.
  • Skill Affinity (Listen): +2 racial bonus on listen checks.
  • Quick to Master: Strongheart halflings gain an extra feat at 1st level.


Lightfoot Halfling

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Lightfoot halflings are the most common type of halflings seen in the world, in large part due to their famous wanderlust, which sets them apart from the relatively sedentary Ghostwise and Strongheart halflings. Lightfoots are most comfortable living alongside other cultures, even adopting their cultural practices, right down to their deities.

A typical lightfoot halfling stands around four feet tall and weighs around 80 pounds. Their skin colors range from light pink to slightly reddish or bronze, and their hair color is typically auburn, brown or black. Males usually wear their hair short on the sides, often with a mullet or bowl cut. Facial hair among males is rare except for extremely old halflings. Females rarely allow their hair to grow beyond shoulder length. When not adventuring or entertaining others, halflings prefer simple, well-made clothes that are comfortable to wear yet look attractive.

Ability Adjustent
s
+2 Dexterity, - 2 Strength


  • Skill Affinity (Move Silently): +2 racial bonus on move silently checks.
  • Fearless: +2 morale bonus on saving throws against fear (this bonus stacks with the halfling's +1 bonus on saving throws in general).
  • Good Aim: +1 racial bonus on attack rolls with thrown weapons and slings.
  • Skill Affinity (Listen): +2 racial bonus on listen checks.
  • + 2 To Climbing and jumping skills.
[/SPOILI]

Gnome:
[SPOILI]
[/SPOILI]
[SPOILI]
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Gnomes, or the Forgotten Folk as they are sometimes known,are small fey humanoids known for their eccentric sense of humor, inquisitiveness and engineering prowess.Having had few overt influences on the world's history but many small and unseen ones,gnomes are often overlooked by the powers that be despite their craftiness and affinity for illusion magic.

Gnomes are very small compared to most other races and, with an average height ranging between 3'4" and 3'8" and a comparable weight range of 50 to 75 lbs gnomes are smaller even than halflings. However, while halflings are commonly said to resemble short humans, gnomes are more comparable with Tel-quessir, with whom they share pointed ears and high cheekbones, or even dwarves, who they are compared to due to their tendency to grow beards and live underground. Many gnomes have a more feral appearance than either, however, with hair that often sprouts from their heads in odd directions.

The skin of gnomes runs in hue from reddish tans to earthy browns or even shades of gray, with exact hue somewhat dependent upon the ethnic origin of a gnome. Similarly, gnomish hair varies wildly in color from blond and brown to more exotic colors like white, orange, or even green. Gnomish eyes are often, particularly in individuals who are native to the Feywild, glittering black or blue although more natural eye colors are also known to the race.

Gnomes are very long-lived, often living as long as Tel-quessir, which means living over three centuries is not uncommonly rare and five centuries is not unheard of. Generally, gnome are considered to reach maturity at forty years of age. However, unlike elves or eladrin, gnomes show a greater degree of aging as they grow older and once a gnome has passed his or her first century, their hair begins to gray, if it was not already white, and their skin begins to wrinkle as in humans or dwarves. However, even the oldest gnome retains a vitality that would be extraordinarily unusual amongst many of the younger races.


Rock Gnome:
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Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiousityand a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering. Gnomes adore animals, gems, and jokes, especially pranks. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.
Favored class: Bard.

Ability Adjustments



+2 Constitution, -2 Strength.



  • Size: Small. As a Small creature, a gnome gains a bonus on Hiding skills a bonus on sneak attacks, but he uses smaller weapons than humans use this means he can't even lift Medium classed weapons, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Low-light vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Hardiness vs. Illusions: +2 racial bonus against illusions.
  • Spell Affinity (Illusion): Add +1 to the difficulty class for all against illusion spells cast by gnomes. This adjustment stacks with those from similar effects such as the spell focusfeat.
  • Battle Training vs. Goblinoids: +1 racial bonus when attacking against goblinoids (including goblins, hobgoblins, and bugbears).
  • Battle Training vs. Reptilians: +1 racial bonus on attack against reptilians (including kobolds and lizardfolk).
  • Battle Training vs. Giants: +4 dodge bonus against monsters of the giant type (such as ogres, trolls, and hill giants).
  • Skill Affinity (Listen): +2 racial bonus on listen skill.
  • Skill Affinity (Craft Alchemy): +2 racial bonus on craft alchemy skill.

Deep Gnome:

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(Deep Gnome underneath, Rock Gnome above.)

Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. The deep gnomes may be the world's stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention.

Deep gnomes, called svirfneblin in their own language, are a gnome subrace that live in the Underdark. While their surface cousins are known for their boundless optimism and cheerful mischief, the svirfneblin are serious and suspicious creatures. They survive in the Underdark by maintaining wariness of others and working hard to keep their underground society secret.

Deep gnomes are wiry and lean with a body as hard as a slab of rock. Males are completely bald and beardless, while the females sport hair. Ranging from 3' to 3'6" (107 cm) in height and weighing between 40 and 45 lbs (20.4 kg), the deep gnomes are small enough to give them a size advantage when battling larger opponents. Deep gnome complexions are sometimes described as "gnarled" and, like drow and duergar, are commonly dark in hue, with most deep gnomes demonstrating brown or gray skin, with dark gray eyes, as well as gray hair if female. Deep gnomes do not live quite as long as their kin, with a life expectancy just under two centuries. Due to this and a number of cultural affectations, deep gnome children are considered adults at roughly twenty years of age.

Ability adjustment


-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma


Level adjustment: +3. Deep gnomes are more powerful and gain levels more slowly than other races. It will take much more experience for a deep gnome to reach level 2 than it would for normal races, for example.
Size: Small. As a Small creature, a gnome gains a bonus on Hiding skills a bonus on sneak attacks, but he uses smaller weapons than humans use this means he can't even lift Medium classed weapons, and his lifting and carrying limits are three-quarters of those of a Medium character.



Favored class: Rogue.
[/SPOILI]
PlanetTouched:

Half-Orc:

Grey Orc:



Yuan-Ti Pureblood: