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GNOMISH PILGRIM
Prime Requisite: CON and WIS
Requirements: CON 9, INT 9
Hit Dice: 1d6
Maximum Level: 12
Gnomes are the product of dwarven and elven crossbreeding in the distant past.
Dwarves treat gnomes as welcome relatives. Elves see gnomes as something of an
embarrassment, a relationship only worsened by constant gnomish attempts to impress
their aristocratic cousins.
They advance in attack throws and saving throws by two points every four levels of
experience (i.e. the same progression as clerics). At first level, pilgrims hit an
unarmored foe (AC 0) with an attack throw of 10+. They may fight with staves,
clubs, flails, maces, war hammers, crossbows and arbalests. They may fight with a
weapon and shield, but may not fight with a weapon in each hand or use a weapon
two-handed. They may wear any armor. They can use any magical items permitted to
clerics.
A gnomish pilgrim may turn undead like a cleric. Starting at 2nd level, they may
cast divine spells. Pilgrims follow the same spell progression as clerics and use
the same rules for learning and casting spells. However, a pilgrim's spell list is
slightly different than a cleric�s. Like clerics, pilgrims must uphold the
doctrines of their faith and god, and suffer penalties if they violate them.
Because of their familiarity with alchemy, gnomes may make a proficiency throw of
11+ to determine the magical properties of a potion or oil on taste. Starting at
5th level, the gnome may brew potions as if mages of their class level.
Like all gnomes, they will speak the tongues of Dwarves, Elves, Goblins, and
Kobolds.
The gnomish tendency to underground life has granted them extended infravision to
90'.
A lifetime spent in the company of illusionists leaves gnomes hard to fool. Gnomes
receive a +4 bonus on saving throws to disbelieve magical illusions.
A gnomish pilgrim has the ability to cast faerie fire and ventriloquism once per
hour. In addition, they have the ability to speak with animals at will.
A gnomish pilgrim who achieves enough fame and fortune from his adventures may
build a gnomish vault when he reaches 9th level (Gnomish Patriarch). Gnomes usually
live in clans, so gnomes of the character�s clan will be the first to live under
his roof, but gnomes from other clans will also come and live nearby to be ruled by
the character. A total of 3d6x10 1st level NPCs of the same race will move in to
help maintain and defend the vault at no cost to the character. A gnomish pilgrim
is expected to employ only soldiers of gnomish descent, but may hire members of
other races for other tasks.
Spell Progression
Experience Title Level Hit Dice 1 2 3 4 5
0 Gnomish Catechist 1 1d6 - - - - -
1,950 Gnomish Acolyte 2 2d6 1 - - -
-
3,900 Gnomish Priest 3 3d6 2 - - -
-
7,800 Gnomish Curate 4 4d6 2 1 - -
-
15,600 Gnomish Vicar 5 5d6 2 2 -
- -
31,200 Gnomish Rector 6 6d6 2 2 1
1 -
60,000 Gnomish Prelate 7 7d6 2 2 2
1 1
120,000 Gnomish Bishop 8 8d6 3 3 2
2 1
220,000 Gnomish Patriarch 9 9d6 3 3 3 2
2
320,000 Gnomish Patriarch, 10th lvl 10 9d6+1* 4 4
3 3 2
420,000 Gnomish Patriarch, 11th lvl 11 9d6+2* 4 4
4 3 3
520,000 Gnomish Patriarch, 12th lvl 12 9d6+3* 5 5
4 4 3