Attack Dice | 2 |
---|---|
Defend Dice | 4 |
Body Points | 6 |
Mind Points | 3 |
Feat of Strength | 8 |
Feat of Dexterity | 15 |
Starting Armor | Natural Evade |
Starting Weapons | Dagger |
Coup De Grace: Your instinct for killing has made you highly efficient. If you strike an opponent and do enough damage to bring them down to one Body Point, you may declare a coup de grace and finish them off instantly without rolling any dice. Your opponent has no defense.
Skullduggery: Your knowledge of poisons allows you to gain the upper hand in combat. Once per scenario you may declare your weapon as being poisonous. For the next 3 turns, any creature hurt by your weapon will continue to lose 1 Body Point per round until death. There is no antidote.
Attack Dice | 1 |
---|---|
Defend Dice | 4 |
Body Points | 7 |
Mind Points | 2 |
Feat of Strength | 9 |
Feat of Dexterity | 14 |
Starting Armor | Natural Evade |
Starting Weapons | Dagger |
Light Footed: Due to the small size of the Gnome, you may pass over unsprung floor traps without setting them off by rolling one combat die each time he steps on one. On a roll of anything but a black shield, you do not set off the trap and may continue your turn as normal.
Tenacious:*(2) Typical of your race, you show a great deal of tenacity in the face of terrible odds. If you suffer body hits from a trap or attack which lower your Body Points to zero,
once per game you may reset them to one.
Attack Dice | 1 |
---|---|
Defend Dice | 3 |
Body Points | 6 |
Mind Points | 4 |
Feat of Strength | 7 |
Feat of Dexterity | 10 |
Starting Armor | Natural Evade |
Starting Weapons | Dagger |
Wild Magic: The Mystic has the ability to cast 28 Manna Points of Magic (or [1D4 x 10], whichever is higher) from either the
Faerie Spells or the Elemental
Spells. The nature of magic in Gnomes is unstable, often manifesting itself in massive surges of wild power. Each time you cast a spell, roll 2D6: 1-3 = No effect; 4-6: = Surge--spell is cast at 1/2 the cost of Manna; 7-9 = PowerSurge--Spell is cast at no cost of Manna; 10-12 = Wild Surge--Spell is cast at no cost in Manna, and its effects are doubled.
Light Footed: Due to the small size of the Gnome, you may pass over unsprung floor traps without setting them off by rolling one combat die each time he steps on one. On a roll of anything but a black shield, you don't set off the trap and may continue your turn as normal.
Attack Dice | 2 |
---|---|
Defend Dice | 5 |
Body Points | 7 |
Mind Points | 3 |
Feat of Strength | 10 |
Feat of Dexterity | 14 |
Starting Armor | NONE |
Starting Weapons | Shortsword
& Dagger |
Weapon Mastery: You fight with two weapons, using your primary to attack and your secondary to parry. You also have the option to attack twice instead of parrying, however, when you do this, you lose an equal number of combat die in defense.
Light Footed: Due to the small size of the Gnome, you may pass over unsprung floor traps without setting them off by rolling one combat die each time he steps on one. On a roll of anything but a black shield, you don't set off the trap and may continue your turn as normal.
Attack Dice | 2 |
---|---|
Defend Dice | 4 |
Body Points | 8 |
Mind Points | 3 |
Feat of Strength | 9 |
Feat of Dexterity | 14 |
Starting Armor | NONE |
Starting Weapons | Boomerang |
Sharp Eyes: Your remarkable training and vision allow you to see any traps within 5 spaces (Line of Sight) of you when you end your move. You do not detect traps when moving, or in mid move.
Tenacious:*(2) Typical of your race, you show a great deal of tenacity in the face of terrible odds. If you suffer body hits from a trap or attack which lower your Body Points to zero, once per game you may reset them to one.
Attack Dice | 2 |
---|---|
Defend Dice | 4 |
Body Points | 7 |
Mind Points | 3 |
Feat of Strength | 9 |
Feat of Dexterity | 15 |
Starting Armor | NONE |
Starting Weapons | Dagger |
Sneaky: Your profession requires that you be quick and silent. The benefit is that you can sneak past spaces with monsters. By rolling anything but a black shield per each monster, you may ignor monsters in your path.
Backstab: the Thief may attempt to sneak up an enemy and perform a backstab. To do so, you must roll one combat die. If you are sneaking from behind or the side, you must NOT roll a black shield. If you're sneaking from the front side of the enemy, he must roll a skull. If you successfully sneak up to an enemy and attack, the enemy may not defend.
*(1) I see the assassin as a hired hit man who will work for whoever has the best price. Not really evil, not really good, so I made him neutral. I also merged this character with my Gnome. Also, I created a new category for these characters. A "Light Proficiency" character can use anything a Non-Proficiency can use, plus the following: Claws, Shortswords, & Hatchets.
*(2) "Tenacious", from Mr. Frazer's Dwarf.
*(3) The Gnome Rogue is a combination of my Gnome and the Mercenary character on Karnov's page. Also, I created a new category for these characters. A "Light Proficiency" character can use anything a Non-Proficiency can use, plus the following: Claws, Shortswords, & Hatchets.
*(4) This is a combination of J.D. Frazer's Scout and my Gnome.
*(5) I've altered this character several times now. He bears almost as little resemblance to J.D.'s Thief as he does my Gnome. I've also altered the "Backstab" ability on the Gnome Thief. See the Human Thief for clarification.
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