Tinker Gnome (Gnome)
Tinker Gnome Background
This diminutive race of tinkers and engineers is
simultaneously renowned and feared for its
mechanical genius (or lack thereof).
Associated Skills: DungeoneeringEngineering
Associated Languages: Dwarven
Gnomes almost universally have white hair, blue or violet eyes, and a nut-brown skin tone. The most prominent feature on any gnome, though, is their large and bulbous noses. Gnomes live to be well beyond 300 years in age.
Roleplaying a Tinker Gnome
When creating a tinker gnome character, here are a few points to consider.
Technological tricksters. Gnomes have the fey origin, for they were originally taken to reside in the Hidden Vale to work at the forges of the smith god Reoas the Minoi, tinker gnomes are the most technologically advanced race on Krynn and through this technology have managed to thrive in some of the most hostile environments the world has to offer.
Simple minds create simple solutions. hallmark of a simple mind, and since gnomes possess the most brilliant minds of Krynn, what naturally follows is that your inventions and solutions should be complex at the least, and anything but simple.The more moving parts an invention has, the more likely it will succeed.
Hydrodynamics. Steam power is godly power. Anything and everything accomplished by mundane means can be accomplished better via steam power.
Life Quest. Despite being seen as comical blunderers by many races, gnomes have a dedication to their friends and interests that borders on the obsessive and makes other races’ concept of loyalty pale in comparison. This obsessiveness stems from the fact that every gnome has a Life Quest, a goal that each gnome’s family has beenattempting to complete for many lifetimes. Examples of gnomish Life Quests include: Discovering the internal combustion process of a red dragon, reaching the red moon Lunitari, mapping the floating continents of Krynn, etc.
This diminutive race of tinkers and engineers is
simultaneously renowned and feared for its
mechanical genius (or lack thereof).
Dungeoneering,
Dwarven
Gnomes almost universally have white hair, blue or violet brown skin tone. The most prominent
feature on any gnome, though, is their large and bulbous noses. Gnomes live to be well beyond 300 years in age.
leplaying a Tinker Gnome
When creating a tinker gnome character, here are a few
Gnomes have the fey origin, for they were originally taken to reside in the Hidden Vale to work at the forges of the smith god Reorx. Also known
gnomes are the most technologically advanced race on Krynn and through this technology have managed to thrive in some of the most hostile
Simple minds create simple solutions. Simplicity is the hallmark of a simple mind, and since gnomes possess the most brilliant minds of Krynn, what naturally follows is that your inventions and solutions should be complex at the least, and anything but simple.The more moving parts an
has, the more likely it will succeed.
Steam power is godly power. Anything and everything accomplished by mundane means can be
Despite being seen as comical blunderers by have a dedication to their friends
and interests that borders on the obsessive and makes other races’ concept of loyalty pale in comparison. This obsessiveness stems from the fact that every gnome has a Life Quest, a goal that each gnome’s family has been attempting to complete for many lifetimes. Examples of gnomish Life Quests include: Discovering the internal combustion process of a red dragon, reaching the red moon Lunitari, mapping the floating continents of Krynn,
Faster is better. Since there is only so much time in the world, and there are so many inventions yet to be made, many gnomes talk at a rapid-fire pace that is difficult for non-gnomes to understand. Further complicating this communication is the fact that a typical gnome name takes several days to recite. Most gnomes adopt a shortened form of their name (rudely so in their opinion) when dealing with non-gnomes.
Tinker Gnome Benefits
When creating a tinker gnome character, you can pick from the following benefits.
Smart, Agile, and Tough: You are every bit as intelligent and agile as your gnome cousins, but tougher.
Benefit: Your starting ability scores are +2 Intelligence, +2 Dexterity or +2 Constitution. This benefit replaces the standard gnome ability scores.
Autognome: You have created a steamcompanion.
Benefit: You have an Autognome. Your Autognome follows the rules for animal companions except regarding communication.This benefit replaces Reactive Stealth
Guild Affiliation: All gnomes belong to a guild, and each guild specializes in one or more skills
Benefit: You gain training in any one skillbenefit replaces Master Trickster
Natural Tinkerer: You were born an engineer.
Benefit: You gain the tinker power. the autognome racial power, you gain an additional +2 to all engineering skill tests. benefit replaces Fade Away.
Tinker Gnome Weapon Proficiency:of engineering tools has yielded a practical result.
Benefit: You gain proficiency with the light war pick, and one of the following: blunderbuss pistol, blunderbuss musketThis benefit replaces Trickster’s Cunning
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there is only so much time in the world, and there are so many inventions yet to be made,
fire pace that is difficult for gnomes to understand. Further complicating this
communication is the fact that a typical gnome name kes several days to recite. Most gnomes adopt a
shortened form of their name (rudely so in their opinion)
Benefits
character, you can pick
You are every bit as intelligent and agile as your gnome cousins, but tougher.
Benefit: Your starting ability scores are +2 Intelligence, +2 Dexterity or +2 Constitution. This benefit replaces the standard gnome ability
created a steam-powered
an Autognome. Your Autognome follows the rules for animal companions except regarding communication.
Reactive Stealth.
All gnomes belong to a guild, and each ld specializes in one or more skills
training in any one skill. This Master Trickster.
You were born an engineer.
power. If you forego the autognome racial power, you gain an additional +2 to all engineering skill tests. This
Weapon Proficiency: Your constant use of engineering tools has yielded a practical result.
roficiency with the light war pick, and one of the following: blunderbuss pistol, blunderbuss musket.
Trickster’s Cunning.
Tinker Tinker Gnome
Your hastily assembled gadget of gears,
steam bursts into action.
Encounter Technology,
Standard Action Ranged 10
Prerequisite: You must make a successful engineering
test (base DC 15)
Target: Varies
Attack: Intelligence +2 (4 at 11th
level, 6 at 21
Fortitude
Hit: Varies
Special: A failed engineering test means you suffer the
effects of your tinker power. A natural 1 means you and all
creatures within a burst 1 centered on you suffer the
effects of your tinker power.
Special: This power may be used 2/encounter
tier but only once per round. This increases to
3/encounter at epic tier but still only once per round. Keywords Acid: +2 DC Cold: +1 DC Fire: +1 DC Lightning: +1 DC Action Minor action: +2 DC Ritual: -5 DC Range Ranged 15: +2 DC Ranged 20: +3 DC Close blast 3: +2 DC Close burst 1: +2 DC Area burst 1 within 10: +3 DC Targets Targets one creature: +1 DC Targets all creatures: +2 DC Targets one enemy: +2 DC Targets all enemies: +3 DC Attack Vs. Reflex: +2 DC Hit D6/tier + Intelligence modifier damage:D8/tier + Intelligence modifier damage:D10/tier + Intelligence modifier damage:D12/tier + Intelligence modifier damage:Push (Intelligence modifier) squares:Pull (Intelligence modifier) squares: +2 DCSlide (Intelligence modifier) squares:Dazed (until the end of your next turn):Ongoing 5 damage: +3 DC Stunned (save ends): +4 DC (useable 1/day)
Tinker Gnome Racial Power
Your hastily assembled gadget of gears, whistles, and
Technology, Varies
You must make a successful engineering
level, 6 at 21st level) vs.
: A failed engineering test means you suffer the
A natural 1 means you and all
creatures within a burst 1 centered on you suffer the
: This power may be used 2/encounter at paragon
tier but only once per round. This increases to
3/encounter at epic tier but still only once per round.
D6/tier + Intelligence modifier damage: +1 DC D8/tier + Intelligence modifier damage: +2 DC D10/tier + Intelligence modifier damage: +3 DC D12/tier + Intelligence modifier damage: +4 DC
(Intelligence modifier) squares: +2 DC +2 DC
Slide (Intelligence modifier) squares: +3 DC Dazed (until the end of your next turn): +3 DC
+4 DC (useable 1/day)
Effect Sustain Standard: +3 DC Sustain Minor: +5 DC
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Tinker Gnome Utility Powers
Gizmo Tinker Gnome
Your ramshackle assembly of cogs, buttons
bursts into life, so to speak.
Encounter Technology,
Minor Action Personal
Prerequisite: You must make a successful engineering
test (base DC 15)
Effect: Varies (lasts until the end of the encounter,
otherwise stated).
Special: A failed engineering test means your
power simply fails. A natural 1 means all creatures
(except for you) within a burst 1 centered on yo
the effects of your gizmo power.
Special: This power may be used 2/encounter at paragon
tier but only once per round. This increases to
3/encounter at epic tier but still only once per round. Action Immediate Interrupt action: +5 DC Effect Fly (until the end of your next turn): +3 DCSwim (until the end of your next turn)Burrow (until the end of your next turnMake a save to remove one status effect:+4 power bonus to AC: +5 DC +2 power bonus to any non-engineering skill:+4 power bonus to any non-engineering skill:
Autognome
Small natural animate (construct) HP your bloodied value AC 15; Fortitude 15; Reflex 10; Will 15(add your level to each defense) Speed 5 Immune charm, disease, fear, poison, sleep
Standard Actions
m Pick strike (weapon) • At-Will
Attack: Melee 1 (one creature); your level +5 vs. AC
Hit: 1d6 + your intelligence modifier + your Constitution modifier Level 11: 2d6 + your intelligence modifier + your Constitution modifier Level 21: 3d6 + your intelligence modifier + your Constitution modifier
r Hand crossbow strike (weapon) • At
Attack: Ranged 10 (one creature); your level +5 vs. AC
Hit: 1d6 + your Intelligence modifier + your Constitution modifier Level 11: 2d6 + your intelligence modifier + your Constitution modifier Level 21: 3d6 + your intelligence modifier + your Constitution modifier
Skills Athletics +10, Endurance +9, Perception +10
Str 20 Dex 12
Con 17 Int 2
Alignment unaligned Languages Common
Equipment coal, shovel, light war pick, hand crossbow, crossbow bolts
Tinker Gnome Utility Powers
Tinker Gnome Utility Power 2
buttons, and steam
Technology, Varies
You must make a successful engineering
til the end of the encounter, unless
: A failed engineering test means your gizmo
power simply fails. A natural 1 means all creatures
(except for you) within a burst 1 centered on you suffer
: This power may be used 2/encounter at paragon
tier but only once per round. This increases to
3/encounter at epic tier but still only once per round.
+3 DC ): +3 DC
until the end of your next turn): +3 DC Make a save to remove one status effect: +5 DC
engineering skill: +3 DC engineering skill: +7 DC
15
charm, disease, fear, poison, sleep
Initiative equal to yoursPerception equal to yours
Darkvision
Melee 1 (one creature); your level +5 vs. AC
modifier + your Constitution modifier : 2d6 + your intelligence modifier + your Constitution modifier : 3d6 + your intelligence modifier + your Constitution modifier
• At-Will
ne creature); your level +5 vs. AC
1d6 + your Intelligence modifier + your Constitution modifier : 2d6 + your intelligence modifier + your Constitution modifier : 3d6 + your intelligence modifier + your Constitution modifier
Athletics +10, Endurance +9, Perception +10
Wis 16
Cha 6
Common
coal, shovel, light war pick, hand crossbow, crossbow bolts
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equal to yours equal to yours
Darkvision