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Chapter 4: Gnome Character Kits

The kits introduced in this chapter allow players to define their characters with more detail and precision than are determined simply by race and character class. The gnome kits provide a selection of specialized PCs and NPCs, each designed for a specific character class or multi-class combination. Each kit has its own strengths and weaknesses, and each is tailored to illustrate some important aspect of gnomish life.

The kits are purely optional--no gnome must use one. They can be incorporated into characters already existing in the campaign, as long as the PC's background makes sense given the nature of the kit. Once a character has been assigned a kit, that selection remains for the life of the character.

These kits are specifically designed for gnomes and should not be employed by characters of other races. Gnomish characters who don't wish to use a kit from this book can select a kit from another handbook that is applicable to their character class: The Complete Fighter's Handbook, The Complete Thief's Handbook, The Complete Priest's Handbook, The Complete Wizard's Handbook, and The Complete Bard's Handbook all have kits that are available to gnomish characters of the appropriate class.

Gnomes can become clerics of up to 9th level, fighters of up to 11th level, thieves of up to 13th level, and illusionists of up to 15th level; exceptionally talented gnomes (those with high scores in their prime requisites) can exceed these maximums by up to 4 additional levels. Multi-class combinations are also allowed between any two classes available to gnomes, with illusionist/thief being a favorite. Priests are not terribly common among gnomes--the Svirfneblin have the most, Tinker Gnomes none at all--and multi-classed combinations including them are the rarest of all gnome character classes (and hence have no kits devoted to them).

Players and DMs may cooperate in the creation of original kits, as long as care is taken to balance the advantages and disadvantages with those presented here.

Structure of the Kits

Each kit begins with a general description of that character type, along with any background and ability score requirements that are necessary to qualify for the kit. Further information on the kits is broken down into these categories:

Role: The specific functions of this character type within gnomish society.

Secondary Skills: In campaigns using the secondary skills rules from the AD&D® 2nd Edition game, a character might be required to take a specific secondary skill.

Weapon Proficiencies: The character must take the proficiencies listed. Unless it is specifically stated otherwise, these required proficiencies do not increase the number of slots the character has available.

Bonus Nonweapon Proficiencies: A gnomish character using a kit gains these proficiencies for free--he or she is not required to spend a slot for any of them.

Recommended Nonweapon Proficiencies: These proficiencies are not required of the character, but they do match up well with the kit. They require a normal nonweapon proficiency slot(s) to be used for each one.

Thieving Skill Emphasis (thief, thief/illusionist, and thief/fighter classes only; there are no thief/priest kits): The AD&D® 2nd Edition rules allow considerable flexibility in a thief character's selection of thieving abilities. Characters wishing become Stalkers or Mouseburglars usually choose to specialize in stealth-related skills such as Move Silently and Hide in Shadows. A gnomish thief who needs to survive on city streets might prefer to focus on Pick Pockets and Open Locks. Each kit comes with suggested areas of skill concentration for that character type. These are not mandatory, nor do they grant any special bonuses or confer any penalties.

Equipment: Any special equipment needs of the character are listed.

Special Benefits: These are things a character can do, or perhaps protections he or she gains, because of the kit.

Special Hindrances: These are requirements or limitations placed upon the character by the kit.

Fighter Kits

Breachgnome

This burly gnome takes a "heads up and face front" view to battle. Armed to the teeth and armored to the eyeballs, he or she hoists weapon, fully prepared to stand toe-to-toe with any attacker menacing home or ally. In some senses, this is the gnomish equivalent of the knight, mixed with a stubbornness and tenacity suggestive of the most determined dwarven heroes.

A Breachgnome devotes all his or her life to the fighter's art, from wrestling as a child to mastering an assortment of weapons as the character grows to adulthood. Often he or she will be taught by fighters of other races (human and dwarf, in particular) as well as accepting the tutelage of a gnomish master.

The Breachgnome must have a Strength of at least 16.

Role: This character is the one who steps out of the crowd of gnomes to confront the bullying ogre. Breachgnomes excel in defensive fighting; if his or her warren is invaded by enemies, the Breachgnome will stand in a corridor and hold the creatures at bay until the rest of the villagers can escape. Only after all have fled will the valiant defender (possibly) begin to think about his or her own safety.

The classic Breachgnome is an epic figure in gnomish battle lore. The tale of Maddi Gaddlroot is typical: Maddi supposedly held off a whole army of ogres for an entire day, standing before a cave mouth between two trees, where only one of the enemy could get at her at a time. Behind her, her city of a thousand gnomes stood threatened, and during the course of that day the young and infirm (together with most of the treasure) were hustled through narrow tunnels into the depths of the earth.

Only after she had slain dozens of the brutes did Maddi fall before the superior might of her attackers. Then the ogres lunged into the lair, only to be met by a clever network of ambushes and illusionary traps--defenses which the Breachgnome's heroic sacrifice had given her fellow gnomes time to create. In the end, the attack was defeated, the city saved, and the hero elevated to legendary status among her people. Interestingly enough, virtually every gnome settlement considers itself to be the one Maddi Gaddlroot died defending and will often point out to visitors the site of her last stand!

Secondary Skills: The Armorer or Weaponsmith secondary skills are useful to the Breachgnome.

Weapon Proficiencies: The Breachgnome must have a proficiency in the use of the short sword and either the hammer or axe.

Bonus Nonweapon Proficiencies: None

Recommended Nonweapon Proficiencies: The Breachgnome should consider the Armorer, Weaponsmith, Endurance, and Blacksmithing proficiencies.

Equipment: The Breachgnome will typically carry at least two melee weapons, a shield, metal armor, and some type of missile weapon (crossbow and sling being preferred).

Special Benefits: Because of their short size and gusty determination, all Breachgnomes gain bonuses to their Armor Class when they can fight in a position with one or both flanks protected by solid objects such as trees, walls, or support beams. If the gnome has such an object within 3' of either side, he or she receives a -1 bonus to AC; if both sides are protected, the bonus is -2. Assume the gnome is 2' wide to determine if both sides are protected--i.e., the Breachgnome can gain the double bonus when standing between walls no more than 8' apart. This bonus is cumulative with any applicable size and Dexterity bonuses.

Because of their single-mindedness in weapon training, Breachgnomes gain weapon proficiency slots at the rate of one every two levels (with the first extra proficiency slot becoming available at third level).

Special Hindrances: When faced with a battle that he or she might be able to win--but companions or common sense that urge a withdrawal--the Breachgnome must make a Wisdom check. He or she can repeat the check every round, but the character cannot retreat until it succeeds.

Goblinsticker

These gnomes are considered eccentric, if not downright mad, by their more normal kin--Goblinstickers actually seem to enjoy battle and will go so far as to seek out enemies for the purpose of wiping them out. The two most common foes of the Goblinsticker are, naturally, goblins and kobolds.

Often a Goblinsticker is propelled by some dark event or tragedy in his or her past--a wrong which cannot be righted but which he or she feels compelled to try and atone for or avenge for the rest of his or her days. A Goblinsticker is especially effective at fighting the particular foe which caused this tragedy (often, but not always, goblins), often forgoing treasure and other incentives to pursue his or her revenge. "Goblinsticker" is a generic term for this kit; there are also koboldstickers, skeletonstickers, ogrestickers, et cetera, who differ only in the focus of their animosity.

A character must have a Strength or Constitution score of at least 15 in order to choose this kit.

Role: Because they are virtually fearless, these characters form the shock troops of any gnomish assault against their chosen enemy. They are likely to choose a life of adventure, one that will put them on a collision course with their hated foe.

Teams of Goblinstickers have been known to work together, for adventure or pay. In areas of monster infestation, Goblinstickers can frequently find employment as "exterminators"--especially in cases where the monsters are small, such as goblins or kobold, and live in dens where the size of human attackers would prove a drawback.

Secondary Skills: The Weaponsmith and Armorer are appropriate secondary skills for this character.

Weapon Proficiencies: The Goblinsticker must have a missile weapon proficiency and two melee weapon proficiencies.

Bonus Nonweapon Proficiencies: The Goblinsticker gains no bonus proficiencies.

Recommended Nonweapon Proficiencies: This character will find the Rope Use, Direction Sense, Blindfighting, Armorer, and Weaponsmith proficiencies useful.

Equipment: Together with his or her weapons and armor, the Goblinsticker traditionally carries the tools of the dungeon-crawler--i.e., ropes, hammer and spikes, oil, and several days' rations.

Special Benefits: At first level the Goblinsticker character must declare the hated foe of his or her life. When engaged in battle against this type of creature, the character receives a +1 bonus on all rolls to hit and to determine damage inflicted. This bonus applies to both melee and missile weapons and is cumulative with other gnome benefits, including the Rock Gnome's standard +1 attack bonus versus goblins and kobolds.

Special Hindrances: When confronted with an opportunity to attack or continue to fight his or her hated foe, the Goblinsticker must make a successful Wisdom check or be unable to decline the battle. The check can, however, be modified or ignored based on circumstances. For example, no Goblinsticker will break cover and blow an ambush to tromp on the first goblin to appear when he or she knows that a little patience will mean the chance to bop a lot more of them.

Thief Kits

Mouseburglar

These stealthy characters are consummate spies and sneak thieves who in some ways behave more like halflings than the average gnome thief. Striving to be as quiet as mice, they infiltrate lairs, mansions, or enemy camps. They rely upon secrecy, disguise, and silence in order to conceal their presence. Preferring very much to flee rather than fight, they consider a truly successful mission one which is concluded before the victim even learns that the gnome has been there.

A Mouseburglar must have both Dexterity and Intelligence scores of 13 or better.

Role: Mouseburglars, like other gnomish thieves, rarely prey upon victims of their same race. They will be much more inclined to look for targets among the settlements of clan enemies, especially humanoids, or in anonymous settings like large cities.

In addition to their larcenous activities, Mouseburglars also serve as scouts and spies, should there be a need for such reconnoissance. Their emphasis on stealth and concealment--together with their generally high Intelligence--makes them excellent eavesdroppers. Many a gnomish military campaign has been laid over the carefully gathered reports of a Mouseburglar.

These characters also find great application as adventurers, lending a lot of advantage to a party of mixed races and classes. Their small size coupled with their skills (and the fact that most have infravision) allow them to get into places that larger thieves can't.

Secondary Skills: Any secondary skill can be appropriate to this kit.

Weapon Proficiencies: The Mouseburglar always chooses to specialize in weapons that can be wielded silently, preferring the sling or bow over the crossbow and the dagger or short sword over the hammer and axe.

Bonus Nonweapon Proficiencies: Mouseburglars receive either Disguise or Rope Use as a bonus nonweapon proficiency.

Recommended Nonweapon Proficiencies: This character can benefit by knowing additional languages (very important for one who intends to spy or eavesdrop!), as well as Forgery, Reading Lips, and Tightrope Walking.

Thief Skill Emphasis: The Mouseburglar is likely to find the Move Silently, Hide in Shadows, and Open Locks skills to be particularly useful. At first level he or she must divide the 60 discretionary points between these three abilities.

Equipment: The Mouseburglar will be sure to maintain a complete set of lockpicks. He or she prefers to wear dark clothes and soft boots when on a job and will often have the materials for one or two effective disguises concealed somewhere on his or her person.

Special Benefits: A Mouseburglar gains an additional 5% chance of success to both Open Locks and Move Silently at first level. For each additional level he or she advances, the character receives another 5% bonus that can be applied to any one of the following scores: Open Locks, Move Silently, Find/Remove Traps, or Read Languages.

Special Hindrances: The Mouseburglar so prefers stealth to combat that the character's fighting skills suffer as a result. Specifically, the Mouseburglar receives a -1 penalty on all attack rolls made in melee combat (except those delivered with the backstab benefit). This does not affect damage inflicted.

Tumbler

Tumblers employ size and energy as the main assets of a thieving career. Quick and nimble, they are able to use escape routes that larger and clumsier pursuers find quite unmanageable. Tumblers are part entertainer, part con artist, and part acrobat.

Coming from a variety of backgrounds, Tumblers usually have been exposed to a number of different races and often perfect their trade in some kind of urban environment. Often they will find work in a circus or carnival, moonlighting after show hours to augment their honest income.

The Tumbler must have a Dexterity score of at least 14.

Role: The Tumbler is a gnome who employs creative and vigorous means to get into places, meanwhile performing tricks and feats for the edification of his or her fellow villagers. Adept at climbing and falling, the Tumbler can walk a rope stretched between two high points, scale a sheer surface, and bob and evade his or her way through deadly combat--often rolling right between a larger opponent's legs!

Secondary Skills: Any of the secondary skills can be used by this character.

Weapon Proficiencies: The Tumbler is eligible to use any weapon available to gnomish thieves.

Bonus Nonweapon Proficiencies: The Tumbler character receives Tumbling as a free proficiency when first selecting this kit.

Recommended Nonweapon Proficiencies: The Tumbler must take Jumping, Juggling, and Tightrope Walking in order to practice his or her trade.

Thief Skill Emphasis: The Tumbler can find particular use in the Pick Pockets, Move Silently, and Climb Walls thieving skills. The kit places no restriction on how he or she allocates the discretionary points, however.

Equipment: The Tumbler will always be found with a coil of strong, lightweight rope--generally at least a 60' length.

Special Benefits: Gnomish Tumblers receive all the normal benefits of the Tumbling proficiency. Tumbling ability and small size combine to give Tumblers a -6 bonus to AC in rounds in which the Tumbler wins initiative and elects to forgo all other actions than evading enemy attacks.

Against larger than human-sized creatures, the gnomish Tumbler can try a special maneuver: rolling between the creature's legs. A successful Dexterity check means the Tumbler dives between the opponent's legs, rolls to safety, and bounces to his or her feet behind the enemy. If the Dexterity check fails, however, the gnome can be attacked with no special bonus to Armor Class. If the Tumbler successfully performs this maneuver and wins initiative on the next round, he or she can backstab that opponent.

At first level, Tumblers also receive a +10% bonus to their chances to successfully Climb Walls; this bonus increases by +2% per level thereafter.

Special Hindrances: Because of the boisterous nature of this specialty, Tumblers are limited in some of the other areas of thieving skills. Specifically, their base scores to Open Locks and Detect Noise begin at 0, not at the levels (10% and 15%, respectively) listed on Table 26 on page 39 of the Player's Handbook. The bonuses and penalties specified on Tables 27-29 are not affected by this provision.

Illusionist Kits

Imagemaker

This is the maestro of the gnomish world. His or her services are in demand at every gnomish festival; his or her skills known far and wide, sought by humans, dwarves, and others beyond the ken of gnome society. The Imagemaker is an artist in the art of illusion who can create spectacles and is capable of drawing audiences to the edge of awe and beyond with soaring images, thunderous sound effects, and realistic creations.

Any gnomish illusionist can elect to be an Imagemaker.

Role: The Imagemaker's role in gnomish society extends far beyond his or her ability to tell tales and create pictures. On the battlefield, Imagemakers are the primary source of the diversionary illusions that gnomish forces use so well to balance the odds against them. Since they specialize in the creation and manipulation of very realistic illusions, they can be very useful to adventuring parties--for example, by creating duplicate images of the party to distract a powerful enemy. And, of course, no gnomish ceremony would be complete without the sound and spectacle of the Imagemaker's art.

Secondary Skills: Any will work, though the Gambler and Scribe secondary skills can have particularly useful applications.

Bonus Nonweapon Proficiencies: The Imagemaker gains the Ventriloquism proficiency (normally available only to rogues) as a free proficiency as soon as this kit is selected.

Recommended Nonweapon Proficiencies: Artistic Ability is a useful accompaniment to the Imagemaker's skill, as are proficiencies in Ancient History, Astrology, and Singing.

Equipment: An Imagemaker likes to have several mechanical tools available to augment his or her spellwork, including smokepots, flashballs, and probably a musical instrument. Smokepots must be lit by a fuse, which can be set for 1-10 rounds; upon igniting they belch out a 10' diameter cloud of colored smoke, blocking all visibility. The cloud disperses in one round out of doors or in a large enclosed space; in more constricting quarters it lasts for 2-5 rounds. Flashballs erupt with a bright flash of flame when they are thrown (or dropped) and strike a solid object such as stone or metal. When used in darkness they will effectively blind (for 1-6 rounds) a character who witnesses the flash.

Special Benefits: The Imagemaker has perfected the use of specific kinds of illusions--specifically, those that create the image of something from nothing. The various phantasmal force spells, minor creation, the shadow monster spells, programmed illusion, and shades are examples of spells that fall within this specialty; invisibility, vacancy, and seeming are spells that do not.

The pictures, sounds, and smells created by the Imagemaker are especially realistic. Therefore, any player attempting disbelieve them does so with a -2 penalty. In addition, all creatures--even those not normally susceptible to illusion--can be taken in by the creations of the Imagemaker. However, creatures that would not normally be fooled by illusions do not suffer the -2 penalty when they attempt to disbelieve.

In addition, the Imagemaker's skill is such that the images he or she creates last longer than those cast by a non-specializing illusionist. Illusions that do not require concentration have their duration doubled when cast by an Imagemaker. Illusions requiring concentration last for 2-12 rounds after the caster ceases concentrating. In the latter case, of course, the object will not be able to respond to specific events, but it can continue to repeat movements or patterns established when the caster was concentrating.

Special Hindrances: Because of intense specialization, the Imagemaker suffers additional restrictions on spells he or she can learn; specifically, Imagemakers cannot learn spells from the greater divination or conjuring/ summoning schools of magic.

Vanisher

The Vanisher is an illusionist with the specialization of making things disappear--in that sense, he or she is the opposite of the Imagemaker. Invisibility is stock-in-trade, but the Vanisher is also adept at spells that alter and disguise the appearance of something, equally ready to replace the vanished object or creature with an alternate as to make it disappear entirely.

Any gnomish illusionist can elect to be a Vanisher.

Role: The Vanisher is the valued counterpart to the Imagemaker, whether on the battlefield or in a dungeon. By concealing the existence of a party he or she can insure them the advantage of surprise, which is always useful. His or her skills can also benefit reconnoissance or retrieval missions.

Secondary Skills: Any can be useful, though Scribe and Navigator skills preferred.

Weapon Proficiencies: The Vanisher has no restriction on weapon proficiencies.

Bonus Nonweapon Proficiencies: The Vanisher receives Reading/Writing skill without expending a slot.

Recommended Nonweapon Proficiencies: These include Spellcraft, Heraldry, Blindfighting, Direction Sense, Weather Sense, and Navigation.

Equipment: The Vanisher likes to keep a vial of dust of disappearance handy; see Special Benefits, below.

Special Benefits: The Vanisher gains extra skills with any spell involving invisibility, as well as other spells of the illusion/phantasm school that allow the caster to alter the appearance of a creature or object or to impair the sense of an observer. Some of the latter include blindness and deafness spells; spells which alter appearances include blur, change self, fool's gold, illusionary script, Leomund's trap, Nystul's magic aura, and vacancy.

When casting one of these specialty spells, the Vanisher gains several benefits. The duration of the spell is doubled. Saving throws against the effects of these spells suffer a -2 penalty. Characters or creatures that could normally see invisible objects must make a successful Intelligence check, with a -4 penalty to the roll, before they can see objects screened by a Vanisher.

Also, at the second level of experience the Vanisher gains the ability to make a simple form of dust of disappearance from flour and a modicum (100 gp worth) of crushed diamond. It takes the Vanisher a full hour and a successful Intelligence check to perform this task, which can be attempted once per day. This homemade dust of disappearance retains its potency for two weeks.

Special Hindrances: Like the Imagemaker, the Vanisher's devotion to mastering illusions is such that it precludes his or her learning any spells from the greater divination or conjuring/summoning schools of magic.

Multiclass Kits

Buffoon (Thief/Illusionist)

The name of this character kit is in no way a reflection on the intelligence of the character who plays the role. It does, however, reflect the way the non-gnomish world views him or her--it is a gentle deception that can consistently cause enemies and other NPCs to underestimate or even ignore the character. Indeed, the Buffoon carefully cultivates this role, often even to the point of concealing the fact that he or she possesses illusionist skills.

In order to use this kit, a character must have an Intelligence score of at least 15.

Role: Buffoons are travelers, entertainers, gossips, pranksters, and gadflies. They make friends everywhere they go and enjoy using their skills to aid those friends in a multitude of causes. Buffoons make themselves figures of fun and then use this as a means of making fun of others--usually with just the right element of sharpness in their wit. An empress, for example, will not be subjected to the ridicule that, say, a city guard might merit--at least not in her presence! Buffoons are alert and observant, quick to discern who are safe targets, currently out of favor with the powers that be; such unfortunates often become the butt of a Buffoon's jests.

Favorite Buffoon tactics include comical imitations of the character being lampooned and questions designed to trap the unfortunate victim in a no-win quandary--e.g., "Have you stopped overtaxing the peasants yet?" Every Buffoon is adept at keeping the crowd on his or her side, but it is said that every good Buffoon keeps one eye on the exit, ready to beat a hasty retreat should the mood of the onlookers suddenly turn nasty.

The Buffoon is an avaricious but capable adventurer, always on the lookout for gems of any shape, color, and size. He or she doesn't keep these in a horde, instead preferring to barter them for goods (or goodwill) whenever passing through a gnomish community. The Buffoon is quite likely to find good friends in any gnomish village along his or her trail and also among the gnomish citizens of larger cities and towns.

Secondary Skills: Jeweler is a popular secondary skill for the Buffoon, as are Navigator and Gambler.

Weapon Proficiencies: The Buffoon likes to keep several daggers concealed about his or her person and will be adept at using them both as missile weapons and hand-to-hand.

Bonus Nonweapon Proficiencies: All Buffoons gain a knowledge of Etiquette as a bonus proficiency--not that they practice it, but their natural sensitivity helps them judge what is and is not considered appropriate in a given situations (and tailor their barbs accordingly).

Recommended Nonweapon Proficiencies: History and Disguise, as well as Juggling, Lip Reading, Tumbling, and Ventriloquism are all useful complements to the Buffoon's art.

Thief Skill Emphasis: The Buffoon may wish to emphasize Hide in Shadows, Detect Noise, and Find/Remove Traps; the kit places no restrictions on his or her choices.

Equipment: The Buffoon generally travels with a variety of comical gimmicks, including horns and bells, whistles and juggling balls, and a full makeup kit that often includes wigs and false beards.

Special Benefits: The Buffoon benefits from an ability to distract and entertain. Often a Buffoon can break the concentration of a spellcaster with a rude jibe or irritating pun. The gnomish character must speak a language in common with the spellcaster and must win initiative on the round. If both of these are met, he or she can say something (DMs are encouraged to require roleplaying of the remark) clever and distracting to the spellcaster. The caster is allowed a Wisdom check to ignore the distraction; failure means his or her concentration has broken and the spell is wasted. The DM may, at his or her option, allow the difference between the Buffoon's and spellcaster's levels to be used as a modifier (+ or -) to the Wisdom check.

The Buffoon also has two bard-like abilities: First, he or she can entertain NPCs with juggling, jibes, and buffoonery. This has the same effect as the bard's ability to influence reactions (explained on page 42 of the Player's Handbook ). Second, he or she can counter the effects of songs and poetry used as magical attacks (see page 44 of the Player's Handbook ).

Special Hindrances: He or she has to walk around looking ridiculous.

Stalker (Fighter/Thief)

Whether in woodland meadow or dungeon pit, the Stalker is a specialist in quiet movement and stealthy pursuit followed by sharp and deadly combat--on whatever terms the foe demands.

The Stalker must have Strength and Dexterity scores of at least 13.

Role: The Stalker is adept at hunting and tracking, both above and below ground. He or she is a skilled fighter but prefers to reach his or her objectives by quickness and stealth wherever possible. Stalkers wear light, quiet armor and have a keen eye with a missile weapon but don't shirk from a toe-to-toe sword fight when circumstances require.

Secondary Skills: Any.

Weapon Proficiencies: The Stalker must be proficient in both a missile and a melee weapon.

Bonus Nonweapon Proficiencies: Because of a lifelong interest in wild places, the Stalker gains a bonus proficiency in either Tracking or Set Snares (not both).

Recommended Nonweapon Proficiencies: Useful proficiencies for this character include Fire Building, Fishing, Hunting, Survival, and Disguise.

Thief Skill Emphasis: Move Silently and Detect Noise are the two skills which receive most of the Stalker's emphasis; at first level he or she must divide his or her discretionary points between these two.

Equipment: In addition to his or her weapons, the Stalker prefers leather armor and disdains the use of a shield. Most Stalkers possess a climbing rope; some carry a set of thief's lockpicks.

Special Benefits: When using a missile weapon, the Stalker gains a +1 on all attack and damage rolls.

In addition, the Stalker can blend into underbrush, disappearing as effectively as a halfling when out of doors. In an underground setting, nonSvirfneblin Stalkers can freeze in place exactly like Svirfneblin (see page 25); a Deep Gnome stalker's chance of success with this tactic is 80% (not 60%).

Special Hindrances: The Stalker cannot use a shield or wear any type of metal armor (not even elven chain).

Priest Kits

Rocktender

This underground-dwelling gnomish priest is a specialist in understanding and relating to the fundamental powers of stone and rock. Most Rocktenders are Svirfneblin; a few may be found among Rock Gnomes. They venerate not the deities of earth and stone but the very rock itself, which they conceive of as a beneficent, living entity. Rocktenders are not averse to mining and excavation but strive to ensure that such activities are carried out with appropriate reverence.

Role: The Rocktender is a priest literally in touch with the world around him or her. While active in the community, a Rocktender spends much of his or her time alone, inspecting, studying, and meditating upon the strong bedrock of the world. He or she is keenly in tune with that rock, even to the point of being able to predict earthquakes and volcanic eruptions, and becomes a master at the working of stone into useful or beautiful shapes.

Secondary Skills: Mason or Miner are appropriate.

Weapon Proficiencies: The Rocktender will never use metallic weapons, preferring hammers and clubs with stone heads, slings with stone bullets, and spears or arrows with flint or obsidian tips.

Bonus Nonweapon Proficiencies: None.

Equipment: The Rocktender will only bear weapons of stone. He or she can use a wooden shield and leather or padded armor but will not wear metal armor nor carry a metallic shield.

Special Benefits: The Rocktender can detect underground features with perfect accuracy (sloping passages, faulty stonework, and the like) in most cases. Where the flaws or features are very subtle, the DM can allow up to a 1 in 10 chance of failure, but no greater.

Because of his or her intuitive link with the surrounding stone, a Rocktender can become aware of impending rock-based convulsions before they occur. These include rockfalls, earthquakes, and volcanic eruptions. The character is allowed a Wisdom check to see if premonitions of the disaster force their way into his or her consciousness; success will provide 1-12 hours of warning for quakes and eruptions or 1-6 hours of warning before a rockslide or collapse of stonework.

In addition, these characters have a special affinity to creatures from the elemental plane of earth. If a Rocktender summons an earth elemental, he or she will always get the largest possible type, and the elemental will be exceptionally loyal to the Rocktender.

Special Hindrances: A Rocktender can only cast spells or use one of his or her special abilities when he or she is in direct contact with unhewn rock.

Treetender

Dwelling in the woods, often knowing each stump and mossy bole with careful precision, the Treetender declines the companionship of his or her fellow gnomes in favor of a nearly hermit-like existence in the woods.

Role: Although they rarely interact with other gnomes on a daily basis, these nature priests are highly respected for helping to preserve the environment in which their fellows live. Like the druid of humankind, the Treetender takes a fierce interest in his or her domain and will vigorously strive to protect it against all threats. He or she is not a complete recluse, however, and will usually make it to a local village for all the major festivals, as well as helping gnomes (and, sometimes, halflings) who pass through his or her woods.

Secondary Skills: Forester is the secondary skill of choice; Navigator is also good.

Weapon Proficiencies: Treetenders specialize in weapons made of wood, though they are not averse to using stone heads on long wooden shafts. Unlike most priests, Treetenders can use bows.

Bonus Nonweapon Proficiencies: The Treetender gains an innate Set Snares skill.

Recommended Nonweapon Proficiencies: Fire Building, Weather Sense, Direction Sense, and Healing are all useful skills in woodland environments.

Equipment: In addition to weapons, a Treetender carries a selection of herbs and roots which he or she can use to make a potion of healing. Making the potion requires 6-12 turns, and it must be consumed immediately.

Special Benefits: All Treetenders have the abilities to identify plants, animals, and pure water and to pass through overgrown areas without leaving a trace. At third level he or she gains immunity to charm spells cast by woodland creatures. Also starting at third level, the Treetender gains one additional woodland language per level (i.e., one a 3rd level, two at 4th level, three at 5th, c).

Special Hindrances: The Treetender cannot wear metal armor or wield weapons where more than 10% of the weight is metal.