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Gnome

Small gadgeteer who combines illusion magic with mechanical contraptions. Gadget points, trap-busting, and grenades.

characterclassgnomewayfarersgadgeteerillusiontraps

Gnome

Gnomes are small folk related to both dwarves and halflings with an affinity for engineering and illusion. An adventuring gnome crafts bizarre but useful mechanical contraptions and practices a bit of illusion magic. They are hard to hit due to their size and reflexes.

Stats

| | | |---|---| | Life | 4 + Level (5 at L1) | | Attack bonus | +0 | | Defense bonus | +½L | | Armor allowed | Light armor, leafsteel armor, clockwork armor | | Weapons allowed | Light weapons, sling, hand weapon, bow, handgun, clockwork weapons | | Saves as | Rogue |

Illusion Magic

Gnomes can cast the Illusion spell a number of times per adventure equal to their Level. Each morning, the gnome studies their contraption for a few minutes and memorises their illusion spells. They add +L to Illusion spellcasting rolls.

Scroll use: Gnomes cast scrolls as first-level casters (+1 to the roll). Exception: for Illusion, Phantasmal, or Illusionary spells, they add their full level.

Other Class Bonuses

  • Hard to hit: +½L to Defense rolls.
  • Resistance: +L to saves vs. poison and gases.
  • Trap Disarmer: adds Level on rolls to disarm traps (no gadget points required for this base bonus).

Gadgeteer Points

At the beginning of every adventure, the gnome receives Level + 6 gadget points. These can be spent at any time during the adventure.

Gadget Uses (cost in points)

| Cost | Effect | |---|---| | 1 | One-shot ranged weapon — add +L to one ranged attack. Spends 1 more point to repair for reuse. | | 1 (+ bonus) | Open lock / disarm trap — roll Save vs. trap/door level; add gnome L + extra points spent. Extra points must be committed before rolling. | | 1 | Free someone from restraints — Save vs. 6 (or captor's level if higher). May retry unless a 1 is rolled. Cannot free self. | | 1 | Smokescreen bomb — party flees without suffering attacks. Doesn't work vs. fire/air elementals. A non-gnome using it has 2-in-6 failure chance. | | 1 | Portable door — add or remove a door where none exists, or lock a lockless door. Stays in place until destroyed or unlocked. | | 2–5 | Grenade — deals (points spent − 1) damage, max 4. Thrown before combat as a ranged attack (if not surprised); thrown during melee also hits party members (each rolls d6 for damage up to the grenade's power). Each point of damage kills one minion/vermin or deals 1 damage to a boss/weird monster. | | 1 | Gadget-enhanced weapon — add +L to all melee attacks for the encounter. Gnome is immune to disarm effects while using it. | | 1 | Clockwork armor activation — defense bonus of clockwork armor increases to +3 for the current encounter. Clockwork armor counts as light armor and costs 25 gp in materials to build. |

Expert Skills

From Four Against the Abyss: Acute Hearing, Arcane Tanner, Brawler, Continual Light, Detective, Negotiator, Quick Footed.

From Concise Collection of Classes: Alchemical Training, Bomb Crafting, Surgeon Training.

From Wayfarers and Adventurers: Troll Training.

Role in the party

The gnome replaces the rogue's trap-disarming role while adding significant utility (grenades, smokescreens, lockpicking) and a weak but useful illusion spell. The gadget pool is generous at early levels; spending it wisely over a whole adventure is the core challenge of the class.