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Once the settler establishes a homestead and a village, the locals of that village respect the settler highly and provide him with information about happenings in the area. He receives a +2 reaction bonus from people and domestic animals in the village. In addition, an established village effectively guarantees that the settler will be supported in a middle-class lifestyle (so long as he sticks around and doesn’t set off to establish a new settlement).

As a master of weapons, the fighter is the only character able to achieve Weapon Mastery. electricity basics Weapon specialization and mastery enables the fighter to use a particular weapon with exceptional skill, improving his chances to hit and cause damage with that weapon. A fighter character is not required to specialize in or master a weapon; the choice is up to the player.

A fighter can teach weapon proficiencies when he reaches 3rd level and can train students in the use of any weapon in which he is specialized. The fighter may train a number of students equal to his level in a single “training class.” A training class requires eight hours of study each and every day for one month. At the end of that time, each student must make an Intelligence check. Those who pass gain a bonus proficiency slot in that weapon. A student may only be trained once, regardless of success, with a specific weapon. electricity font generator Students can learn any number of new proficiencies in this manner, even beyond those slots normally allowed for a character of that level.

Tinker Devices: When a gnome sets out to invent something, its a good bet that the invention will initially be at least 30 times larger than necessary, will make 10 times as much noise as it should, will have many totally redundant features, and will fail miserably, if not disastrously. While these strictures on size and redundancy still hold true for Tinkers, they tend to be a great deal more successful than their kin. While Tinkers do build devices more complex than needed, their inventions WORK-though admittedly in a roundabout and complex fashion.

All characters from the city-states begin play with a small pool of individuals who pay them money to keep some secret hushed up. This results in a monthly income equal to 25 gp per level of the character. For example, a 3rd-level Melvauntian mage would receive 75 gp at the start of each month. The player running the character is free to seek out other sources of income, including other “customers”, but this base is always available without any role-playing on the player’s part.

Once a settler has established a village, he doesn’t have a lot of free time. Locals ask him for help with all their problems, ranging from bandit raids to a child lost in the woods. In addition, the settler, as the village founder, must spend at least one day each week attending to village matters: listening to grievances, mediating disputes, finding lost livestock, tending animals, offering advice on crops, etc. If he misses a week, his reaction bonus drops by 1 point (minimum 0) and his income declines a step (from middle class to poor to squalid) as people become less willing to deal with him. The settler can avoid these penalties if he arranges with someone else to look after the village in his absence. Obviously, the settler can always just leave and forgo both the benefits and the disadvantages associated with running a village.

Although these characters are quite able to survive by putting the touch on their customers, they do not make many friends by doing so. At the start of every month, immediately after he receives his “hush money,” a character of this type must make a Leadership check. static electricity definition physics If the character passes the check, there are no harmful side effects of their blackmail “business”.

If the character fails the check, one of the “customers”, has decided to do away with the character. The DM should role-play the encounter. A skillful Dungeon Master could turn the affair into a complete adventure. The important things to remember in setting up such a scenario, however, are that the rogue will be the target of an assassination attempt and that his life must be placed in serious jeopardy during the game. Blackmail is not a very pretty business to be in, but that’s one of the risks that those who practice it have to live (or die) with.

Gnomes are much more comfortable with technological devices than with magical items, and suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities. This check is made each time the gnome attempts to use the device, or, in the case of continuous-use devices, each time the device is activated. Like dwarves, gnomes can sense a cursed item if the device fails to function.

Gnorma grew up in Melvaunt to a large (yet very close) family of tinker gnomes that had relatives out in the country. She grew up on a goat farm, quickly learning anything and everything from her surroundings. online electricity bill payment She spent her summers at the forges in the city, learning even more of the tinker craft. This balance of life was well suited to her, as her passion to learn was a fire, that spread into any of her interests – mainly with animals, machines, eating and eventually preserving and brewing. She also has a fond spot for good old fashioned religion, but is rather pantheistic. oil n gas prices Her current favorites are Gond, Chauntea and Sune… but she’s easily swayed by any good Power with a decent choir and decent outreach program.

She came to Phlan recently, as her family’s old goat farm was burnt to the cinders by kobolds about seven years ago. They had fought often, the gnomes and kobolds, and Gnorma was able to channel her passion into fighting for her home. She was very good at this as well, excelling in the use of small blades and in a pinch, her trusty smithy hammer. She was always an active member of the militia and has had numerous encounters with the goblins, kobolds and their ilk near home.

She and the remaining group of farmer family came to Phlan, hoping that the city would offer promise for a new home. They settled near the river yet within sight of the city walls and have started rebuilding their lives. gas up shawty Gnorma travels into the city often for services at both the Temple of Gond and Sune and has done some light adventuring. Perhaps as a nostalgic nod to her youth. She has been appalled at the quality of life in the slums, and has recently decided to help the food supply in any way she and her family can. Her inventions are always for animal processing, slaughter, preservation, transport and the like.

Most of her time spent lately during the weekly routine has been more in training the youth and other members of her community in any of the skills she’s learned, often bouncing between task to task with the excitement of a child. A carpentry task here, a foraging run there, making goats milk into cheese, helping brew beer and even making a blade or two or horseshoes if needed. She has a decent amount of support in town though and when funds are low she’s been known to do a little light adventuring or guard work.

She’s been told she needs to settle and find a mate, but Gnorma is less interested in male companionship. She feels her worth is beyond the simple act of rearing a family, prefering to view the community and animals as her progeny. That and she’s attracted to tall women. That doesn’t stop her family from trying to set her up this gnome suitor or that gnome suitor hoping that she’ll “come to her senses” and “stop working for a second”.