New Weapon:
Gnomish Hooked Hammer
- Exotic Weapon
- 1d10 damage die
- Blunt and Piercing Damage
- Two Handed Weapon
- 20 critical range, x4 critical multiplier.
New Race:
Gnomes!
- +2 constitution, -2 strength
- Weapon Familiarity: Gnomes treat the Gnomish Hooked Hammer as a martial weapon
- +4 racial bonus on Haggle and Listen checks
- +2 racial bonus to will saves and illusion spells
- +1 to the DCs of Illusion spells
- +1 racial bonus to Attack against Kobolds and Goblinoids
- +4 Dodge bonus to AC against Giant type creatures
- Small Size: As small creatures, Gnomes get a +1 bonus to AC and attack and a +4 bonus to the Hide skill. They also have 3/4 carrying capacity as a normal sized creature
- Can use Wild Empathy as a Spell Like Ability
Enhancements:
- Gnomish Pick Attack, AP cost 2/4 - +1/2 to attack with light picks, heavy picks, and gnomish hooked hammers.
- Gnomish Pick Damage, AP cost 2/4 - +1/2 to damage with light picks and heavy picks, +2/4 to damage with gnomish hooked hammers.
- Gnomish Critical Accuracy, AP cost 2/4 - +2/4 to confirm criticals and critical damage, and bypass 5/10% fortification.
- Gnomish Giant Dodger, AP cost 1/2/3 - +1/2/3 to AC against Giant type creatures.
- Gnomish Goblinoid Hatred, AP cost 1/2/3 - +1/2/3 to attack against goblinoids and kobolds.
- Gnomish Illusion Mastery, AP cost 2/4 - Grants an additional +1/2 bonus to the DCs of illusion spells you cast.
- Gnomish Strong Mind, AP cost 1/2/3 - Grants an additional +1/2/3 to the save against illusions and other will-based effects.
- Gnomish Improved Animal Relations, AP cost 2 - Can use Improved Animal Empathy instead of normal Animal Empathy.
- Gnomish Appraisal, AP cost 1/1/1 - Grants an additional +2/4/6 to your haggle score.
- Gnomish Constitution, AP cost 2/4 - Grants +1/2 to your constitution score.
- Racial Toughness, AP cost 1/2/3/4 - Grants +10/20/30/40 to your total HP.
New Spells:
- Disguise Self - Wiz/Sorc 3, Brd 2 - You create an illusion that causes you to look like an ally to your enemies. Any time an enemy sees you, it makes a Will save to disbelieve. Attacking ends this spell, and taking any action (eg using a lever) causes any monster that can see you to reroll their will save. Speaking with anyone/thing ends the spell.
- Ghost Sound - Wiz/Sorc 1, Brd 1 - You create an illusory noise in the heads of your enemies, causing them to think something is approaching in the opposite direction. A Will save allows them to discern your actual location.
- Hallucinatory Terrain - Wiz/Sorc 3, Brd 2 - You create an illusion that causes monsters to believe they are trying to move through very thick mud. After entering the area the illusion is cast on, the monster must make a Will save or be Slowed until exiting the area. Only one will save is allowed, even upon reentering the area.
- Major Image - Wiz/Sorc 4, Brd 3 - You create an illusory creature. Once created, the creature immediately appears to attack the selected enemy, and on a failed Will save that creature ignores everything else to focus on defending itself. Any surrounding enemies will also attack the illusion, but gain additional will saves to disbelieve every 10 seconds.
- Minor Image - Wiz/Sorc 1, Brd 1 - You create an illusory creature. Once created, the creature will remain stationary, but attract the attention of nearby enemies. These enemies will continue to attack the illusion, getting a will save every 6 seconds to disbelieve the illusion.
- Mirage Arcana - Wiz/Worc 5, Brd 5 - You create an illusion that causes creatures to believe they have been transported to the middle of a dense jungle or other exotic terrain. Monsters entering the area must make a will save to disbelieve the illusion, if they fail they must make a second will save or become dazed. Even if they succeed, they are Slowed as they try to move through the strange terrain. You gain a +5 bonus to attack and hide, move silently, and intimidate checks against creatures who have not disbelieved the illusion.
- Mirror Image - Wiz/Sorc 2, Brd 2 - You create 1d4 + 1 per 3 caster levels (Max 1d4+4) copies of your self, that follow you around and mimic your movements. Any creature that fails a Will save will attack one of them (or you) at random. Upon being dealt any damage, an image will disappear. Lengthy cooldown to avoid spamming.
- Mislead - Wiz/Sorc 6, Brd 5 - You create an Major Image of yourself while immediately turning yourself invisible. Any monster that was attacking you must make a will save to disbelieve the illusion or immediately redirect its efforts to your double.
- Rainbow Pattern - Wiz/Sorc 4, Brd 4 - You create a ball of glowing light. Upon entering, a creature must make a will save or become fascinated by the flowing patterns. The ball will move slowly in whatever direction the spell was directed at until it hits an obstacle, at which point it will move at random. Any creature that becomes fascinated will follow the ball, attempting to remain within it. If the ball leads any creature over something hazardous (eg a trap), they are given an additional save to break free. Regardless, creatures are given additional will saves every 16 seconds.
- Screen - Wiz/Sorc 8, Brd 6 - Empowers any offensive illusions you cast for the duration fo the spell. Any spell you cast while under the effects of a Screen cannot be pierced by True Seeing. (Does not apply to blur, displacement, or invisibility).
- Seeming - Wiz/Sorc 7, Brd 5 - Acts as a Disguise Self, but works on multiple targets. Note that the Will save to disbelieve is rolled for each person under the effects of that spell, and that if one person is discovered going to their aid will break your own disguise.
- Shadow Evocation - Wiz/Sorc 5, Brd 4 - Cast Fireball, Lightning Bolt, Frost Lance, or Force Missles. Will save for 1/5 damage.
- Shadow Evocation, Greater - Wiz/Sorc 8, Brd 6 - Cast Chain Lightning, Delayed Blast Fireball, or Otiluke's Freezing Sphere. Will save for 1/5 damage.
- Silence - Wiz/Sorc 4, Brd 4 - Protects again sonic based spells (including Power Word spells).
- Weird - Wiz/Sorc 9 - You create an illusion that uses the subjects' deepest fears against it. Any creature within the range of the spell must make a Will save to disbelieve the spell. Upon a failed Will save, the subjects must make a successful fortitude save or die of fright. Upon a successful fortitude save, the subject is instead stunned for 6 seconds and takes 2d6 per caster level in damage. Creatures immune to fear are not immune to this effect, however, creatures immune to mind-based attacks are. If cast on a Telepathic creature (currently only mindflayers), there is a 25% chance that if they succeed on their will save the Weird is instead turned upon you.
- Ventriloquism - Wiz/Sorc 3, Brd 2 - You make an enemy say something incredibly offensive, causing any enemy not attacking anything to turn on it for 6 seconds.
We can always hope, eh?