Hilander RPGs

GLoG Class: The Gnome, also a Class Template

The back of a gnome.

The Gnome

Under the old oak endures a hidden home where the gardeners reside. Proper, good-spirited, and quiet, the gnomes rarely venture forth save for dire needs. Whenever they do roam, they keep one ear to the land's voice, for it is older and wiser than any resident upon it.

HD: d4

Skills: Herb Lore, Beast Whispering, or Tinkering

Small: You are about 3' tall. You cannot wield bulky items effectively, and normal items (swords, spears) must be wielded in two hands. You can fit through gaps down to 6" wide.

Gear: Sickle (d4), Pointy Hat (crumple to negate a hit), Fertilizer (3 uses, explosively flammable, causes a plant to grow immense and bear fruit, if applicable), Bag of Sweets (3/3), Glow Bug Lantern (requires sweets every 2 days or they starve), Seedcakes (3 rations), Garden Tool (see below), 3d6 gp.

Templates:

  1. Illusions, Pointy Cap
  2. Listener
  3. Wisdom
  4. Fae Visions

Illusions: 1+[Templates] times per day you may create a simple visible or audible illusion. Visible illusions are bound to a physical object, and dont hold up to touch. Audible illusions can have a length of up to ten seconds, but may loop. They may be loud or quiet, and may originate from any object you can see. All illusions may last for up to 1 hour.

Pointy Cap: When you camp, you may repair your pointy hat to uncrumple it.

Listener: Each morning you may spend ten minutes in quiet to listen to the voice of the land. Roll a d4:

  1. Gain a random spell. You may use it once before the end of the day at [templates] MD.
  2. Gain a sense of direction toward a local treasure for the day.
  3. Gain a sense of direction toward a dangerous monster for the day.
  4. Gain a tiny fairy companion for the day. If you or a party member would die, it sacrifices itself to restore d6+1 HP. It also provides light and can lift small objects.

Wisdom: Once per day you may ask the Referee if a particular action would likely lead to a happy or sad ending for a particular person. They answer truthfully. In addition, non-hostile folks tend to listen to your advice.

Fae Visions: You have mastered your illusions. You may use an illusion to:

Garden Tools:

  1. Fishing Pole. Never fails to catch d4 fish when you camp near water.
  2. Hedge Trimmer. Cuts through anything.
  3. Bailing Twine, 60'. Knots you tie in it only come untied when you wish them to.
  4. Pitchfork. +1 to hit and damage, d6, 2-handed for you.
  5. Frying Pan. Fresh food you cook heals +d4 HP.
  6. Lantern. Glows any color you wish.
  7. Shovel. You may tunnel through dirt and clay at a speed of 30' per 10 minutes.

Class Template

Here's a template for myself and those writing GLoG classes these days. It's always a fun exercise to write a new one, or a renewed take on an old favorite. There's nothing strict here, just a base to deviate from as you please.

# Class Title
*Flavor Text. Paint a picture of how this class interacts with the world.*

**Hit Dice**: A useful lever. Bigger HD reflect increased experience in combat. Lower HD indicate other priorities. 

**Skills**: x, y, or z

**Gear**: Combat, Combat, Common Tool, Weird Tool, Light Source, Food, Memento, 3d6 gp.

**Templates**
1. Cornerstone Feature
2. Feature
3. Feature
4. Capstone Feature

Features should give the class unique options for several of the following:
1. Dungeon Crawling
2. Overland Journeys
3. Social Situations
4. Combat
5. Camping
6. Downtime/Cities

Later features can build on prior features. 

Cornerstones should be flexible but not ultra-powerful. They are the class's general approach to situations, with a variety of interpretations. 

Capstones should be powerful but not the answer to every problem. They may have limited uses or be very specific in application. You might even consider allowing players to choose one of a few capstones.

## Memento Table
Mementos say something about your character's past, or hint about their future. A list of 6 is sufficient.

#class