Pathfinder 2e Gnome Extras/Alterations

GM NOTE: running just a Pathfinder 2e game on Valerick, which is the base structure I've more or less decided to draw a lot of my influence from, you can simply use the appropriate Ancestry and certainly bend and manipulate the lore and such of the various heritages or notes about the gnomes of Golarian to fit Valerick's lore as you and your table feels appropriate. Alternatively however you will find a breakdown here of both what the Ancestry would look like if you wish to play the full homebrew setup (including hit dice instead of flat hit points for class levels, the altered magick system, etc). You will also find extra Ancestry Feats here as well.


Gnome Mechanics in Valerick



Starting Ancestry Hit Points: 4+Constitution Modifier

Size: Small

Speed: 20 feet

Ability Modifiers: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Strength or Constitution.

Languages: Unchanged, though as per standard for how I run games if the racial language of a party member isn't on the standard list for PF2e for you, so long as it narratively makes sense and the GM and the Player are cool with it, its available and on the list.

Curious Crafter Racial Trait: The gnomish people of Valerick have always been a tinkering sort, always curious, always trying to learn how things work, always inventive. A gnome can always make a Craft check as if Trained, (even if untrained) to attempt to figure out how any device, vehicle, object or item, mundane or magickal, works. They do not figure out how to create it, or how to pull it apart and put it back together again, but they come to understand the basics of what its supposed to do and how its supposed to work. This should be made as a secret check however, since on a Critical Failure, the GM should be able to give you false information that you believe is true. On a failure you glean nothing. On a success you understand what its for and can attempt to make the thing work, though your GM may demand another check. On a critical success, you understand what the thing in question is meant to do, what its purpose is and have a baseline understanding how to operate it.

(New) Ancestry Feats by Level



 

Ancestry Feats 1st Level



Gnomish Awareness[/h3

Feat 1



Traits: Gnome, Common

Source: Adventures in Valerick

Access: Be a Gnome

Gnomes have sharper hearing and eyesight than most and it shows in their overall awareness. +2 to Perception, and 1/day they can reroll any Perception roll (this includes Initiative) though they must stick with the new result.

Ancestry Feats 5th level



Natural Marksmen

Feat 5



Traits: Gnome, Common

Source: Adventures in Valerick

Access: Be a Gnome with at least Trained with Ranged (Engineering), Ranged (Firearms), or Ranged (Chymech) weapons.

Some gnomes, as it turns out, are just natural born marksmen. A gnome with this feat treats any Ranged weapon they have at least Trained Proficency with as if the range bracket is 1.5 times larger than it actually is.

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