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Grogan

GROGAN   Hit Points: 1d5   Speed: 20’   As per gnome but with Moss Dwarf abilities…   Weapon Training: Dagger, dart, sling, staff, short sword, short bow. May use any armor, but metal armor is hard to find in the proper size (Cost x2).   Alignment: As with the wilds of nature, grogans tend to be Chaotic.   Limited Magic: Grogans begin knowing 3 spells (choose from the grogan list) innately, and gain +1 spell/level. Grogans gain a spell level increase every 3 levels, thus upon attaining 4th level, a grogan would just then gain access to 2nd level spells. Grogans can never learn 5th level spells.   Grogan Spell List:   1st Level: Charm Person, Color Spray, Magic Shield, Read Magic, Ropework, Sleep, Ventriloquism.   2nd Level: Detect Invisible, ESP, Invisibility, Knock, Levitate, Magic Mouth, Mirror Image, Phantasm, Scare, Scripted Illusion (new spell).   3rd Level: Consult Spirit, Dispel Magic, Fly, Haste, Slow, Turn to Stone.   4th Level: Polymorph, Transmute Earth.   Trick Die: Gnomes gain a special die that determines their effective caster level, each time a spell is cast. This replaces their caster level when determining modifiers. Further, they only suffer the effects of a “Natural 1” on a spell check only if the results of the check die roll AND the trick die roll are BOTH “Nat 1.”   Trick Die Per Level: The Trick Die begins at 1d3 at 1st level, and increases 1 step every level until it reaches 1d16 at level 10.   Action Dice/Saves: As per Wizard.   Attack Bonus: Begins at +1. Add +1 every 2 levels.   Additional Special Abilities (“Knacks”) by Grogan Sub-Type:   Luck: Applies to one innate spell of their choosing.   Languages: Grogan, Strout, Common. +1/point of INT modifier.   Secret Lore: Grogans are made almost entirely out of fungal matter. They are the “seeders” and "world builders” of the gods, created specifically for that purpose.     GROGAN KNACKS     Bird Friend. You have learned to speak the secret language of birds and have gained their trust. 1st lvl. Converse w/birds. 3rd lvl. Charm 1 bird companion (up to 1HD). 5th lvl. 1/day, you may relay a 10-word, spoken message via bird to 1 recipient. 7th lvl. 1/day you may call upon the wrath of a flock of woodlands birds for 1d6 rounds. Flock stats determined by DM.
   Lock Singer. Your song may charm locks! 1st lvl. Simple locks may be opened (2-in-6 chance). 3rd lvl. You may coax a lock to reveal the location of its key (4-in-6 chance). 5th lvl. All locks w/in 30' snap shut after 1 round of song. 7th lvl. You may spring a lock of any complexity (4-in-6 chance), but if you roll a 6, your mouth seals shut for 1d4 days.
   Nose Wise. You are sensitive to subtle aromas. A round of sniffing reveals... 1st lvl. Cheese, fermented food, fungi w/in 1 mile. 3rd lvl. Identity of any plant/fungus examined. 5th lvl. The true love/heart's desire of a humanoid in 30'. 7th lvl. Subterfuge: You may smell a traitorous heart w/in 30'. 1-in-6 chance of revealing wrong information.
   Pocket Lore. You know the secret whisperings of pockets, and (eventually) how to gain their confidence. All the following must be w/in 10' and take 1 turn of concentration. Warding dweomers allow a Saving Throw. 1st lvl. Know # of items in a pocket. 3rd lvl. Know contents of a pocket. 5th lvl. Cause a chosen item to leap 5' out of a pocket. 7th lvl. Exchange 1 random item in a pocket w/1 from your own. 1-in-6 chance of only sending your item away (with no reciprocity).
   Root Friend. You have a keen affinity for the roots of forest plants. Each of the following may be used 1/day... 1st lvl. Coax a root to reveal a secret. 1 question may be asked about its immediate surroundings. It will answer truthfully in 1d6 words. 3rd lvl. Summon enough edible roots for 1d4 people. 5th lvl. Hide inside roots of tree/large plant. Complete cover for 1 hour. 7th lvl. Summon root thing (animated plant: 2d8HD, +4 Atk) w/in 1d6 rounds. Will obey commands for 1d6 minutes before fleeing into undergrowth.
   Thread Lore. Your whistling grants you sympathetic control over threads and strings. The following may all be used on threads w/in 20' and requires 1 minute to whistle the proper tune... 1st lvl. Tie/untie string/lace. 3rd lvl. Command visible loose threads/strings to move (1'/round). 5th lvl. Cause a visible woven/knitted garment to unravel. 7th lvl. Cause visible ropes to loosen/tighten.
 Wood Kenning. Your fingers sense the subtle vibrations of trees/wood. By spending 1 min in contact with tree/wood, you may learn the following... 1st lvl. The age of the wood. 3rd lvl. Any emotions absorbed from sentient beings. 5th lvl. Name of the last person to toucb the wood (or who created it, if item). 7th lvl. True name of the tree/wood. 1/day you may gain a glimpse of its current surroundings.   Yeast Master. You are a special friend to certain yeasts and fungal spores of the deep woods. They are your constant companions. 1st lvl. Cause sweet liquids to ferment by touch (1 pint/turn). Always delicious to Moss Gnomes. 2-in-6 chance it's palatable to others. 3rd lvl. You may commune w/yeasts in alcoholic beverages. Sipping from a partially consumed drink reveals the name of previous drinker. 5th lvl. 1/day you may emit a hardy belch that counts as a breath weapon (Dex Save) that causes 1 target to faint for 1d6 rounds. 7th lvl. You may conjure a yeasty feast for 1d6 people, once/day.

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