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Forgeborn Gnomes

The progenitor clans of the Forgeborn resided on the Southern extremes of Ethium, trying to find a way to survive and thrive in the greatest colds. Then a revolution took place with the introduction of Murismo powder, and the search for the required materials to mass manufacture the material went out. After war finally dimmed, in secret a large contingent of gnomes relocated across the border in the most extremely heated part of the desert, the boiling hills. The ingenuity of these gnomes has steadily converted the landscape into a bizarre mixture they call technomancy. Born from this industrious and sect have been many fascinating inventions, and they grow in importance with every breakthrough.  

Physical Description:

In their genius or madness depending on one’s perspective, there is a tendency to use surgery to overcome their strength disadvantage. Depending in the skill of the augmentation it may be visible or invisible to the eye. Of all the gnomes, possibly due to their relative disconnect from their fey ancestry, their hair is usually dark and their skin relatively unchanging and closer to normal skin tones. Often hair dye is used to replicate their more colorful hair.  

Society:

Although there are very few strictures in their society, Forgeborn tend toward respecting only those with intelligence to match their own. Riddling competitions, precise construction and other forms of testing act as a form of dueling and way to gain and maintain clout. They look out at their relatives as not even the same species, their strange glee a foreign and sad quality of a weakened mind. A pun about a logical fallacy or a mathematical impossibility seem much more entertaining way to spend their time.  

Relations:

Forgeborn are severely changing the paradigms and balance of power in the Dycides. Traditional races such as Imperial elves, many dwarves or Oreads see their actions as dangerous. Halflings and other gnomes try to be welcoming but in many ways have difficult relating to the Forgeborn society. It is in Human and their various partial forms they tend to feel the most at home, as they can accept the changes to the world they seek to perfect.  

Alignment and Religion:

From two tribes of supremely atheistic origins, there is still little respect for gods but more general acknowledgement of their existence. Divine magic is considered simply another form of magic from another realm. The occasional devout follower of Brigh exists, though she is the parton god of invention, people generally think it uncouth to call her name in a public place. The alignment of Forgeborn is incredibly variable, as their society supports both meticulous and creative perspectives.  

Adventurers:

The Forgeborn who builds a new technology must see it tested in “real world scenarios” that often pushes themselves out of their workshop. Others tend toward working in the field full time to discover new magical knowledge to send home for evaluation. Finally some Forgeborn hit a creator’s block so hard, they need to take a break from their workshop and see the world until it can finally clear. Forgeborn tend toward the magic of alchemy and wizards, or specialize in being gunslingers or magi using gun or blade to gain glory.  

Stats Block

Ability Score: (+2 Str, +2 Int, -2 Wis) Forgeborn are natural geniuses and augment their strength with risky experimentation.   Type: Forgeborn are Humanoid creatures with the gnome subtype.   Size: Forgeborn are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.   Base Speed: Forgeborn have a base speed of 20 feet.   Languages: Forgeborn begin play speaking Common and Gnome. Forgeborn with high Intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Grippli, Halfling, and Orc.   Illusion Resistance: Forgeborn gain a +2 racial saving throw bonus against illusion spells and effects.   Forgeborn Magic: Forgeborn add +1 to the DC of any saving throws against conjuration spells that they cast. Gnomes with Intelligence scores of 11 or higher also gain the following spell-like abilities: 1/day—create water, light, mending, and spark. The caster level for these effects is equal to the forgeborn’s level. The DC for these spells is equal to 10 + the spell’s level + the forgeborn’s Intelligence modifier.   Master Tinker: Forgeborn experiment with all manner of mechanical devices. Forgeborn with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.   Weapon Familiarity: Forgeborn treat any firearms and any weapon with the word “gnome” in its name as a martial weapon. Forgeborn can use firearms of medium size without penalty. When determining the Grit feature of the Gunslinger class, Forgeborn use Int as their primary stat.   Low-Light Vision: Forgeborn can see twice as far as humans in conditions of dim light.   Architectural Ingenuity: Some Forgeborn demonstrate incredible talent for building and adjusting structures. Forgeborn gain a +2 racial bonus on Knowledge (engineering) checks and on Craft checks to build magical structures or weapons.   Greed: Forgeborn gain a +2 bonus on Appraise checks to determine the price of magical goods that contain precious metals or gemstones.  
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