Marth Ice World Setting for LL AEC

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Marth Ice World Setting for LL AEC

Postby samwise7 » Wed Aug 08, 2012 3:54 pm

Marth Ice World
http://marth.firehawkgames.com/

The above link is to the Novus RPG version of this setting but you can go there to check out the non-system specific setting material. I'm going to use this thread to detail the LL AEC specific parts of the setting as I translate it. The general gist of the setting is that it is a dying world where all of the gods have died. There are no Clerics or Paladins in this setting, but there are Druids and Rangers... The dead rise up 3 rounds after they die to plague the living unless they are burned or are butchered violently before they do. The setting uses traditional fantasy races but I put a twist on them.
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Re: Marth Ice World Setting for LL AEC

Postby samwise7 » Mon Apr 07, 2014 11:32 am

Here are the Races of Marth. Note that in this setting there are no Clerics or Paladins (since the gods are "dead") so the races below won't have those Class options.


Black Human
Appearance:  6’6″ tall, 240 lbs, brown or purple eyes, black hair, and black skin.

Race Details: Black Humans mostly find themselves living in domains that are ruled by various Dwarven factions. They have a close relationship with Dwarves and they have learned much from their rulers. It is rumored that they have just discovered black powder.

Special Abilities, Flaws, and Restrictions:
Damage Reduction1: The character takes 1 less damage from everything that hurts him or her.

Languages: Common & Dwarven

Black Humans can't be Druids, Illusionists, Monks, or Rangers.



Brown Human
Appearance:  5’0″ tall, 150 lbs, green eyes, black hair, and brown skin.

Race Details: Brown Human culture is devoted to self discovery and mastering one's own body through physical trials and exercise. They stress philosophies of balance and much of their lives are devoted to pursuing various martial arts.

Special Abilities, Flaws, and Restrictions:
Advanced Martial Arts Training: If they are a Monk, treat them as having 1 more level than they actually have (Monk Level + 1). In addition to this, you can ignore all prerequisites to become a Monk.

Languages: Common & OmDu (Deadly Silence, Sign Language).

Mute: All Brown Humans are born mute, but they get the sign language OmDu (Deadly Silence) for free.



Gray Human
Appearance: 6’0″ tall, 180 lbs, gray eyes, silver gray hair, and pale gray skin.

Race Details: Gray Human culture stresses honorable behavior, courtesy, chivalry, and horsemanship.

Special Abilities, Flaws, and Restrictions:
Natural Riders: They learn to ride at an early age, and it is said they are the best riders in the world. They can fight from horseback without any penalties. If any riding maneuver is performed they get a bonus to the roll equal to their level.

Gray Humans can't be an Assassin or Thief.



White Human
Appearance: 5’6″ tall, 160 lbs, blue eyes, blond or white hair, and white skin.

Race Details: White humans tend to be a rough barbaric feral lot that have a system of clans and tribes to organize their society.

Special Abilities, Flaws, and Restrictions:
Frenzy 1/Day: While in the throes of a rage the character gains a +2 bonus to hit and damage. A rage lasts for a number of rounds equal to your Constitution Stat. The character can preemptively end a rage. While in a rage the character is immune to fear effects and spells.

White Humans can't be Monks or Magic-Users.
Last edited by samwise7 on Mon Apr 07, 2014 12:07 pm, edited 1 time in total.
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Re: Marth Ice World Setting for LL AEC

Postby samwise7 » Mon Apr 07, 2014 11:50 am

Dark Dwarf
Appearance: 5’0″ tall, 200 lbs, solid black eyes, black hair, and brown skin.

Race Details: They are a very serious and violent race. Humor is almost unknown to them. They do not understand any “jokes” that poke fun at them. They spend many hours beneath the surface and complain about the light of the suns. They also tend to not like the sky and feel uncomfortable in open areas because they feel open to attack. They pride themselves in war stories and feats of strength. Athletic games are a very big part of their society. The crafting of weapons and armor is a major focus for them.

Stat Modifiers: Str +1, Cha -1

Stat Minimum Requirements / Stat Maximums: Str 7/19, Dex 3/18, Con 5/18, Int 3/18, Wis 3/18, Cha 3/17

Available Classes & Level Limits: Assassin 8 , Fighter 12, Magic-User 8, Monk 12, Thief 12

Special Abilities, Flaws, and Restrictions:
From their experience underground, Dark Dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dark Dwarves must be actively searching for these abilities to function.

Infravision (90′)

Languages Common Tongue, Dwarvish, Gnome, Goblin, Orc

Light Sensitivity: -2 to hit and damage in bright sunlight, -1 to hit and damage on cloudy days. Powerful light spells affect them in a similar fashion.

They can use any weapons and armor, including two-handed weapons.

They suffer a -1 penalty with all ranged and thrown weapons.

Saving Throws: +4 save versus poison and +4 save versus petrify or paralyze.



Fire Dwarf
Appearance: 4’6″ tall, 180 lbs, solid red eyes, red hair, and tan skin.

Race Details: The Fire Dwarves love fire in all its forms. Since the “Death of the Gods” many worship fire in one form or another. Any home of the Fire Dwarves has many torches and fireplaces.  Fire Dwarves complain about the cold outside of their hot mountain homes. Fire Dwarves from birth have many fire cleansing traditions, which mainly involve burning small portions of themselves while saying a prayer for the flames to cleanse them. Cold creatures with any intelligence fear the burning wrath of these Dwarves.

Stat Modifiers: Con +1, Wis -1

Stat Minimum Requirements / Stat Maximums: Str 3/18, Dex 3/18, Con 8/19, Int 6/18, Wis 3/17, Cha 6/18

Available Classes & Level Limits: Druid 8, Fighter 10, Illusionist12, Magic-User 12, Ranger 8, Thief 10

Special Abilities, Flaws, and Restrictions:
Burning Hands: Fire Dwarves can control the temperature of their hands and can make them hot enough to light fires by touching flammable materials.  They can also use this ability to heat metal weapons that they use, and to also do additional heat damage when fighting with martial arts.  This extra damage is +1d6 fire damage.

Due to their short height, Fire Dwarves cannot use two-handed weapons or longbows. However, they can use any other weapons or armor allowed by their class.

Hatred of Cold: Fire Dwarves hate the creatures of cold and train diligently in the ways of killing them.  When they deal damage to a cold creature (creatures with a percentage resistance to cold like the Yetis) they deal twice as much.
Infravision 30 feet. Fire Dwarves from staring into the fires that they worship over the many years have reduced their Infravision.

Languages: Common & Dwarf

Fire Dwarves receive the following saving throw bonuses: +4 save versus breath attacks and +4 save versus poison.



Gray Dwarf
Appearance: 4’0″ tall, 150 lbs, solid gray eyes, they are completely bald, and light gray skin.

Race Details: Gray Dwarves are a very somber lot. They seem to hold grudges for a very long time, with forgiveness coming from them almost never. They lament for the dead long after they pass, and sing many sad tales of woe of past generations. To hear a Gray Dwarf laugh is rarer than Mithril. Gray Dwarves complain and grumble about their lot in life, but continue on anyway, even when it seems like there is no hope. Gray Dwarves can be very stubborn. They are also very proud of their beards.

Stat Modifiers: Con +1, Cha -1

Stat Minimum Requirements / Stat Maximums: Str 6/18, Dex 6/18, Con 8/19, Int 3/18, Wis 3/18, Cha 3/14

Available Classes & Level Limits: Assassin12, Fighter 8, Thief 10

Special Abilities, Flaws, and Restrictions:
Deathly Scared of Water: They need to make a Saving Throw vs. Paralyze to cross running water, to wade into a lake or pond, or to go into a boat. You make this Saving Throw with a -2 Penalty.

From their experience underground, Gray Dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Gray Dwarves must be actively searching for these abilities to function.

Immune to illusionary magic and mind-altering spells.

Infravision 60'

Languages: Common & Dwarf

Pass Through Stone Innate Ability: Twice per day you can pass through a section of stone that is equal to 10 feet + your character level in feet.  They have a very close relationship to the stone that surrounds them in the dark and they use this to their advantage.

Gray Dwarves are only Surprised on a 1 in D6 chance.

Gray Dwarven thieves receive the following bonuses and penalties to thief abilities:
Pick Locks +10%
Find and Remove Traps +10%
Climb Walls -10%



Ice Dwarf
Appearance: 4’0″ tall, 120 lbs, solid blue eyes, white hair, and white skin.

Race Details: Ice Dwarves are the northernmost race of Dwarves. They survive in areas other Dwarves could not. Weaker, but quicker than the rest of the Dwarves, they tend to hide more and avoid trouble. Ice Dwarves spend more time outdoors than most of the other Dwarf sub-races. They also tend to trade more with other races and cultures and travel more in the cold wastelands.

Stat Modifiers: Dex -1, Int -1

Stat Minimum Requirements / Stat Maximums: Str 3/18, Dex 9/19, Con 8/18, Int 3/17, Wis 8/18, Cha 3/18

Available Classes & Level Limits: Druid 13, Illusionist 8, Fighter 8, Ranger 13, Thief 8

Special Abilities, Flaws, and Restrictions:
Due to their short height, Ice Dwarves cannot use two-handed weapons or longbows. However, they can use any other weapons or armor allowed by their class.

Hide in Nature at 90%

Languages: Common, Draconic, Dwarf, Elf, Goblin, Gnome, Orc, Wolfen, Yeti

Racial Hatred of Goblins & Orcs: +1 to hit & damage.

Racial Hatred of Giants, Trolls & Yetis: +1 to hit & damage.

Ice Dwarves receive the following saving throw bonuses: +4 save versus poison, +6 save versus petrify or paralyze (saving throw vs. cold), +3 save versus wands, +4 save versus spells or spell-like devices.

Note that Ice Dwarves do not have Infravision. Their time on the blinding white surface of the world for many years has removed this ability from their ancestors.
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Re: Marth Ice World Setting for LL AEC

Postby samwise7 » Mon Apr 07, 2014 11:55 am

Blood Elf
Appearance: 5’6″ tall, 140 lbs, red eyes, white hair including facial hair, and white skin.

Race Details: Blood Elves love nature in all of its cold brutality and beauty. They tell the stories of how things used to be ages past when all manner of green things thrived and lived. Of the Elves the Blood Elves spend more time out hunting and viewing the harsh reality of nature. Blood Elves have a particular eating habit that disturbs some other races. They do not eat any flesh or any green plant. Their entire diet consists of the drained blood of animals that they kill. Blood Elves and Wolfen have a close relations and join the same tribes. They consider themselves brothers and sisters. Hunting is the most prized ability by them. There are rumors that while out on raiding war parties Blood Elf warriors sometimes the blood of fallen enemies, and it is imbibed in place of animal blood… Blood Elves can drink alcohol and other drinks with no problem but eating food will cause them to vomit violently.

Stat Modifiers: Dex +1, Wis +1, Cha -1, Str -1

Stat Minimum Requirements / Stat Maximums: Str 3/17, Dex 7/19, Con 3/18, Int 3/17, Wis 6/19, Cha 3/17

Available Classes & Level Limits: Druid 13, Fighter 10, Illusionist 7, Magic-User 7, Ranger 13

Special Abilities, Flaws, and Restrictions:
Ambush Skills: Your foes are surprised more often, +1 more chance on a D6.

Bleeder: Whenever you take damage you take 1 more damage. The blood of Blood Elves is thin and it doesn't coagulate easily.

Hated: Orcs and Goblins hate your race. They get +1 to hit and damage rolls against your kind.

Hide in Nature 50%

Ice & Snow Walker: Blood Elves have no trouble whatsoever when walking on the surface of ice and snow (even the fluffy stuff).  When other races would have their movement slowed due to heavy and drifting snow Blood Elves do not. This is a mystical ability that has been passed down through the generations.  It is said that a powerful Magic-User cast this spell on this sub-race of Elves after the Wizard War through a powerful and costly ritual, and it still resides in their blood. You can walk in a surefooted fashion on the surface of snow & ice like Legolas without movement penalties or dice rolls. 

Hear Noise and Move Silently as a Thief of equal level.

Languages Known: Elf, Common Tongue, Wolfen, Yeti

Tracking Ability: You can follow a trail if there are tracks to be seen 45% of the time.

Weapon Restriction: Blood Elves will not fight with blunt weapons. They prefer to see the blood of their enemies sprayed across the white snow.



Shadow Elf
Appearance: 5’4″ tall, 140 lbs, purple eyes, white hair, and gray skin.

Race Details: Shadow Elves do not trust many people. They are normally a paranoid lot that give their friendship grudgingly. The Shadow Elves have self-poisoned themselves over generations and therefore have a total immunity to all poisons. Shadow Elf assassins are known to be deadly, expensive, and effective.

Stat Modifiers: Cha +1, Dex +1, Str -1, Wis -1

Stat Minimum Requirements / Stat Maximums: Str 3/17, Dex 7/19, Con 3/18, Int 3/18, Wis 3/17, Cha 8/19

Available Classes & Level Limits: Assassin 14, Magic-User 8, Thief 12

Special Abilities, Flaws, and Restrictions:
Frail Bones: Do to racial tendencies to self poison themselves to build up their tolerances they take 1 additional damage every time that they are dealt damage.

Shadow Elves have infravision of 30 feet.

Languages Known: Common Tongue & Elven

Shadow Elves receive a better dice range for hearing noises. They can hear noises on a 1-5 on a D6.

Poison Saving Throws: Shadow Elves get a +8 bonus to Saving Throws vs. Poison

Shadow Elf Thief Skill Adjustments: Pick Locks +5%, Pick Pockets -5%, Move Silently +10%, Hide in Shadows +10%



Twilight Elf
Appearance: 5’0″ tall, 120 lbs, no eyes (they are blind), sparse white hair, and white skin.

Race Details: Twilight Elves are normally frail and skinny. They are a very magical and wise race. They are the masters of knowledge and power but are normally very peaceful, unless they are threatened. Many powerful Twilight Elf Magic-Users have wandered the ice fields of Marth. Blind from birth, all Twilight Elves see through a familiar bonded with them when they are born. If a Twilight Elf can find a willing humanoid they can bond them in a ritual as old as the Kindom of Rellev. 

Stat Modifiers: Int +1, Con -1

Stat Minimum Requirements / Stat Maximums: Str 3/18, Dex 3/18, Con 3/14, Int 6/19, Wis 3/18, Cha 3/18

Available Classes & Level Limits: Druid 10, Illusionist 15, Magic-User 15, Monk 7, Thief 7

Special Abilities, Flaws, and Restrictions:
Extra Spells Known at Character Creation: You know three 1st level spells and two 2nd level spells at character creation.

Familiar: At character creation every Twilight Elf gets a small animal familiar.  The character can see through the eyes of this familiar (since he has no eyes of his own).  Spells can also be cast through the familiar as if the familiar was the caster. A Twilight Elf can have a Familiar and a Bonded Demi-Human/Humanoid.

Demi-Human / Humanoid Bonding Ritual: If another player character or an NPC is willing to be “bonded” the Twilight Elf will be able to see through their eyes, the bonded humanoid and Twilight Elf will be able to tell where the other is at all times, and they are both able to sense each other's emotions as well. The bonded humanoid's life-span increases three-fold. Essentially the humanoid becomes a powerful familiar to the Twilight Elf. Spells can also be cast through the bonded humanoid as if the familiar was the caster. A Twilight Elf can have a Familiar and a Bonded Demi-Human/Humanoid. Retainer rules apply for this bonded Demi-Human/Humanoid but they get a +2 bonus to any Morale dice rolls.

Unhealthy: Hit Points -1 Die Step [Example D4 to a D2]

Spell Rest Time Reduced: You only need to rest for 4 hours to regain your spell slots (if you are a Magic-User).
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Re: Marth Ice World Setting for LL AEC

Postby samwise7 » Mon Apr 07, 2014 11:57 am

Wolfen
Appearance: 5’0″ tall, 140 lbs, yellow-brown eyes, gray-white fur, and white skin.

Race Details: Wolfen are a wild race that love nature as deeply as the Elves, if not more. They are good friends with the Blood Elves and consider them brothers and sisters. They are cautious in urban areas and prefer the wilderness to the city. They complain constantly about smells that others can’t smell, and hate to be locked in confined spaces. They love the sky overhead and the smell of fresh snow especially when they are hunting. Wolfen tend to have very long names (roughly 5-10 words combined into a name) that describe some scent or time or place. Their names tell a story but they only tell it to very good friends. Most people just call all Wolfen “Wolf” or by their first word in their name. An example of a Wolfen name would be “Karpok Abban Savid Alt Dal Baga Zur Bae” [Across Isolation Adrift White Ice Between Dark Shadow].

Stat Modifiers: Dex +1, Str -1

Stat Minimum Requirements / Stat Maximums: Str 3/17, Dex 8/19, Con 3/18, Int 3/14, Wis 3/18, Cha 3/16

Available Classes & Level Limits: Druid 10, Ranger 12, Thief 8


Special Abilities, Flaws, and Restrictions:
Bite Attack: 1D6 + Str

Hated: Orcs and Goblins get +1 to hit and damage against you.

Infravision 30'

Languages Known: Common, Elf, Wolfen, Yeti

Move Silently as the Thief (if not a Thief).

Quicker movement (150% of normal human movement).

Saving throws vs. paralyze & petrify +4 (saving throw vs. cold) and breath attacks get a +4 bonus.

Susceptibility to Spells & Wands, -4 penalty to both Saving Throws

Thief Skill Bonuses: Move Silently +10%, Hide In Shadows +5%, Pick Pockets -5%

Track Prey by Scent: 50% of the time.

Weapon Restriction: Wolfen cannot use two-handed melee weapons.
"Everything important in RPGs happens the moment you stop holding onto the rulebook with both hands." -Jeff Rients
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Re: Marth Ice World Setting for LL AEC

Postby samwise7 » Mon Apr 07, 2014 11:58 am

Yeti
Appearance: 7’0″ tall, 300 lbs, red eyes, white fur, and white skin.

Race Details: Yetis are always hungry and are known to think with their stomach. They are strong and hairy and love the outdoors.  They fear not the cold, but rather the heat.  Yetis are deathly afraid of fire in all its forms, and shun it whenever possible.  Yeti fur is very flammable. There is nothing more hideous and loud, than hearing the screams of a burning Yeti.  They can be violent at times, but not more so than any other race. They love revenge and savor it when it finally comes. Yetis and Fire Dwarves don’t get along.  If they are in the same party, they will most likely be at opposite ends of the marching order.  The Yeti character will also stay away from any campfires set up by any party members.

Stat Modifiers: Con +1, Str +1, Cha -1, Int -1

Stat Minimum Requirements / Stat Maximums: Str 8/19, Dex 3/18, Con 8/19, Int 3/15, Wis 3/18, Cha 3/15

Available Classes & Level Limits: Druid 8, Fighter 10, Ranger 12

Special Abilities, Flaws, and Restrictions:
Weapon Restrictions: clubs, hammers. quarterstaffs, maces, morning stars, spears only.

Fear of Fire: Yeti characters need to make a Paralyze Saving Throw to Negate this fear at a -2 Penalty.

Fists deal 1D6 + Str damage each.

Hide in Nature at 90% (like the Halfling).

Cold Resistance & Fire Susceptibility: Yetis take only 50% of the damage from cold, but they take 150% damage from fire.

Languages: Yeti & Common

Natural Armor: Yeti characters reduce their AC by 1.

Size: Large (Small creatures like Gnomes, Goblins, and Halflings, get +1 to hit you and they have +1 AC when you attack them). They can wield large weapons in one hand.

Track prey by scent 30% of the time.
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Re: Marth Ice World Setting for LL AEC

Postby samwise7 » Mon Apr 07, 2014 12:17 pm

Gluk-Shar (North) Gnomes

Appearance: 3'0″ tall, 30 lbs, pink eyes, blond hair, and yellow-white skin.

Race Details: North Gnomes are sometimes confused with Ice Dwarves, but they are different. Both races do however get along very well with one other. North Gnomes have been at war with the South Gnomes for as long as anyone can remember. They are normally adventurous and daring.
Stat Modifiers: Con +1, Str -1

Stat Minimum Requirements / Stat Maximums: Str 3/15, Dex 3/18, Con 8/19, Int 3/18, Wis 5/18, Cha 3/18

Available Classes & Level Limits: Druid12, Illusionist 10, Ranger 8

Special Abilities, Flaws, and Restrictions:
Cold Resistance & Fire Susceptibility: North Gnomes take only 75% of the damage from cold, but they take 125% damage from fire.
Fear of Fire: North Gnome characters need to make a Paralyze Saving Throw to Negate this fear.
Immune to Coldfire: The rivers, streams, lakes, and seas of the world are all composed of Coldire, which is a substance that hurts those submerged in it in a similar way that fire does though it is cold. North Gnomes are immune to it.

Lucky: Re-roll any dice roll once per day.

Saving Throws: +4 vs Poison, +6 vs Petrify or Paralyze (Save vs. Cold), +3 vs Spells & Spell-like Devices.

Small Sized, Harder to Hit by Large Creatures +1 AC

Surprise Others on a 1-3 on a D6.

Weapon Restriction: North Gnomes may not use large and two-handed weapons, but
they may use weapon and armor as indicated by class.

*Note that North Gnomes do not possess Infravision. Their time on the blinding white surface of the world for many years has removed this ability from them.



Sle-Ok (South) Gnomes
Appearance: 3'6″ tall, 50 lbs, orange eyes, light brown hair, and yellow-white skin.

Race Details: South Gnomes like to get into trouble. They are very inquisitive and love to collect odds and ends from the different areas where they travel. Sometimes these acquired things aren't obtained legally. They believe in luck and are very superstitious and read signs and portents where others see everyday things. They have been at war with the North Gnomes for as long as anyone can remember.

Stat Modifiers: Dex +1, Wis -1

Stat Minimum Requirements / Stat Maximums: Str 5/18, Dex 10/19, Con 5/18, Int 3/18, Wis 3/15, Cha 3/18

Available Classes & Level Limits: Assassin 13, Fighter 7, Magic-User 8, Monk 9, Thief 13

Special Abilities, Flaws, and Restrictions:
When using daggers or short swords South Gnomes get +2 to hit and damage.

Infravision 30'

Lucky: Re-roll any dice roll once per day. [+20]

Small Sized, Harder to Hit by Large Creatures +1 AC

Weapon Restriction: South Gnomes may not use large and two-handed weapons, but
they may use weapon and armor as indicated by class. [-10]

Thief skill adjustments if they are a Thief: [+30]
+15 Move Silently
+10 Open Locks
+5 Hide in Shadows



Jor-Kit (West) Gnomes
Appearance: 3'3″ tall, 40 lbs, orange-red eyes, oily black hair, and pockmarked yellow-white skin.

Race Details: West Gnomes love magic in all its forms, and they collect magical trinkets even if the power in them is only trivial. They rarely part with magical equipment or devices unless they are hard pressed for coin. Basically they are magical item pack rats. They love secrets and hidden facts unknown by others and they will risk personal (and spiritual) harm to acquire such obscure knowledge. West Gnomes sometimes hold such secret knowledge to make them feel superior to the taller races, but will normally give up such information if threatened with violence. It is rumored that a powerful ritual was performed on the entire race in ages past to protect them from Demons and Devils, though they are known to have more dealings with them than the other races of the world. Magic-Users and Illusionists of this race tend to carve flesh runes into themselves instead of using a spell book.

Stat Minimum Requirements / Stat Maximums: Str 3/14, Dex 5/18, Con 5/18, Int 10/19, Wis 3/18, Cha 3/18

Available Classes & Level Limits: Illusionist 7, Magic-User 12, Thief 7

Special Abilities, Flaws, and Restrictions:
Demon/Devil Saving Throw Bonus: West Gnomes get a +8 bonus to Saving Throws made against any Demonic/Devilish ability or against any spell cast by Demons or Devils.

Infravision 60'

Innate Spells Once Per Day, Your Level = Caster Level
*Darkness Globe (1st level Illustionist)
*Detect Evil (1st Level Cleric)
*Detect Magic (1st Level Magic-User)
*Protection From Evil (1st Level Magic-User)

Lucky: Re-roll any dice roll once per day.

Small Sized, Harder to Hit by Large Creatures +1 AC

Weapon Restriction: West Gnomes may not use large and two-handed weapons, but
they may use weapon and armor as indicated by class.

Weak: All damage that West Gnomes deal via melee weapons is reduced by 50% (round down).
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