Drinking & Dragons

Wild:Custom/Gnobold

From Drinking and Dragons
Gnobold.jpg

Gnobolds are a crossbreed between a gnome and a kobold. Though this may seem like a very odd match, it happens more often than expected within both communities.

Gnomes do so as an ultimate prank (a process they eloquently call "showering the eggs") to taint the bloodline of the kobolds, forcing them to have their numbers dwindle by killing their young or actually being around a gnomish influence, having to look their enemy square in the face every day.

Kobolds to the same, though they know that in impregnating a gnome will often result in the mother's death as kobold instincts kick in as the child will try to "break out of the shell" with it's claws when it is ready to be born. Often this is done by setting elaborate traps that are made by a kobold Birthwright, tainting the gnomes for a short amount of time.

Most gnobolds are treated as outcast in their communities. In gnomish communities, gnobolds are often thrown into the deepest mines to work until their death. In kobold communities, they are either killed at birth or drilled into being as kobold like as possible. This also leads to excessive mining, though also a strong penchant for traps is also taught.

Some gnobolds eventually tire of this life and make their escape. Their natural trickery lends them in these escapes, and they often take to getting as far away from their birthplace as possible.


Size/Type: Small Humanoid [Reptilian]
Hit Dice: 1d8+3 (7 HP)
Initiative: -1
Speed: 20
AC: 14 (+1 natural, +1 dex, +2 size), touch 13, flat-footed 13)
BAB/Grp: +1/-5
Attack: Claw -1 (1d3-2)
Full Atk: Claws -1/-1 (1d3-2)
Space/Reach: 5/5
SA: -
SQ: Racial Mix, Darkvision 30', Low-Light Vision, Light Sensitivity, Slight Build, Spell-like Abilities, Scurry, Weapon Familiarity
Saves: +2/+1/+0
Abilities: Str 6, Dex 13, Con 10, Int 11, Wis 10, Cha 11
Skills: Profession: Miner +6, Spot +1, Listen +1, Search +2, Climb +0
Feats: Toughness
Environment: Urban area, Temperate forest
Organization: Varies on enviornment; Solitary to Warband
CR: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
LA: +1
  • Racial Mix: Gnobolds count as both gnomes and kobolds for effects that depend on either race.
  • Claws: Gnobolds possess the claws of their kobold parents, though their more human-like face causes them to lose their bite. This claws are primary natural attacks that dead 1d3 damage.
  • Natural Armor: The scales of a gnobold provide a +1 natural armor bonus.
  • Darkvision: Gnobolds can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnobolds can function just fine with no light at all.
  • Low-light Vision: A gnobold can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Light Senestivity (Ex): Gnobolds are dazzled in bright sunlight or within the radius of a daylight spell.
  • Slight Build: The physical stature of gnobolds lets them function in many ways as if they were one size category smaller. Whenever a gnobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the gnobold is treated as one size smaller if doing so is advantageous to the character. A gnobold is also considered to be one size smaller when "squeezing" through a restrictive space. A gnobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a gnobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Spell-Like Abilities (Sp): 1/day - Snare. A gnobold with a Charisma score of at least 10 also has the following spell-like abilities: 1/day - Detect Secret Doors, Detect Snares and Pits, Open/Close. Caster level 1st; save DC 10 + gnobold’s Cha modifier + spell level.
  • Scurry (Ex): Once per round during your turn you may take a free 5 foot step.
  • Weapon Familiarity: A gnobold raised in a gnomish community is trained in using the gnomish hook hammer as a martial weapon. A gnobold raised in a kobold community is trained in using the great pick as a martial weapon.
  • Ability Modifiers: -4 Str, +2 Dex
  • Skill Bonus: A gnobolds gain a +4 bonus to Profession: Miner and may treat this profession as a class skill for all classes.
  • Favored Class: Rogue