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Millgear Gnome

AR-Millgear Gnomes r1
The Millgear are the valley's tinker gnomes - the gadget path of their people: a workshop-warren dug into the banks of the millrace, where the river turns their lathes and drives their devices by gear and belt. Small and stocky, around three and a half feet tall, with ink-stained hands and rapidly-changing moods. Curious past the edge of caution; their inventions mostly work, and the rest work memorably. They live two to three centuries.
NOTES
May not employ Large weapons more than four feet in length (two-handed swords, polearms, longbows). Encumbrance as halfling. Original Artificial Ryan race (The Millgear Gnomes, itch.io supplement); text CC BY-SA 4.0.
Classes
ClericFighterMagic-UserThief
Combinations
Magic-User/Thief
Hit Dice
Max d6
Never roll larger than six-sided dice (d6) for hit points regardless of class.
ABILITY REQUIREMENTS
STR
—
max 17
DEX
—
CON
min 9
INT
—
WIS
—
CHA
—
SPECIAL ABILITIES
Darkvision 30'. +1 AC in melee vs. creatures larger than man-sized. 10% chance to detect an invisible or hidden creature within 30' (GM rolls); fighting a detected invisible foe: only -2 to hit instead of -4. Device-Cunning: examining any lock, trap, mill-work, or clockwork, can tell how it works, whether it is sound, and what is wrong with it, without a roll in ordinary conditions.
SAVING THROWS
+4 vs. Death Ray or Poison; +3 vs. Dragon Breath.
THIEF ADJUSTMENTS
Millgear Thief: +10% Open Locks and Remove Traps vs. mechanical devices.
Source: AR-Millgear Gnomes r1 • Transcribed from your supplements, no hallucination.