← Races
MG
Best: 3:4 portrait (e.g. 900×1200)
Mirken Gnome
AR-Mirken Gnomes r1The Mirken are the valley's dark gnomes - the deep path of their people: tenders of the barrow downs and the dead of four peoples, traders in poisons and grave-goods, practitioners of quiet magics. Small and lean, around three and a half feet tall, pale grey to ash-white, silver or black hair, dark eyes that do not give back the light. Courteous, precise, and entirely without squeamishness. 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. Necromancers per the BF Necromancer supplement. Original Artificial Ryan race (The Mirken Gnomes, itch.io supplement); text CC BY-SA 4.0.
Classes
FighterMagic-UserNecromancerThief
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
max 17
DEX
—
CON
min 9
INT
—
WIS
—
CHA
—
SPECIAL ABILITIES
Darkvision 60'. +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. Grave-Cunning: examining a poison, a venomous creature, or a corpse, can identify the poison or the cause and manner of death without a roll in ordinary conditions. Dazzled in bright light (full sun or continual light radius): -1 to attack rolls.
SAVING THROWS
+4 vs. Death Ray or Poison; +3 vs. Dragon Breath; +2 vs. Spells.
Source: AR-Mirken Gnomes r1 • Transcribed from your supplements, no hallucination.