Acrobatics (D), Appraise (I), Bluff (Ch), Climb (S), Craft ( ) (I), Diplomacy (Ch), Disable Device (I*), Disguise (Ch), Escape Artist (D), Fly (D), Handle Animal (Ch*), Heal (W), Intimidate (Ch), Knowledge (Arcana) (I*), Knowledge (Dungeoneering) (I*), Knowledge (Engineering) (I*), Knowledge (Geography) (I*), Knowledge (History) (I*), Knowledge (Local) (I*), Knowledge (Nature) (I*), Knowledge (Nobility) (I*), Knowledge (Planes) (I*), Knowledge (Religion) (I*), Linguistics (I*), Perception (W), Perform ( ) (Ch), Profession ( ) (W*), Ride (D), Sense Motive (W), Sleight of Hand (D*), Spellcraft (I*), Stealth (D), Survival (W), Swim (S), Use Magic Device (Ch*);
BLANK TEMPLATE; CR: 1/3; XP: 135; Gnome expert (sailor) Align: CN; Small humanoid (gnome)
Init: ; Senses: Low-light Vision; Perception
DEFENSE: AC: 13; TAC: 11; FFAC: 13; HD: 1d8; HP: 4; Saves: For: +0, Ref: +0, Will: +2; +2 saves vs. illusion spells and effects; SR: ; DR: ; Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype
OFFENSE: Speed: 20 ft.; Melee: handaxe +1 (1d4/x3); Ranged: shortbow +1 (1d4/x3); Space: ; Reach: ; Special Attacks: ;
If Cha > 11 then
Spell-Like Abilities: (CL: <level>, concentration)
1/day - dancing lights, ghost sound (DC 10+), prestidigitation, speak with animals
Statistics: Str: ; Dex: ; Con: ; Int: ; Wis: ; Cha: ; BAB: +0; CMB: -1; CMD: 9
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) , Bluff (Ch)(c), Climb (S)(c) +2, Craft () (I)(c) (+2 opt), Knowledge (Geography) (I*)(c), Knowledge (Nature) (I*) (c), Perception (W) +2, Perform () (Ch)(c), Profession (sailor) (W*)(c) (+2 opt), Stealth (D) +4, Survival (W)(c), Swim (S)(c) +2, ; Racial Modifiers: +2 Perception, +2 to Craft or Profession
Special Abilities:
Languages: Common, Gnome, Sylvan
Special Qualities: Defensive Training (+4 dodge bonus to AC against monsters of the giant subtype), Illusion Resistance (+2 racial saving throw bonus against illusion spells and effects), Keen Senses (+2 racial bonus on Perception checks), Obsessive (+2 racial bonus on a Craft or Profession skill of their choice), Gnome Magic (+1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier), Hatred (+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes), Weapon Familiarity (Gnomes treat any weapon with the word “gnome” in its name as a martial weapon)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp
Healthy, intelligent sailor; CR: 1/3; XP: 135; Gnome expert (sailor) 1 Align: CN; Small humanoid (gnome)
Init: +0; Senses: Low-light Vision; Perception +4
DEFENSE: AC: 13; TAC: 11; FFAC: 13; HD: 1d8+3; HP: 7; Saves: For: +3, Ref: +0, Will: +4; +2 saves vs. illusion spells and effects; SR: ; DR: ; Defensive Abilities: +4 dodge bonus to AC against monsters of the giant subtype
OFFENSE: Speed: 20 ft.; Melee: handaxe +2 (1d4+1/x3); Ranged: shortbow +1 (1d4/x3); Space: ; Reach: ; Special Attacks: ;
Spell-Like Abilities: (CL: 1st, concentration +2)
1/day - dancing lights, ghost sound (DC 10+), prestidigitation, speak with animals
Statistics: Str: 12; Dex: 10; Con: 17; Int: 16; Wis: 14; Cha: 13; BAB: +0; CMB: +0; CMD: 10
Feats: Athletic
Skills: Expert (6 + Int/Level): Acrobatics (D)(c) +4, Climb (S)(c) +7, Craft (ships) (I)(c) +7, Knowledge (Engineering) (I*)(c) +7, Knowledge (Geography) (I*)(c) +7, Knowledge (Nature) (I*) (c) +7, Perception (W) +4, Perform (comedy) (Ch)(c) +5, Profession (sailor) (W*)(c) +8, Stealth (D) +4, Survival (W)(c), Swim (S)(c) +7, ; Racial Modifiers: +2 Perception, +2 to Craft or Profession
Special Abilities:
Languages: Common, Gnome, Sylvan
Special Qualities: Defensive Training (+4 dodge bonus to AC against monsters of the giant subtype), Illusion Resistance (+2 racial saving throw bonus against illusion spells and effects), Keen Senses (+2 racial bonus on Perception checks), Obsessive (+2 racial bonus on a Craft or Profession skill of their choice), Gnome Magic (+1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier), Hatred (+1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes), Weapon Familiarity (Gnomes treat any weapon with the word “gnome” in its name as a martial weapon)
Environment:
Organization:
Treasure: NPC Gear (leather armor, handaxe, dagger, shortbow with 20 arrows), 2gp