Regents of the Roads - Gnomish Archetypes
It's Time to Go Roaming! Gnomes are an unusual race¸ who don't quite seem to belong anywhere. Some are great illusionists with a close connection to the fey¸ others are mad tinkerers and alchemists¸ prone to explosions and mishaps¸ and still others are slaves to an intense wanderlust and known for the vibrant colors of their skin and hair. Though they never quite fit in¸ gnomes can be found just about everywhere¸ and they have a knack for always doing things their own way. Of course¸ when you choose to make your player character a gnomes¸ all that you really care about is the +2 bonus to your Constitution and Charisma scores (and who needs Strength¸ anyway?)¸ so why bother playing a gnome alchemist or druid? Even if a +2 bonus doesn't really make that much of a difference¸ it just feels so wrong to knowingly combine a race and class that don't go well together¸ and¸ as a result¸ many players never bother to consider it. This book aims to give players who want the fact that their character is a gnome to matter more a way to make that happen¸ while also providing support for gnome characters of a variety of classes that don't typically make much mechanical sense for gnomes. Included are the gnomish alchemist¸ a mad scientist who can create extracts that produce powerful illusions¸ and can even craft their own clockwork familiars¸ the gnomish illusionist¸ a wizard archetype for gnomes devoted heavily to illusion¸ the gnomish sensationalist¸ an investigator archetype for gnomes who want to live life to the fullest by experiencing every sensation possible¸ the gnomish wanderer¸ a ranger archetype devoted to travelling to new and exotic lands¸ and the gnomish wildspeaker¸ a druid archetype for gnomes that want to get in touch with their fey heritage.