Time Gnomes are always born on some time-important date; Most are born on the first of a year or an equinox, but there are smaller numbers born on leap years, dates having to do with moon cycles, or even seemingly random days that have some sort of multiversal or metaphysical importance.
They resemble normal gnomes, but with softer features (for a gnome of course!) and all have large white beards. Another significant difference from normal gnomes is that they do not live underground; rather, they make wooden villages in forests or hilly grasslands, with a clocktower in the center.
Time Gnomes advance as Elves in basic- and original-derived games, with the following changes:
Prime Abilities: Intellect and Constitution 13 or higher: +5%, Int 15 and Con 14: +10%
Alignment: Time Gnomes MUST be lawful; their attachment to the mechanisms of the universe prevents other alignments.
Time Gnomes do not have Infravison, and are not resistant to Paralysis from undead. In addition, they may not wield Two-handed weapons. However, for weapons about the size of a longsword, they must use two hands. Time Gnomes may not wear armor heavier than chainmail.
Time Gnomes are IMMUNE to any effect that magically ages them, either forward or backwards. Likewise, they have a 3-in-6 chance of knowing exactly what time it is, and never lose count when deliberately timing something or counting objects (though it still takes them the normal time to count the objects.)
Should a Time Gnome be slain, he has a 50% chance of reincarnating in 1 week as another Time Gnome. Reroll the character as normal, but the player may elect keep 1 of the Time Gnome's previous ability scores (if your GM allows you to rearrange your scores after rolling them, you may not swap this score.)
Reaching 9th Level: A Time Gnome who reaches 9th level may establish a Clocktower in some natural forest clearing or rolling plains. This Clocktower will always display the exact time on one face. The other 3 faces are up to the Time Gnome. Some put the alignment of planes, planets or moons, while others simply put the day, time, and year. The tower is wooden by default, but a rich Time Gnome may elect to use other materials, at GM discretion.
Upon construction of the tower, other Time Gnomes will flock to it, establishing a walled village. Other lawful creatures related to time may come offering their services in exchange for favors. The Time Gnome is free to expand his influence, and play the "domain game" as it is called, and is not restricted to merely controlling this one town.
In Advanced Editions: Time gnomes have the same features outlined above. In addition, they gain +1 to Int and -1 to Str. Time Gnomes may be Fighters (6), Magic-Users (10) or Thieves (Unlimited). The number in parenthesis is the maximum level, if used.
Multiclass options are:
Fighter/Magic-users
Magic-user/Thieves
Fighter/Magic-user/Thieves
This reminded me of Time Bandits. Good stuff.
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