Gnomish Iconologist
Advanced Gnome class — see Classes for the full list.
Gnomish thinkers tend toward the philosophical and artistic, and their worship practices follow suit. The gnomish iconologists master eldritch ceremonies from a number of backgrounds, specializing in one of several Sovereign traditions or the Dragon House tradition of the ancient Sivis clan.
Gnomish Iconologist Level Progression / Spell Progression
| Experience | Title | Level | Hit Dice | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|---|---|---|
| 0 | 1 | 1d4 | 1 | - | - | - | - | - | |
| 2,000 | 2 | 2d4 | 3 | - | - | - | - | - | |
| 4,000 | 3 | 3d4 | 3 | 1 | - | - | - | - | |
| 8,000 | 4 | 4d4 | 3 | 3 | - | - | - | - | |
| 16,000 | 5 | 5d4 | 3 | 3 | 1 | - | - | - | |
| 32,000 | 6 | 6d4 | 3 | 3 | 3 | - | - | - | |
| 65,000 | 7 | 7d4 | 4 | 3 | 3 | 1 | - | - | |
| 130,000 | 8 | 8d4 | 4 | 4 | 3 | 3 | - | - | |
| 265,000 | 9 | 9d4 | 4 | 4 | 4 | 3 | 1 | - | |
| 400,000 | 10 | 9d4 + 1* | 4 | 4 | 4 | 4 | 3 | - | |
| 535,000 | 11 | 9d4 + 2* | 5 | 4 | 4 | 4 | 3 | 1 | |
| 670,000 | 12 | 9d4 + 3* | 5 | 5 | 4 | 4 | 4 | 3 |
Iconologist Saving Throws and Attack Bonus
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
|---|---|---|---|---|---|---|
| 1-2 | 13+ | 10+ | 16+ | 13+ | 15+ | +0 |
| 3-4 | 12+ | 9+ | 15+ | 12+ | 14+ | +1 |
| 5-6 | 11+ | 8+ | 14+ | 11+ | 13+ | +2 |
| 7-8 | 10+ | 7+ | 13+ | 10+ | 12+ | +3 |
| 9-10 | 9+ | 6+ | 12+ | 9+ | 11+ | +4 |
| 11-12 | 8+ | 5+ | 11+ | 8+ | 10+ | +5 |
Combat Characteristics
Combat Proficiencies: The gnomish iconologist is proficient with axes, hammers, flails, and maces, as well as medium, light, and very light armor. They have fighting style proficiency with the two-handed fighting style (so they can use a staff in two hands), but not with the dual weapon style or the weapon and shield style.
Combat Progression: The iconologist advances in attack throws and saving throws as a cleric. They may cleave after felling a foe once per round per two class levels (rounded down).
Starting Class Powers
Fey Magic: Gnomish iconologists can draw on their innate fey magic to cast Illusory figment and auditory illusion each once per hour.
Master Artisan: Every iconologist is a master in a particular type of art, such as calligraphy, sculpture, painting, or mosaic. With access to artisans’ tools, iconologists can produce 40gp worth of items per month and supervise 2 journeymen and 4 apprentices in their craft. When examining works of his craft, an iconologist can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+ on 1d20. This class power is equivalent to three ranks of Art proficiency.
Studious Divine Spellcasting: By studying holy texts, iconologists can cast divine spells. Unlike clerics, who receive their spells from prayer, iconologists receive their spells from study. Iconologists follow the same rules for learning and casting spells as mages (i.e., they have a base number of spells in their repertoire equal to the number shown on the Iconologist Spell Progression table plus their INT bonus), except as modified by their expanded repertoire ability. They record their repertoires of spells in spell books and can learn new spells from scribing scrolls, intense observation of the truly faithful, or studying other divine spell books. They select their spells from the divine spell list, rather than the arcane spell list, however, and cannot learn or cast spells found in arcane spell books. See Spells for more information.
Traditional Path I: Each gnomish iconoclast receives instruction in the sacred rites of a particular ceremonial tradition and will gain class powers based on their choice. The paths commonly available to the iconoclast are:
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The Baaldra path, following the Sovereign of Hall and Hearth
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The Dolazur tradition, devoted to the Sovereign of Cunning and Conquest
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The Kolkorn tradition, devoted to the Sovereign of World and Wealth
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The Nasaar tradition, devoted to the Sovereign of Magic and Mayhem
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The Ollarasht path, following the Sovereign of Feast and Fortune
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The Ouralon path, following the Sovereign of Law and Lore
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The Rowa path, following the Sovereign of Life and Love
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The Stranger path, following the Sovereign of Chaos and Change
Additional Class Powers
Traditional Path II (3rd level): At 3rd level, the iconologist will gain an additional boon depending on his tradition.
Traditional Path III (5th level): At 5th level, the iconologist will gain an additional boon, depending on his tradition.
Minor Magical Research (5th): The iconologist can research spells, scribe magical scrolls, and brew potions. Rules for magic research can be found in Campaigns.
Traditional Path IV (7th): At 7th level, the iconologist will gain a mystical boon, depending on his tradition.
Major Magical Research (9th): The iconologist can create more powerful magic items such as weapons, rings, and staffs.
Gnomish Vault (9th): A gnome who achieves enough fame and fortune from his adventures may build a gnomish vault when he reaches 9th level. Gnomes usually live in clans, so gnomes of the character’s clan will be the first to live under his roof, but gnomes from other clans will also come and live nearby to be ruled by the character. A total of 3d6x10 1st level NPCs of the same race will move in to help maintain and defend the vault at no cost to the character. A gnome is expected to employ only soldiers of gnomish descent but may hire members of other races for other tasks.
Supreme Magical Research (11th): The iconologist can learn and cast ritual arcane spells of great power (7th, 8th, and 9th level), craft magical constructs, and create magical crossbreeds. If chaotic, the iconologist can create necromantic servants and become undead.
Racial Traits
Gnomish Awaregness: Gnomes gain a +1 bonus to surprise rolls in urban settlements. When using the Adventuring proficiency to search or listen, they succeed on a proficiency throw of 14+ (instead of the usual 18+). If separately proficient in Searching they gain a +2 bonus to their throw instead. If separately proficient in Listening, they gain a +4 bonus to their throw instead.
Gnose for Potions: The physiology of gnomes grants them a natural talent for identifying alchemical substances by smell. As such they are all trained from a young age to develop this talent for Alchemy, granting them one free rank of that proficiency.
Multilingual: Gnomes are raised to be multilingual, able to converse in Gnome, Goblin, Kobold, and able to speak with all normal burrowing mammals.
Short-Statured: Due to their short stature, gnomes have a speed of 90’ when unencumbered. They can never wield large-sized weapons such as arbalests, great axes, morning stars, lances, long bows, polearms, or two-handed swords, and must use two hands when wielding medium-sized weapons such as battle axes, maces, staffs, and swords.
Underfoot: Because of their small size, gnomes can more easily avoid attacks by big, clumsy creatures. Monsters of larger than man-sized suffer a -2 penalty to their attack throws against halflings.
Gnomish Iconologist Paths
Baaldra Path
Traditional Repertoire (1st): A follower of Baaldra begins play with all of the following spells in her spell book. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Salving Rest
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2nd: Cure Moderate Injury
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3rd: Rune of Warding
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4th: Neutralize Poison
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5th: Healing Circle
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6th: Home Ward
Traditional Medicine (3rd): The iconologist of Baaldra practices an ancient tradition of natural medicine using healing herbs. She can identify and forage for healing herbs as if she had one rank of Naturalism proficiency. (If she already has Naturalism, she gains a +4 bonus on proficiency throws to identify and forage for healing herbs.) She can use healing herbs as if she had Healing proficiency. Given one turn (10 minutes), she can combine a pound of healing herbs with an equal gp of special components to create potent healing herbs that increase their effect by +1. The iconologist needs a cauldron over a fire or a kitchen to make potent healing herbs. The potent herbs lose all efficacy after 24 hours.
Healing Arts (5th): The iconologist’s knowledge of the healing arts deepens. She gains one rank of Healing proficiency. If she already has three ranks of the Healing proficiency, she can gain a rank of Alchemy or Naturalism instead.
Soul Food (7th): At 7th level, the iconologist of Baaldra gains an additional rank of Craft (cooking). If she already has 4 ranks of that proficiency, she may gain a rank of Healing, Alchemy, or Naturalism instead.
Dolazur Path
Traditional Repertoire (1st): A follower of Dolazur begins play with the following spells in his spellbook and may automatically add them to his repertoire when he reaches the level necessary to cast them. They do not count against his maximum repertoire size.
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1st: Tenebrosity
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2nd: Beguile Humanoid
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3rd: Cause Blindness
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4th: Poison
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5th: Cone of Fear
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6th: Bewitch Monster
Natural Stealth (3rd): The iconologist of Dolazur is adept at taking others by surprise. Opponents suffer a -2 penalty to surprise rolls when encountering an explorer approaching from outside line of sight or lying in wait in cover or darkness.
Ambushing (5th): The iconologist of Dolazur is skilled at ambushing unprepared enemies. He can ambush any vulnerable opponent. Ambushes can be made in melee or with missile weapons at short range but cannot be made with missile weapons at medium or longer range. When ambushing, the character gets a +4 bonus on his attack throws and deals an extra die of damage on the attack. (This class power is the equivalent of Ambushing proficiency.)
Poisoning (7th): The iconologist of Dolazur becomes an expert at identifying, extracting, and using natural toxins and venoms. He can identify poisonous plants and venomous monsters and distinguish their different poisons as if he had one rank of Naturalism. He can extract venom from slain creatures as if he had one rank of Animal Husbandry. He can extract toxins from plants as if he had one rank of Alchemy. (If he already has ranks of Animal Husbandry, Alchemy, or Naturalism, he functions as if having an additional rank.) He does not botch when extracting or using poison.
Kolkorn Path
Traditional Repertoire (1st): The follower of Kolkorn begins play with all of the following spells in her spell book. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Allure
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2nd: Magic Lock
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3rd: Winged Flight
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5th: Safe Travels
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6th: Level Water
Trusted Network (3rd): As she travels, the iconologist of Kolkorn builds connections with buyers, fences, and peddlers in each area she visits. Whenever she wishes to hire retainers or make passive investments in a market where she has previously entered, she can treat the market as if it were one market class larger than its actual size (Class I markets remain Class I markets) or she can take a +1 bonus to market impact, whichever is more useful. Additionally, her reputation is hard to tarnish, and when those she attempts to hire instead “refuse and slander” her, it is treated as a simple refusal. Likewise, characters performing Slandering hijinks targeting the character take a -4 penalty to their throws.
Steady Trade Route (5th): Through long-term business dealings, the iconologist of Kolkorn establishes a steady trade route for transactions in any two types of merchandise between any two of the markets that she has visited. The trade route’s markets, and the specific type of merchandise that is bought and sold at each market, is chosen by the archaist when she establishes the trade route.
Thereafter, anytime the iconologist personally enters one of the trade route’s markets, she can add one-half her class level to her market impact when determining the amount of merchandise of that type available for purchase or sale. If that results in her market impact exceeding the market maximum, reduce the market impact by 4 but shift to the next highest market class.
| Market Class | Max Capital / Month |
|---|---|
| I | 100,000gp* |
| II | 25,000gp |
| III | 10,000gp |
| IV | 5,000gp |
| V | 2,000gp |
| VI | 1,000gp |
| *Per 20,000 families |
Access to Capital (7th): The iconologist’s reputation for money-making aids her in securing financing. She can borrow money from the merchant guild at an interest rate of 3% per month without collateral or at an interest rate of 1% per month with collateral. There is no limit to how much she can borrow in total, but each market only has a limited pool of capital for use each month, shown on the adjoining table. If the archaist fails to pay interest each month, she becomes disreputable in that market. While disreputable, she cannot use her trusted network or friendly merchant connections. If the iconologist allows interest payments to build up such that she owes more in gp than his total XP, then his former business partners will begin to send rival adventurers after her, with wages by level that total the monthly interest payment. A henchman will not use this ability on behalf of her employer, but a player character can do so on behalf of her fellow party members.
Nasaar Path
Traditional Repertoire (1st): A follower of Nasaar begins play with the following spells in his spellbook and may automatically add them to his repertoire when he reaches the level necessary to cast them. They do not count against his maximum repertoire size.
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1st: Summon Manes
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2nd: Dark Whisper
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3rd: Speak With Dead
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4th: Skinchange
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5th: Summon Shadow
Occultism (3rd): Followers of Nassar study the forbidden secrets of the occult. On a proficiency throw of 11+, he can name the popular titles and symbols of chthonic powers; identify the type of undead creature encountered; and otherwise recall information of interest to demonology and necromancy. (This class power counts as one rank of Knowledge (Occult) proficiency.)
Conjure Dark Powers (5th): When the follower of Nasaar casts summoning spells (such as conjure fiend or summon shadow), the spell effects are calculated as if he were two caster levels higher than her actual level of experience. (This makes them harder to dispel.) If the character loses his concentration due to taking damage while controlling a conjured creature, he must make a Spells saving throw. If the save succeeds, he maintains his concentration. His eligibility to conduct research on summoning magic is determined as if he were two caster levels higher than actual. He gains a +2 bonus on magic research throws and increases his research rate by 10% when researching summoning magic. Conjure Dark Powers can partially stack with the Mastery of Conjuration and Summoning proficiency, such that the character’s summoning spells and research are calculated as if he were three (rather than two) caster levels higher and he gains a +2 bonus on his Spells saving throw to maintain concentration.
Words of Command and Obedience (7th): The follower of Nasaar can compel his conjured and summoned creatures to obey his inexorable will. Any creatures summoned by the iconologist will obey him to the best of their ability rather than seek to pervert his intention. Any creatures he conjures will depart without harming him if his concentration is broken.
Ollarasht Path
Traditional Repertoire (1st): A follower of Ollarasht begins play with all of the following spells in her spell book. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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2nd: Augury
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3rd: Divine Protection
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4th: Divination
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5th: Fate
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6th: Heroes’ Feast
Take a Chance (3rd): Followers of Ollarasht are consummate gamers and gain one free rank of the Gambling proficiency.
Heroic Breakfast (5th): Ollarasht smiles on her followers who celebrate each day as a chance to take a chance. Once per day, when the follower of Ollarasht consumes a meal alongside alcohol, coffee, or tea, she can recover hit points as if having just had a full day of bed rest. This is in addition to any recovered from actual bed rest, if applicable.
Second Chance (7th): The follower of Ollarasht gains an additional rank of Gambling. If she already has 3 ranks, she may instead select a rank of any Art proficiency.
Ouralon Path
Traditional Repertoire (1st): A follower of Ouralon begins play with the following spells in his spellbook and may automatically add them to his repertoire when he reaches the level necessary to cast them. They do not count against his maximum repertoire size.
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1st: Discern Magic
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2nd: Halt Humanoids
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3rd: Dispel Magic
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4th: Sphere of Invuln, Lesser
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5th: True Seeing
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6th: Sphere of Invuln., Greater
Thirst for Knowledge (3rd): The follower of Ouralon is voracious for study. At 3rd level, he gains a rank of Theology, Collegiate Wizardry, or any Knowledge proficiency of his choice.
Thirst for Knowledge (5th): The follower of Ouralon is voracious for study. At 5th level, he gains another rank of Theology, Collegiate Wizardry, or any Knowledge proficiency of his choice.
Thirst for Knowledge (7th): The follower of Ouralon is voracious for study. At 7th level, he gains another rank of Theology, Collegiate Wizardry, or any Knowledge proficiency of his choice.
Rowa Path
Traditional Repertoire (1st): A follower of Rowa begins play with all of the following spells in her spell book. As she reaches sufficient class level to cast them, they are automatically added to her repertoire and do not count against her maximum repertoire size.
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1st: Predict Weather
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2nd: Dominate Beasts
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3rd: Avian Messenger
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4th: Speak With Plants
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5th: Growth, Plant
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6th: Control Weather
Natural Arts (3rd): The iconologist of Rowa knows the secrets of the woodlands. She gains a rank of Naturalism; if she already has maximum ranks, she can instead gain one rank of Healing or Alchemy.
Friend of Birds and Beasts (5th): At 5th level, the iconologist of Rowa becomes a friend of birds and beasts. She can identify plants and fauna with a proficiency throw of 11+ and understands the subtle body language and moods of birds and beasts (though they may not understand her). She gains +2 to all reaction rolls when encountering normal animals and can take animals as henchmen. If she also has the Beast Friendship proficiency, the throw to identify plants and fauna improves to 7+ and she may take one more henchman than her charisma would otherwise permit, provided at least one of those henchmen is an animal.
Enchanted Forest (7th): The woodland home of a follower of Rowa becomes a strange and magical place. She gains the power to cast forest enchantment (as the spell) once per week. Each use takes 1 turn (10 minutes). The iconologist can sustain a number of forest enchantments equal to her caster level, enabling her to enchant a vast swathe of territory (approximately 2 acres per level).
Stranger Path
Traditional Repertoire (1st): A follower of the Stranger begins play with the following spells in his spellbook and may automatically add them to his repertoire when he reaches the level necessary to cast them. They do not count against his maximum repertoire size.
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1st: Pass Without Trace
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2nd: Transform Beast
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3rd: Adjust Self
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4th: Tongues
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5th: Guise Self
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6th: Bath of the Goddess
Evasion (3rd): Adherents of the Stranger learn to avoid the wild beasts of the wilderness. When he guides the party in familiar territory, the party gains a +5 bonus to proficiency throws to evade wilderness encounters. His party can evade wilderness encounters even when surprised provided the iconologist is not surprised.
Unexpected Movement (5th): The adherent of the Stranger moves in uncanny ways. He may retreat or withdraw from melee combat without declaring his intention to do so at the start of the round. He does not suffer a penalty to AC when charging or running if in medium or lighter armor and carrying 7 stones or less encumbrance. This is effectively the Skirmishing proficiency selected as a class power.
Unnerving Arts of Transformation (7th): The follower of the Stranger is adept at mutating himself and others with magic. When he casts transmogrification spells, the spell effects are calculated as if he were two class levels higher than his actual level of experience. His eligibility to create crossbreeds or research transmogrification magic is determined as if he were two caster levels higher than actual. Targets of his transmogrification spells suffer a -2 penalty to their saving throw. He gains a +2 bonus on magic research throws and increases her research rate by 10% when creating crossbreeds or researching transmogrification magic. Unnerving Arts can partially stack with the Transmogrification proficiency, such that the character’s transmogrification spells are calculated as if he were three (rather than two) caster levels higher and his bonus to magic research and research rate is increased to +3 and 15%.
Class Proficiencies
Proficiency Progression: At 1st level, iconologists select one class proficiency from their class proficiency list and one general proficiency from the general proficiency list. They select an additional class proficiency at 4th, 8th, and 12th level. They select an additional general proficiency at 5th, and 9th level.
Gnomish Iconologist Proficiency List: Alchemy, Battle Magic, Beast Friendship, Black Lore of Mabar, Bright Lore of Irian, Contemplation, Counterspelling, Craft, Diplomacy, Eavesdropping, Elementalism, Expanded Repertoire, Experimenting, Healing, Laying on Hands, Loremastery, Magical Engineering, Magical Music, Mastery of Conjuration & Summoning, Mastery of Enchantments & Illusions, Mystic Aura, Passing Without Trace, Personal Talisman, Quiet Magic, Sensing Evil, Sensing Power, Transmogrification, Unflappable Casting, Weapon Focus
Gnomish Iconologist Templates
| 3d6 Roll | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Outcast (Stranger) | Transmogrification Endurance Art (drawing) 3 | Musty old ceremony book with chameleon and pass without trace*,*** 2 hand axes, tattered tunic and pants, rawhide leather belt, careworn high boots, backpack, 1 lb garlic, tinderbox, 12 torches, 1 week’s’ iron rations, moldy waterskin, 1gp |
| 5 – 6 | Naturalist (Rowa) | Passing Without Trace Survival Art (flower arrangement) 3 | Tattered ceremony with shillelagh and predict weather, carved wooden implements, hand axe, faded green tunic and pants, leather belt, high boots, backpack, 1 week’s iron rations, waterskin |
| 7 – 8 | Hearth Warmer (Baaldra) | Laying on Hands Healing Art (meal preparation) 3 | Rolled papyrus spellbook with kindle flame and salving rest, iron implements, worn battle axe, leather armor, white apron over black tunic and pants, leather belt, high boots, backpack, waterskin |
| 9 – 10 | Legalist (Ouralon) | Contemplation Profession (judge) Art (sculpture) 3 | Wood-paneled spellbook with discern gist and discern magic, bronze implements, heavy morning star, leather armor, dun tunic and pants, leather belt, high boots, backpack with blank parchment journal half-filled with entries, quill and ink, waterskin |
| 11 – 12 | Copyist (Sivis) | Expanded Repertoire Mapping Art (calligraphy) 3 | Well-kept spellbook with counterspell, illumination, and one ceremony of the player’s choice, steel implements, morning star with carved head, engraved banded plate armor with House Sivis insignia, stone gray tunic and pants, leather belt, high boots, backpack, 1 week’s iron rations, waterskin, 4gp |
| 13 – 14 | Bedazzler (Ollarasht) | Mystic Aura Bargaining Art (jewelry) 3 | Academy-issue spellbook with sanctuary and purify food and water, mace, round wooden shield painted with colorful symbols, chain mail armor, brightly colored tunic and pants, leather belt, high boots, backpack, 1 flask of holy water, 1 flask of military oil, 1 week’s iron rations, waterskin, 4gp |
| 15 – 16 | Agent (Stranger) | Eavesdropping Diplomacy Art (painting) 3 | Enameled spellbook with slumber and pass without trace, bejeweled implements, mace with diamond-shaped head, steel shield with strange insignia, chain mail armor, red and white tunic and pants, leather belt, high boots, backpack, 1 lb garlic, 1 flask of holy water, 3 flasks of military oil, tinder box, 12 torches, 1 week’s iron rations, waterskin, 2gp |
| 17 – 18 | Scrivener (Sivis) | Loremastery Riding Art (calligraphy) 3 | Bronze-framed spellbook with word of command and illumination, steel implements, flail, steel shield with House Sivis insignia, engraved plate armor, blue tunic and pants, leather belt, high boots, mule, riding saddle and tack, saddlebags, 3 flasks of military oil, 2 weeks’ iron rations, waterskin, 9gp |
Spells
Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.