Gnomish Whisper
Gnome class — see Classes for the full list.
| Prime Requisite: | DEX |
|---|---|
| Requirements: | Int 9, Con 9 |
| Hit Dice: | 1d4 |
| Maximum Level: | 11 |
The most enduring myth of the lost gnomish homeland of Zilargo is that of a mysterious faction known as The Trust, an organization of secret police forces empowered to take extreme action in order to preserve gnomekind as a single nation. While the Triumvirate of Zilargo fell during the Year of Trembling, many of the gnomes of Sair still talk in hushed tones of their tales. These are the whispered gnomes in whom much of gnomekind still put their faith.
Gnomish Whisper Level Progression / Spell Progression
| Experience | Title | Level | Hit Dice | Damage Bonus | Backstab | Caster Level | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1 | 1d4 | +1 | +1d | 0 | 0 | - | - | - | |
| 2,725 | 2 | 2d4 | +1 | +1d | 1 | 1 | - | - | - | |
| 5,450 | 3 | 3d4 | +2 | +1d | 1 | 1 | - | - | - | |
| 10,900 | 4 | 4d4 | +2 | +1d | 2 | 2 | - | - | - | |
| 21,800 | 5 | 5d4 | +2 | +2d | 2 | 2 | - | - | - | |
| 43,600 | 6 | 6d4 | +3 | +2d | 3 | 2 | 1 | - | - | |
| 85,000 | 7 | 7d4 | +3 | +2d | 4 | 2 | 2 | - | - | |
| 170,000 | 8 | 8d4 | +3 | +2d | 5 | 2 | 2 | 1 | - | |
| 325,000 | 9 | 9d4 | +4 | +3d | 6 | 2 | 2 | 2 | - | |
| 480,000 | 10 | 9d4 + 2* | +4 | +3d | 6 | 3 | 2 | 2 | - | |
| 635,000 | 11 | 9d4 + 4* | +4 | +3d | 7 | 3 | 2 | 2 | 1 |
| Gnomish Whisper Saving Throws | ||||||
|---|---|---|---|---|---|---|
| Level | Paralysis | Death | Blast | Implement | Spells | Attack Bonus |
| 1 | 13+ | 14+ | 15+ | 16+ | 17+ | +0 |
| 2-3 | 12+ | 13+ | 14+ | 15+ | 16+ | +1 |
| 4 | 11+ | 12+ | 13+ | 14+ | 15+ | +2 |
| 5-6 | 10+ | 11+ | 12+ | 13+ | 14+ | +3 |
| 7 | 9+ | 10+ | 11+ | 12+ | 13+ | +4 |
| 8-9 | 8+ | 9+ | 10+ | 11+ | 12+ | +5 |
| 10 | 7+ | 8+ | 9+ | 10+ | 11+ | +6 |
| 11 | 6+ | 7+ | 8+ | 9+ | 10+ | +7 |
Combat Characteristics
Combat Proficiencies: Due to their short stature, gnomes cannot 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. Whispers have weapon proficiency with all missile weapons and with all tiny, small, and medium melee weapons. They have armor proficiency with light, and very light armor. They have fighting style proficiency with the dual weapon, two-handed weapon, and weapon and shield styles.
Combat Progression: Whispers advance in attack throws and saving throws as fighters. Whispers increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, and 9th level. They can cleave after felling a foe a maximum of once per round per class level.
Starting Class Powers
Whisper Skills
| Level | Climbing | Hiding | Listening | Lockpicking | Searching | Sneaking |
|---|---|---|---|---|---|---|
| 1 | 6+ | 17+ | 14+ | 18+ | 18+ | 15+ |
| 2 | 5+ | 16+ | 13+ | 17+ | 17+ | 14+ |
| 3 | 4+ | 15+ | 12+ | 16+ | 16+ | 13+ |
| 4 | 3+ | 14+ | 11+ | 15+ | 15+ | 12+ |
| 5 | 2+ | 13+ | 10+ | 14+ | 14+ | 11+ |
| 6 | 1+ | 12+ | 9+ | 13+ | 13+ | 10+ |
| 7 | 0+ | 10+ | 8+ | 11+ | 11+ | 8+ |
| 8 | -1+ | 8+ | 7+ | 9+ | 9+ | 6+ |
| 9 | -2+ | 6+ | 6+ | 7+ | 7+ | 4+ |
| 10 | -3+ | 4+ | 5+ | 5+ | 5+ | 2+ |
| 11 | -4+ | 2+ | 4+ | 3+ | 3+ | 0+ |
The gnomish whisper has access to many thief skills, presented here for convenience, along with several more specialized abilities.
Backstabbing: Whispers are skilled at treacherously attacking unprepared enemies. A whisper can backstab any vulnerable opponent. Backstabs 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 backstabbing, a whisper gains a +4 bonus to hit and if the attack succeeds, the thief deals an additional die of damage for every four levels he has attained.
Climbing: Whispers are adept at scaling sheer surfaces, including smooth walls or steep cliffs. The whisper must make a Climbing proficiency throw for each 100’ climbed (with a minimum of one check required). If the throw succeeds, the whisper can safely ascend or descend the distance. If the throw fails, the whisper falls a distance equal to half the attempted distance, plus the distance covered by any previous throws, taking 1d6 bludgeoning damage per 10 feet. A whisper can climb at his exploration speed or one-third his combat speed without penalty. If he moves at one-half combat speed, he takes a -5 penalty to the proficiency throw, and if he moves at full combat speed, he takes a -10 penalty.
Fey Magic: Gnomish whispers may draw on their innate fey magic to cast illusory figment and auditory illusion each once per hour without expending a spell slot or having the spells in their repertoire.
Hiding: Whispers are trained to skulk unseen in the cover of darkness. A whisper can begin hiding as a combat action anytime he is in cover, dim light, or darkness. When the whisper begins hiding, the Judge must make a Hiding proficiency throw on behalf of the thief. A whisper will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the whisper suffer a -2 penalty to surprise rolls as long as he remains stationary in cover, dim light, or darkness.
If the throw succeeds, the whisper is hidden. If the throw fails, the whisper is not hidden. No creature can claim line of sight on a character that is hidden from it. If a hidden whisper engages an unengaged opponent, the opponent cannot make a free facing change (see Combat). If an opponent knows the hidden whisper’s general location, the opponent can attack him in melee at a -4 penalty, but it cannot even blindly attack the whisper if it doesn’t know his general location. The hidden condition expires at the end of the whisper’s initiative if he moves or attacks. It also terminates if the cover, dim light, or darkness no longer conceals the whisper from his opponents.
Listening: Whispers at doors, passageways, or intersections can listen for sounds coming from the other side of the door or passage. The Judge makes a Listening proficiency throw in secret on behalf of the whisper. If the throw succeeds, he hears any noises in earshot. If the throw fails, or if there aren’t any noises in earshot, he doesn’t hear anything. The whisper must be quiet and must be the closest creature in the party relative to the location of the sound or suspected sound. Listening only requires one round but can only be undertaken once per turn if the party is moving at all, because it takes time for people to settle down into quiet.
Lockpicking: With the aid of thieves’ tools, a whisper can pick mechanical locks. A whisper can pick locks either hastily or methodically.
-
Attempting to hastily pick a lock requires one round and a Lockpicking proficiency throw. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1 – 3, the whisper breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the whisper cannot figure out how to quickly open the lock. He can still attempt to open it methodically but cannot make another attempt to hastily pick the same lock again until he reaches a higher experience level (he may still attempt to methodically pick the lock, though).
-
Attempting to methodically pick a lock requires one turn (10 minutes) and a Lockpicking proficiency throw with a +4 bonus. If the throw succeeds, the lock is opened. If it fails on a natural roll of 1, the whisper breaks his pick in the lock, jamming it. The lock cannot thereafter be picked. If it fails on any other result, the whisper fails to pick the lock but can make another methodical attempt if desired.
Other bonuses or penalties might apply to the throw, depending on the whisper’s tools, the complexity of the lock, and other factors.
Searching: Through careful inspection and probing of his surroundings, a whisper can find concealed traps, secret doors, obscured objects, buried treasure, and other hidden features. A whisper can attempt to search for hidden features either hastily or methodically.
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Attempting to hastily search requires one round and a Searching proficiency throw. The Judge makes the throw in secret on behalf of the whisper. If the throw succeeds, the whisper notices any hidden features within 5’ of his location. If it fails, or there is nothing hidden, the whisper finds nothing. The whisper cannot make another attempt to hastily search the same area again until he reaches a higher experience level, but he can attempt to methodically search the location.
-
Attempting to methodically search requires one turn (10 minutes) and a Searching proficiency throw with a +4 bonus. The Judge makes the throw in secret on behalf of the whisper. If the throw succeeds, the whisper notices any hidden features within 5’ of his location. If the throw fails, or there is nothing hidden, the whisper finds nothing. The whisper can make repeated attempts to methodically search a location if desired.
When a whisper is moving at exploration speed, he can choose to attempt to hastily search as he moves. If so, then anytime the whisper moves within 5’ of a hidden feature, the Judge secretly makes a proficiency throw on his behalf. If the throw succeeds, the whisper notices it (and if it’s a trap, he notices it before triggering it). If the throw fails, the whisper does not notice anything (and, if it’s a trap, he or another character in the party might trigger it as they move). Note that this counts as a failure to hastily search for hidden features.
If the whisper is equipped with a long pole or similar implement, he can search a 5’ radius area within 10’ of his location. This can be advantageous because if a trap gets set off, he might be far enough to avoid being harmed. Other rules, bonuses or penalties might apply to the attempt, depending on the whisper’s tools, the degree of concealment, and other factors.
Shadowy Senses: Since the bright light of torches will reveal their positions, whispers learn to rely on superior night-vision, keen hearing and smell, and echolocation to slowly scout through dark alleys, lightless dungeons, and star-lit rooftops. When moving at combat speed or exploration speed, a whisper can “see” as if he were carrying a light source that sheds dim light in a 30’ radius. Shadowy senses can be used to fight, probe for traps, and so on. However, shadowy senses cannot be used to discern colors, faces, markings, or flat images (such as frescoes and murals), or to read books, maps, or scrolls. Shadowy senses does not function if the whisper is charging or running, if deafened, or if in an area of bright light, magical darkness, or magical silence. Because it counts as dim light, an opponent can hide from shadowy senses.
Skulking: As masters of remaining unnoticed, whispers gain Skulking as a bonus proficiency. Compared to a lesser thief, he gains a +2 bonus on Hiding and Sneaking proficiency throws (already accounted for in the tables above. When sneaking at more than one-half combat speed, his penalty is reduced to -2 (instead of -5). When sneaking while running, his penalty is reduced to -5 (instead of -10).
Sneaking: Whispers learn to prowl with great stealth. A whisper can begin sneaking as a movement action. He can sneak at his encounter speed or one-half combat speed without penalty. If he moves greater than one-half combat speed, he takes a -5 penalty to the Sneaking proficiency throw. If he runs, he takes a -10 penalty.
When the whisper begins sneaking, the Judge must make a Sneaking proficiency throw on behalf of the whisper. A whisper will always think he is successful in this skill and will not know otherwise until others react to his presence. Regardless of whether the throw succeeds, opponents encountering the whisper suffer a -2 penalty to surprise rolls if the whisper is outside their line of sight.
If the throw succeeds, the whisper is also sneaking. If the throw fails, the whisper is not sneaking. When sneaking, the whisper makes no noise when he moves — none whatsoever. Even alert creatures that make a successful Listening proficiency throw will not hear a sound. When a sneaking whisper engages an unengaged opponent from the rear, the opponent cannot make a free facing change.
Streetwise: The whisper has learned the hard lessons taught by life as a criminal. He might begin play as a member of a thieves’ guild or other criminal syndicate (Judge’s discretion). He can engage in hijinks if he has the necessary proficiencies or whisper skills. He can automatically identify gestures, signs, slang, and territory of criminal organizations in his home settlement. He can identify those of other urban settlements with a proficiency throw of 11+. Secret organizations or organizations in far-off cities might be harder to recognize. (This class power is equivalent to one rank of Streetwise proficiency.)
Additional Class Powers
When they advance in level, whispers gain the following additional class powers:
Arcane Magic (2nd): As magical assassins, gnomish whispers learn and cast arcane spells. However, they are not as devoted to the arcane arts as mages, so their caster level and progression are at a slower rate. The whisper’s caster level, and the number and levels of spells the whisper can cast in a single day, are listed on the Whisper Spell Progression table. Like a mage, a whisper’s spell selection is limited to the spells in his repertoire. A whisper’s repertoire can include up to the number and level of spells listed for his level, increased by his Intellect bonus. Gnomish whispers can cast arcane spells in any armor they are proficient with.
Deciphering (4th): The whisper gains the ability to decipher text (including ciphers, treasure maps, and dead languages, but not magical writings). Deciphering a page of text requires one turn (10 minutes) and a successful proficiency throw of 4+ on 1d20. If the roll does not succeed, the whisper cannot try to decipher that particular page of text until he reaches a higher level of experience.
Advanced Fey Magic (5th): Gnomish whispers can draw on a more advanced fey magic to cast illusory duplicates once per 8 hours, and invisibility and chimerical force once per day each.
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.
Scrollreading (10th): The whisper gains the ability to read and cast magic from arcane and divine scrolls. The whisper does not have to be able to read the language in which the scroll is written provided he has successfully deciphered it before. Reading a magical scroll requires one round and a successful proficiency throw of 4+ on 1d20. However, a failed throw means the spell does not function as expected and can create a horrible effect at the Judge’s discretion.
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.
Class Proficiencies
Proficiency Progression: At 1st level, whispers gain one class proficiency from their class proficiency list and one general proficiency from the general proficiency list (as indicated by the template rolled). They select an additional class proficiency at 4th, 8th level. They select an additional general proficiency at 5th, and 9th level.
Whisper Proficiency List: Acrobatics, Alchemy, Alertness, Arcane Dabbling, Beast Friendship, Bribery, Cat Burglary, Caving, Combat Reflexes, Combat Trickery (disarm, incapacitate), Contortionism, Diplomacy, Fighting Style Specialization, Intimidation, Lip Reading, Lockpicking Expertise, Mapping, Passing Without Trace, Poisoning, Precise Shooting, Running, Skirmishing, Sniping, Swashbuckling, Trapfinding, Unarmed Fighting, Weapon Finesse, Weapon Focus
Whisper Templates
| 3d6 | Template | Proficiencies | Starting Equipment |
|---|---|---|---|
| 3 – 4 | Cutthroat | Combat Reflexes Gambling | Hand axe, dagger, leather armor, cheap tunic and pants, leather belt, high boots, backpack, 12 iron spikes, small hammer, flask of military oil, tinderbox, 12 torches, waterskin, 1 week’s iron rations (enc. 5 3/6 st) |
| 5 – 6 | Bounty Hunter | [[Combat Trickery | Combat Trick]]. (incapacitate) Tracking |
| 7 – 8 | Mountaineer | Mountaineering Endurance | Shortbow, quiver with 20 arrows, hand axe, leather armor, brown tunic and pants, leather belt, leather gloves, high boots, delver’s harness, 100’ sturdy climbing rope, grappling hook, small hammer, 12 iron spikes, mallet and 4 stakes, 2 small sacks, 1 week’s iron rations, waterskin, 1gp (8 st) |
| 9 – 10 | Tunnel Whisper | Caving Naturalism | Short bow, quiver with 20 arrows, short sword, two throwing daggers, padded armor, dark green cloak with hood and bandanna, black tunic and pants, low boots, backpack, thieves’ tools, 100’ rope, grappling hook, lantern, tinderbox, 1 flask oil, wineskin, 1 weeks’ iron rations, 2gp (enc 7 st) |
| 11 – 12 | Assassin-for-hire | Precise Shooting Bargaining | Arbalest, case with 20 bolts, pair of well-sharpened short swords, bloodstained padded armor, dark cloak with hood, black tunic and pants, low boots, leather belt, small sack, backpack, 3 flasks of military oil, tinderbox, 50’ rope, waterskin, thieves’ tools, 1 week’s iron rations (enc 5 5/6 st) |
| 13 – 14 | Lockbreaker | Lockpicking Expertise Craft (locksmithing) | Crossbow, case with 20 bolts, short sword, leather armor, hooded cloak, freeholder’s tunic and pants, leather belt, low boots, backpack, thieves’ tools, 50’ rope, grappling hook, tinderbox, lantern, flask of common oil, small hammer, 12 iron spikes, waterskin, 1 week’s iron rations (enc. 6 1/6 st) |
| 15 – 16 | Infiltrator | Contortionism Disguise | Crossbow, case with 20 bolts, short sword, dagger, unmarked leather armor, simple hooded cloak, plain tunic and pants, leather belt, low boots, backpack, thieves’ tools, disguise kit, waterskin, 1 week’s iron rations, 33gp for bribes (enc. 5 2/6 st) |
| 17 – 18 | Trusted | Poisoning Riding | Arbalest, case with 20 bolts, 10 darts, battle axe, leather armor, black tunic and pants, leather belt, high boots, backpack, tinderbox, thieves’ tools, 12 torches, sure-footed mule, riding saddle and tack, leather saddlebags, 1 week’s iron rations, 9gp (enc 6 3/6 st with rations on mule) |
Spells
Studious arcane caster: choose the repertoire from the whole arcane spell list. See Magic and Spellcasting for how repertoires work.