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Gnomes and kobolds have hated
each other for ages – now learn why. This 160-page PDF
supplement contains detailed information on the kobolds and gnomes of Tellene,
including history, culture, religion, social structure, subraces, and more!
Designed for D&D® v3.5, this supplement is an invaluable resource on all
things gnome and kobold, and usable by players and Dungeon Masters® in any
campaign setting. Remember, being small doesn't mean you can't think
big!
GNOMES: This
section is nothing short of a player’s guide to gnomes, providing everything you
wanted to know about their culture, as well as providing an in-depth look at
playing a gnome. For those of you
interested more in the game mechanics of this race, there are new feats and
prestige classes. For others, the wealth
of background information will enable them to bring their characters to life in
a unique culture.
The gnome
section is broken down into three key chapters, one for each sub-race. Certain aspects of gnomes are very similar to
all the sub-races. As such, rock gnomes
are treated as the base race, with only the differences highlighted in the
forest and deep gnome chapters. Each
chapter in turn is broken down into several sections, with each section covering
a single aspect of gnome daily life.
Section
One explores the physical and mental make-up of
gnomes.
Section
Two explains gnome social structure, detailing the social strata
and providing a close look at how gnome communities
function.
Section
Three covers gnome culture, looking at every aspect of their
wondrous society.
Section
Four is dedicated to warfare and details unit organization,
weapons and armor, and tactics.
Section
Five expands on the gnome religious beliefs, detailing their
deities, ceremonies, and beliefs.
Section
Six looks at misconceptions of gnomes and the truth behind some
of the more common fables.
At the end
of the gnome book are two sections covering the crunchy bits. The first section gives the player everything
he needs to know about playing a gnome, as well as new feats and prestige
classes suited to the race. The second
provides the DM with ready-to-use statistics for a variety of gnome
archetypes.
KOBOLDS: As a sourcebook, this section is designed
for both players and DMs alike. Players
will find a wealth of information for playing kobold characters, with new feats,
prestige classes, spells, and magic items for their characters to wield – enough
information to give them as much depth as any of the standard races. DMs can use the same information to move
kobolds up the ladder from “cute little monsters” to major threat, giving
players a chance to learn the truth about these long neglected creatures through
role-playing.
Section
One details the history of the kobolds, from their origins to
the present day.
Section
Two explores the physical and mental make-up of
kobolds.
Section
Three explains kobold social structure, looking at how a clan is
governed, and the dynamics of the tribe.
Section
Four covers the kobold culture, looking at every aspect of this
unique and often neglected aspect of kobolds, including their use of
alchemy.
Section
Five is dedicated to warfare and details unit organization,
weapons and armor, and tactics.
Section
Six expands on the kobold religious beliefs, detailing their
belief in ancestor worship and their ceremonies and
beliefs.
Section
Seven looks at misconceptions of kobolds and the truth behind
some of the more common beliefs.
Section
Eight gives the player everything he needs to know about playing
a kobold, as well as new feats, spells, and prestige classes.
Section Nine is a bestiary, providing a list of standard
kobold adversaries ready for instant use.
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