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Metrognome (Race)

Standard Racial Traits

  • Ability Score Racial Traits: +2 Charisma, +2 Intelligence, -2 Dexterity
  • Type: Metrognomes are clockwork constructs with the gnome subtype.
  • Size: Metrognomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Base Speed: (Slow Speed) Metrognomes have a base speed of 20 feet.
  • Languages: Metrognomes begin play speaking Common, Gnome, and Sylvan. Metrognomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits

  • Master Tinker: Metrognomes experiment with all manner of mechanical devices. Metrognomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.
  • Wright: Metrognomes can use their natural talents with mechanisms to drive machines. These gnomes gain a +2 racial bonus on driving checks and on Craft checks to build or repair vehicles.
  • Keen Senses: Metrognomes receive a +2 racial bonus on Perception checks.

Offense Racial Traits

  • Weapon Familiarity: Metrognomes treat any weapon with the word gnome in its name as a martial weapon.

Senses Racial Traits

  • Low-Light Vision: Metrognomes can see twice as far as humans in conditions of dim light.
  • Integrated Light: Metrognomes can activate an integrated lighting system through their eyes, providing normal light in a 30-foot cone and increasing the light level by one step in the area beyond that, out to a 60-foot cone (darkness becomes dim light and dim light becomes normal light).

Other Racial Traits

  • Constructed: For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), metrognomes count as both gnomes and constructs. Metrognomes gain a +2 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
  • Winding (Ex): Metrognomes must be wound with special keys in order to function. As a general rule, a fully wound metrognome can remain active for 1 day per Hit Die, but shorter or longer durations are possible.
  • Vulnerable to Electricity: Metrognomes take 150% as much damage as normal from electricity attacks.
  • Swift Reactions (Ex): Metrognomes generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.