Breach+Gnome


 * __Requirements__

Race**
 * Gnome
 * Alignment**
 * Lawful
 * Base Attack**
 * +5
 * Skills**
 * Balance 4+ ranks
 * Feats**
 * Toughness
 * Combat Reflexes
 * Endurance
 * Heavy Armor Proficiency


 * Description:** Gnomes tend to build their homes and communities within or beyond narrow caves or gullies that limit the ability for larger creatures, or large numbers of creatures, to pass through. Gnome fortresses are often built based on the same premise so that in times of great urgency, one solitary gnome may hold such a passageway long enough to allow others to seek help or evacuate by means of some secret egress.

The tradition of breach gnomes arose from this military and architectural feature of gnomish culture. These gnomes are trained to hold one spot against an onslaught of goblins, a rampaging ogre, or anything else that might threaten a gnome community. They are trained to use the close confines of an area against their opponent, redirecting attacks or pressing the enemy towards the walls. Dedicated breach gnomes persevere through raw will to defend their loved ones and do their duty.

Most breach gnomes understand that they will most likely sacrifice their lives in this endeavor, despite the best of their training. Breach gnomes have a saying they use to bid good-bye to one another: "//Until everyone is safe.//" That is how they see their duty: to hold their position until everyone in their community is safe.

It is rare for breach gnomes to leave their communities, but sometimes they undertake quests for their people, often as guardians for priests.

__Class Features__

 * Hit Die:** d10
 * Armor & Weapon Proficiencies:** The breach gnome is proficient with all simple and martial weapons, and with light, medium and heavy armor and shields.


 * Influence:** Breach gnomes gain 2 points of influence per level, modified by Charisma.


 * Skill Points at Each Level:** 2 + INT modifier
 * Class Skills:** Concentration, Climb, Balance, Escape Artist, Intimidate, Jump, Listen, Sense Motive.
 * **Level** || **Base Attack** || **Base Defense** || **Fort Save** || **Reflex Save** || **Will Save** || **Reputation** || **Special** ||
 * 1 || +1 || +1 || +2 || +1 || +2 || +1 || Defensive Stance (1/day) ||
 * 2 || +2 || +1 || +3 || +2 || +3 || +1 || Uncanny Dodge | Unshakeable ||
 * 3 || +3 || +2 || +3 || +2 || +3 || +2 || Hold the Line | Defensive Stance (2/day) ||
 * 4 || +4 || +2 || +4 || +2 || +4 || +2 || Damage Reduction 2/- ||
 * 5 || +5 || +3 || +4 || +3 || +4 || +3 || Improved Defensive Stance | Defensive Stance (3/day) ||
 * 6 || +6 || +3 || +5 || +3 || +5 || +3 || Improved Uncanny Dodge ||
 * 7 || +7 || +4 || +5 || +4 || +5 || +4 || Damage Reduction 4/- | Defensive Stance (4/day) ||
 * 8 || +8 || +4 || +6 || +4 || +6 || +4 || Mobile Defense ||
 * **Defensive Stance:** Breach gnomes excel at standing their ground to hold the narrow caves, passageways and gullies that lead into the areas where gnome villages are traditionally built. When adopting a defensive stance with a wall no further than five feet away, a breach gnome gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +1 to Strength, +2 to Constitution, a +1 //resistance bonus// on all saves, and a +2 //dodge bonus// to AC. If adajcent to two walls on opposite sides of him, neither one of which is more than five feet away, these bonuses increase to +2 to Strength, +4 to Constitution, a +2 //resistance bonus// on all saves, and a +4 //dodge bonus// to AC. The breach gnome can maintain the defensive stance for a number of rounds equal to 10 + his new Constitution modifier. He may end the defensive stance prematurely if he so desires. When the stance ends (voluntarily or involuntarily), the breach gnome immediately loses all hit points gained from the increased Constitution and is fatigued for a number of minutes equal to the number of rounds he was in the stance. If already fatigued, he becomes exhausted instead. An exhausted breach gnome cannot adopt a defensive stance. Adopting the defensive stance is a free action. At first level, a breach gnome can adopt this stance once per day. He gains an additional use of this ability per day at every odd class level thereafter.
 * **Uncanny Dodge:** Starting at 2nd level, a breach gnome retains his Dexterity bonus to AC (if any) when caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
 * **Unshakeable**: At 2nd level, breach gnomes become immune to all //fear// effects.
 * **Hold the Line:** At 3rd level, breach gnomes gain the Hold the Line feat for free.
 * **Damage Reduction:** At 4th level, a breach gnome begins to shrug off small amounts of damage. The character gains DR 2/-. This increases to 4/- at 7th level.
 * **Improved Defensive Stance**: Beginning at 5th level, a breach gnome need only be no more than five feet from an ally that is no more than five feet from a wall (on the left or right, or both) to be able to adopt his defensive stance. Thus, a breach gnome and one ally could reasonable guard a 25 foot wide passageway, or a 35 foot wide hall if he stands between two allies. In addition, while in a defensive stance, he gains a +2 on attack rolls for attacks of opportunity against opponents that attempt to pass through his threatened area.
 * **Improved Uncanny Dodge:** At 6th level, a breach gnome can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the breach gnome. The exception to this defense is that a rogue at least four levels higher than the breach gnome can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
 * **Mobile Defense:** At 8th level, a breach gnome may move up to five feet a round and still maintain his defensive stance. His new position must still meet all requirements for maintaining such a stance.