Gnomes

Work in Progress

Tinker Gnomes

Kender Racial Traits

+2 Dexterity, +2 Intelligence, +2 Charisma, -2 Strength, -2 Wisdom: Small and skilled with their hands, gnomes tend to be more agile but less physically strong than larger races. With their keen inventiveness, gnomes are extremely intelligent, but they often put the quest for knowledge ahead of any consequences.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Manoeuvre Bonus and Combat Manoeuvre Defence, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Guild Affiliation: At character creation, the gnome character selects a Guild with which he is affiliated. Since there are innumerable guilds, they are broken into three major categories: Craft Guilds (bowyer, blacksmithing, leatherworking, and the like), Technical Guilds (architecture, chemistry, engineering, scriveners, and others), and Sage Guilds (botany, biology, education, mathematics, philosophy, and so on). If the gnome selects a Craft Guild, he gains a +2 racial bonus on all Craft checks. Technically inclined gnomes gain a +2 racial bonus on all Profession checks. Sage gnomes receive a +2 racial bonus on all Knowledge checks.

Need a Cool Name for This Ability: +2 racial bonus on Craft (alchemy) and Craft (tinkering) checks. Gnomes have a keen sense of smell that helps them identify noxious substances, and all gnomes are at least somewhat skilled in making something out of disparate pieces.

Focus: +2 racial bonus on Will saves. A gnome is constantly involved in the pursuit of a Life Quest. If the gnome appears constantly distracted from day-to-day matters, the gnome is caught up in thinking, dreaming, or planning his Life Quest. Because of this, it is difficult to sway a gnome from his chosen path.

Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose from the following: Dwarven, Ergot, Ogre, Solamnic.

Mad Gnomes, “Thinkers”

Mad Gnome Racial Traits

Mad gnomes share all the racial traits as tinker gnomes except as follows:

+2 Dexterity, +2 Charisma: Mad gnomes do not display the feverish creative genius possessed by ordinary gnomes, nor are they as inclined toward acting before thinking.

Need a Cool Name for This Ability, Too: Mad gnomes have a +2 racial bonus on Disable Device checks. They possess a greater understanding of small mechanical devices and work on the smaller scale. Mad gnomes can use the Disable Device skill untrained. This replaces the tinker gnome Guild Affiliation and Focus abilities.

Wild Gnomes

Wild Gnome Racial Traits

Wild gnomes share all the racial traits as tinker gnomes except as follows:

+2 Constitution, +2 Intelligence, +2 Wisdom, -2 Strength, -2 Charisma Wild gnomes are considerably hardier than ordinary gnomes but not as agile and nimble. They are just as intelligent, but while they are more aware than other gnomes, their propensity for treating others as case studies makes them less socially gifted.

Need Yet Another Cool Name for This Ability: +2 racial bonus on Handle Animal, Knowledge (nature), and Survival checks. This bonus replaces the tinker gnome Guild Affiliation, Craft (alchemy), and Craft (tinkering) bonuses. Wild gnomes are generally more focused in these areas than the broader range of guilds among ordinary gnomes.

Hardy: +2 racial bonus on saving throws against poison and disease. Wild gnomes have built up a number of resistances to the dangers of their environment.

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