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===3rd Edition=== ;Common/Rock Gnome <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+2 Constitution, -2 Strength ::Small ::Base Land Speed 20 feet ::Low-Light Vision ::Weapon Familiarity: Gnomish Hooked Hammer ::+2 racial bonus on saving throws vs. illusions. ::Illusion spells cast by a gnome increase their Saving DC by +1. ::+1 racial bonus on attack rolls against [[kobold]]s and [[goblinoid]]s. ::+4 dodge bonus to Armor Class against Giant type creatures. ::+2 racial bonus on Listen and Craft (Alchemy) checks. ::Spell-Like Abilities: Speak With Animals (Burrowing Animals only) 1/day. A gnome with Charisma 10+ can also cast Dancing Lights, Ghost Sound and Prestidigitation 1/day. ::[[Favored Class]]: [[Bard]] </div></div> Like all the PHB races that weren't [[Human]] and [[Dwarf]], Gnome is incredibly underwhelming in core. Various other gnomish subraces popped up in other sources. Gnomes in the [[Ravenloft]] 3e setting are unchanged, bar the fact they have an [[Outsider Rating]] of 2. Races of Faerun reintroduced that old gnomish subrace, the '''Forest Gnome''', which makes the following tweaks to the standard gnome PC profile: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+4 racial bonus on Hide checks, increasing to +8 in forest settings. ::+1 racial bonus on attack rolls against [[kobold]]s, [[orc]]s, [[goblinoid]]s and [[scalykind|reptilian humanoids]]. ::Bonus Spell-Like Abilities: Pass Without Trace and Speak With Animals, both At-Will, both Self Only, with caster level equaling a [[Druid]]] of the forest gnome's character level. ::[[Level Adjustment]]: +1 ::[[Favored Class]]: [[Illusionist]] </div></div> [[Dragon Magazine]] #291 introduced two new subraces; the '''Arcane Gnome''' and the '''River Gnome'''. ''Arcane Gnomes'' are a subspecies of gnome that has begun developing from gnomish [[wizard]] families dwelling in suburbanized areas, resulting in lessened aptitude for their traditional nature-based powers and increased aptitude for arcane magic. An Arcane Gnome PC makes the following tweaks to the gnome racial writeup: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Ability Score Modifiers become +2 Consitution, +2 Intelligence, -2 Strength, -2 Wisdom. ::Use Magical Device is always a class skill. ::Lose the Speak With Animals spell-like ability. ::Changes [[Favored Class]] from [[Bard]] to [[Wizard]]. </div></div> ''River Gnomes'' are akin to Forest Gnomes, but settling along the banks of rivers or in caves concealed behind waterfalls. They are share a similar reclusive attitude to forest gnomes, and are known for their swimming abilities and agility. River Gnomes tweak the gnome PC stats like so: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::Speak With Animals works on river animals, not burrowing animals. ::Swim speed 20 feet, +8 racial bonus to Swim checks, can always Take 10 on a Swim check, can Run whilst swimming if they move in a straight line. ::Can hold breath for rounds equal to 4 times their Constitution score. ::+1 racial bonus to Initiative checks. ::Lose the Dancing Lights, Ghost Sound and Prestidigitation spell-like abilities. </div></div> When it came to environmental variants, the gnomes got the short stick. Only Frostburn and Stormwrack introduced new subspecies, and the Frostburn subspecies was particularly lackluster - perhaps becase of the overlap with the [[Uldra]]. '''Ice Gnomes''' are frostfell gnomes who really don't differ much from their common rock gnome kindred outside those necessary cultural tweaks required to survive where they do. Ice Gnome PCs simply need to tweak their spell-like abilities; their Speak With Animals functions on arctic mammals only, whilst their bonus SLAs for high [[Charisma]] are Dancing Lights, Prestidigitation and Ray of Frost. '''Wavecrest Gnomes''', in comparison, are coastal gnomes, who settle small islands and hidden lagoons, where they build villages of half-buried, round-topped buildings along the coasts and shorelines. Wavecrest gnomes make the following PC tweaks: ::Racial bonus to attack rolls against [[kobold]]s and [[goblinoid]]s is replaced with a +1 racial bonus to attack rolls against [[locathah]] and [[sahuagin]]. ::Spell-like Abilities are changed: Speak With Animals only functions on sea birds, bonus SLAs for high [[Charisma]] are Dancing Lights, Know Direction and Prestigiditation. Races of Stone finished the family tree with two new divergent races... '''Chaos Gnomes''', also called '''Imago''' (plural and singular), are a gnomish subbreed infused with the raw essence of chaos, especially in the form of arcane magic and luck. They can perhaps be seen as a further mutation of the Arcane Gnome subrace, where generations of wizardly study have mutated them and resulted in a more potent and direct connection to the raw energies of magic. Whilst usually seen as slightly mad, they also possess their own intuitive form of brilliance. They are fascinated by probability, chance and randomness, love arcane magic, and have a great sense of humor, though rarely become tricksters or pranksters. They look much like most gnomes, but their eyes are brightly colored, changing between red, blue, green and violet depending on their mood. Their hair is similarly bright, ranging from vivid red to blond. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Constitution, +2 Charisma, -2 Strength ::Small ::Base Speed 20 feet ::Low-light Vision ::Weapon Familiarity: Gnome Hooked Hammers are Martial Weapons for a chaos gnome. ::Spell Power: A chaos gnome's effective caster level is increased by +1 when casting a spell with the Chaos descriptor. This stacks with other spell power abilities. ::+4 dodge bonus to Armor Class against [[Giant]]-type monsters. ::+2 racial bonus to Listen checks. ::Luck of Chaos (Ex): Once per day, a chaos gnome can immediately declare a reroll of a roll they have made. This is done before the results are declared by the DM, and the second result must be taken, even if it changes success into failure. ::Immune to Confusion effects. ::Spell-like Abilities: Entropic Shield 1/day. A chaos gnome with Charisma 10+ can also cast Daze, Flare and Prestidigitation, 1/day each. For all SLAs, caster level is 1st, with save DC 10 + chaos gnome's Cha modifier + Spell level. ::[[Level Adjustment]]: +1 ::[[Favored Class]]: [[Sorcerer (Dungeons & Dragons)|Sorcerer]]. </div></div> '''Whisper Gnomes''' are a secretive, suspicious, and reclusive branch of the gnome family tree. Experts in stealth even by gnomish standards, these paranoid gnomes distrust all other races, including their rock gnome kindred, and are greeted with equal suspiciousness in turn. They stand slightly taller than most gnomes, and have drab colorations, with light gray to light green skin and pale blue or gray eyes. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Click "Expand" to see the stablock. <div class="mw-collapsible-content"> ::+2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma ::Small ::Base speed 30 feet ::Low-light Vision ::Darkvision 60 feet ::Weapon Familiarity: Gnome Hooked Hammers are Martial Weapons for a whisper gnome. ::+1 racial bonus on attack rolls against [[kobold]]s and [[goblinoid]]s. ::+4 dodge bonus to Armor Class against [[Giant]]-type creatures. ::+4 racial bonus on Hide and Move Silently checks. ::+2 racial bonus on Listen and Spot checks. ::Spell Like Abilities: Silence 1/day (centered on whisper gnome). Whisper Gnomes with Charisma 10+ can also cast Ghost Sound, Mage Hand and Message 1/day each. All have a caster level of 1st and a Save DC of 10 + whisper gnome's Cha modifier + spell level. ::[[Favored Class]]: [[Rogue]] </div></div> It also introduced the one reasons to play a Gnome in 3E: The Gnome Illusionist substitution levels and Shadowcraft Mage. The Gnome Illusionist variant trades penalties with various schools of magic for earlier access to illusion spells (most importantly Silent Image as a cantrip). Shadowcraft Mage is a Gnome-only [[Prestige Class]] lets the user make ''all'' illusions they cast function as the Shadow X (Shadow Conjuration, Shadow Evocation ect.) line of spells, allowing them to cast any Sorcerer/Wizard spell from the Conjuration (creation), Conjuration (summoning) or Evocation school of lower level at the cost people may not believe it and be partially effected. The class also gets the ability to make Shadow X spells more real on a failed save. On its own this is merely a good class, but there's two (not necessarily mutually exclusive) ways to break it in two. The first is to raise the spell level of an illusion spell without raising the spell slot it requires. Just combining any metamagic reducers with Heighten Spell is enough to break this to absurd levels. Arcane Discipline can make Miracle a Sorcerer/Wizard evocation spell. This means you can preform acts of god with a cantrip. The second method is to combine various ways to increase the partial reality of shadow bases spells. If you combine enough of these you can reach in excess of 100% realness, with 140% being the record. This means you can do things like create 70 proof alcohol.
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