Monday 21 November 2016

Racial Templates: Gnomes

Racial Templates: Gnomes

The gnomes in D&D are small humanoids with minor magical powers, in Pathfinder they also are migrants from the First World, the world of the fey. While interesting, I've never seen a person play a gnome, and even use gnome as an NPC. I think gnomes are the most overlooked "core" race.

ROCK GNOME [-9] (Player’s Handbook, page 16)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
    Burrowing Animal Speech: Speak with Animals (Magical, -10%; Specialized, Burrowing Animals, -60%) [8].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.

Rock gnomes are the "standard" gnomes. They possess minor magical abilities that allow them to create light, sound, and talk to burrowing animals. While the first two abilities are useful, they can only be used once per day.

SVIRFNEBLIN (DEEP GNOME) [25] (Monster Manual, page 132)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10].
    Nondetection: Obscure 10 (Divination; Always On, -50%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [28].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.

Svirfneblins are a subrace that actually gets some attention outside Monster Manual. They are one of the few "good" races of the underground world, and they posess much more powerful abilities than the other subraces.

FOREST GNOME [5] (Monster Manual, page 132)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
    Beast Speech: Speak with Animals (Costs Fatigue, 1 FP, -5%; Magical, -10%) [22].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.

Suprisingly, the forest gnomes also do get some attention in Races of Faerun. Their ability to talk to animals is not limited to burrowing animals.

STONEHUNTER GNOME [-5] (Dragon Magic, page 8)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Stalker 1 [5]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
    Burrowing Animal Speech: Speak with Animals (Magical, -10%; Specialized, Burrowing Animals, -60%) [8].
Features: Early Maturation 1.

Blood of the copper dragons flows in stonehunter gnome's veins. They lose their Intuitive Illusionist perk, and... that's it. 

ICE GNOME [-11] (Frostburn, page 35)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Temperature Tolerance 1 (Cold) [1]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Spell-like Ability: Ray of Frost 1 [10].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.

The ice gnomes live in harsh environments, but do not posess any Temperature Tolerance. But they gain the ability to project a ray of frost once a day.

AQUATIC GNOME [5] (Unearthed Arcana, page 7)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Vision 3 [6]; Amphibious [10]; Empath 1 [5]; Extended Lifespan 2 [4]; Pressure Support 1 [5]; Speak Underwater [5]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
Disadvantages: Weakness (Immersion in fresh water, 1d per 30 minutes) [-5].
Perks: Intuitive Illusionist [1].
Features: Doesn’t Breathe (Gills); Early Maturation 1.

And let's start with the good ol' environmental variants. Underwater gnomes!

ARCTIC GNOME [-10] (Unearthed Arcana, page 9)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Protected Vision [5]; Temperature Tolerance 2 (Cold) [2]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.


Arctic gnomes gain Temperature Tolerance, unlike the ice gnomes, but can't fire rays of frost.

DESERT GNOME [-10] (Unearthed Arcana, page 12)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Temperature Tolerance 2 (Hot) [2]; Terrain Adaptation (Sand) [5]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.

Desert gnomes are the opposites of the arctic gnomes.

JUNGLE GNOME [-2] (Unearthed Arcana, page 14)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; High Manual Dexterity 1 [5]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
    Burrowing Animal Speech: Speak with Animals (Magical, -10%; Specialized, Burrowing Animals, -60%) [8].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.
Racial Skill Bonuses: +1 to Swimming [2].

Jungle gnomes are like forest gnomes, but with no Acute Hearing.

AIR GNOME [15] (Unearthed Arcana, page 16)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Doesn’t Breathe [20]; Extended Lifespan 2 [4]; Temperature Tolerance 5 (Cold) [5]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
Disadvantages: Susceptible to Earth Spells (-3) [-3].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.

In real life mythology, gnomes are earth spirits. You would think the authors of Unearthed Arcana would create earth gnomes as the elemental gnomish subrace?

WAVECREST GNOME [-5] (Stormwrack, page 44)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Absolute Direction [5]; Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Aquatic Animal Speech: Speak with Animals (Accessibility, Only aquatic animals, -40%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [12].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.

And the last one of the environmental variants. The wavecrest gnomes cannot get lost and cannot create auditory illusions.

CHAOS GNOME [8] (Races of Stone, page 86)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Luck (Active, -40%; Game Time, +0%; Magical, -10%) [8]; Ultravision [10].
    Light Jet: Illumination (Narrow 10-yard beam; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Spell-Like Ability: Deflect Missile 1 [23].
Features: Early Maturation 1.

The chaos gnomes have a totally different array of magical abilities. Lore-wise they seem to be much closer to the Pathfinder gnomes than the rock gnomes.

WHISPER GNOME [33] (Races of Stone, page 94)
Attributes: ST-5 [-50]; DX+1 [20]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Per +1 [5].
Advantages: Extended Lifespan 2 [4]; Infravision [10]; Silence 3 [15]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
Features: Early Maturation 1.

Whisper gnomes actually are quite interesting. They have magical abilities that make them excellent thieves and rogues.

FIRE GNOME [17] (Planar Handbook, page 125)
Attributes: ST-5 [-50]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Infravision [10]; Temperature Tolerance 3 (Hot) [3].
    Fire Resistance [60]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Fire Effects [10].
    Spell-like Ability: Flame Jet 1 [8].
Disadvantages: Vulnerability (Cold, x2) [-30].
Features: Early Maturation 1.

TINKER GNOME [-9] (Dragonlance Campaign Setting, page 25)
Attributes: ST-5 [-50]; DX+1 [20]; IQ+1 [20].
Secondary Characteristics: SM -2; Will +1 [5]; Per -1 [-5]; Basic Move -1 [-5].
Advantages: Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4].


In Dragonlance the gnomes are obsessed with tinkering, creating overcomplicated mechanical contraptions, live in the mount Nevermind, and have names as long as several tomes. They are considered to be crazy by most other races.

MAD GNOME [-29] (Dragonlance Campaign Setting, page 27)
Attributes: ST-5 [-50]; DX+1 [20].
Secondary Characteristics: SM -2; Per -1 [-5]; Basic Move -1 [-5].
Advantages: Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; High Manual Dexterity 1 [5].


Mad, or thinker, gnomes are less crazy than the tinker gnomes. Mad gnomes' inventions work as intended, do not blow up, and are actually useful. Tinker gnomes consider them to be mad though.

WILD GNOME [-1] (Races of Ansalon, page 101)
Attributes: ST-5 [-50]; IQ+1 [20]; HT+1 [10].
Secondary Characteristics: SM -2; Will +1 [5]; Per -1 [-5]; Basic Move -1 [-5].
Advantages: Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Outdoorsman 1 [10]; Resistant to Disease (+3) [3]; Resistant to Poison (+3) [5].


And another Dragonlance subrace. Just wild gnomes. No magical abilities, but resistant to poison and disease.

RIVER GNOME [16] (Dragon Magazine #291, page 34)
Attributes: ST-5 [-50]; DX+1 [20]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Amphibious [10]; Breath-Holding 1 [2]; Extended Lifespan 2 [4]; Ultravision [10].
    Aquatic Animal Speech: Speak with Animals (Magical, -10%; Specialized, Aquatic Animals, -60%) [8].
Features: Early Maturation 1.

River gnomes are recluses that live in burrows dug in the riverbanks. They can talk to aquatic animals and hold their breath for a long time.

ARCANE GNOME [13] (Dragon Magazine #291, page 34)
Attributes: ST-5 [-50]; IQ+1 [20]; HT+1 [10].
Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Occultist 1 [10]; Ultravision [10].
    Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
    Sound: Illusion (Auditory Only, -70%; Costs Fatigue, 1 FP, -5%; Magical, -10%) [5].
Perks: Intuitive Illusionist [1].
Features: Early Maturation 1.

Aracne gnomes are loners that live in the cities of other races and devote their lives to arcane studies.

SHAN SAO [-19] (Oriental Adventures)
Attributes: ST-7 [-70]; DX+1 [20]; HT+1 [10].
Secondary Characteristics: SM -4; Basic Move -1 [-5].
Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Fearlessness 4[ 8]; Night Vision 5 [5].
                Summon Tiger: Ally (12 or less; 100% Total; Tiger; Accessibility, Only in warm or temperate forests, -15%; Conjured, +100%; Magical, -10%) [14].
Tiger Speech: Speak with Animals (Tigers only, -80%; Magical, -10%) [5].
Disadvantages: Restricted Diet (Herbivore) [-10].
Perks: Intuitive Illusionist [1].

Tiny gnomes who live in warm forests and are at good terms with tigers. They are reclusive, do not like loud sounds and intruders.

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