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[[Category:Epic Path]]
[[Category:Races]][[Image:Gnome_2.png|400px|right|Yes, she's a Fighter, and yes, that's a Godsword, and yes, she's very, very good with it since she took both Hyperactive and Not Compensating.]]
[[Category:Races]]
<div style="clear:right; float:right; font-size:85%; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
* ''Go back to the [[Epic Path]] page.''
{{quote|I borrowed a couple of the gears from your Astrolabe. I hope you don't mind.}}
* ''Go back to the [[Character_Creation#Core_Races|Character Creation]] page.''


===Origins===
Of all the intelligent races, there is a small subset that are Civilized, that have the Spark. 


[[Image:Gnome1.jpg|800px|right|x]]
Of the Gracious Races, those that bear the Spark of Civility, there are some that are widely known to be The Old Ones.  Elves, of course, are the oldest race, or so they claim.  Dwarves, rightly so, also make strong claims to the position of First Race.  Humans could care less how old their species is, but there is evidence that they are as old or older than any of the other races, and perhaps far older. Halflings, well, nobody is really certain about much of Halfling history, they might be Old Ones or they might not, they have a way of blending in.
==Gnome==
: ''Say, do you really need all these gears in this Astrolabe?''


And then there are the Gnomes.


===Origins===
Gnomes do not blend in. Gnomes, despite their tiny stature, swagger through history like conquerors.  The oldest tales are full of Gnomes doing things, making things, and generally Being Important, despite the fact they have never really conquered much of anything. But Gnomes have personality that is far out of scale with their diminutive bodies.  
Gnomes are distant relatives of the fey, and their history tells of a time when they lived in the fey's mysterious realm, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. Though gnomes are no longer truly fey, their fey heritage can be seen in their innate magic powers, their oft-capricious natures, and their outlooks on life and the world.


Gnomes can have the same concerns and motivations as members of other races, but just as often they are driven by passions and desires that non-gnomes see as eccentric at best, and nonsensical at worst. A gnome may risk his life to taste the food at a giant's table, to reach the bottom of a pit just because it would be the lowest place he's ever been, or to tell jokes to a dragon—and to the gnome those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force. While such apparently fickle and impulsive acts are not universal among gnomes, they are common enough for the race as a whole to have earned a reputation for being impetuous and at least a little mad.
As a result, the age and origin of Gnomes is easily the best known of all the Old races.  


Combined with their diminutive sizes, vibrant coloration, and lack of concern for the opinions of others, these attitudes have caused gnomes to be widely regarded by the other races as alien and strange. Gnomes, in turn, are often amazed how alike other common, civilized races are. It seems stranger to a gnome that humans and elves share so many similarities than that the gnomes do not. Indeed, gnomes often confound their allies by treating everyone who is not a gnome as part of a single, vast non-gnome collective race.
When the First Gods were making the universe, at the very beginning of the Dawn Times, it turned out that the job was a lot messier and slower then even the gods had realized.  Most of the Gods, being deifically awesome, simply worked their way through the hard spots. However, some of the Gods found all that detail work tedious, and so, they decided to create a race of mortals to handle all that messy, complicated stuff. They created a race of curious, creative, detail-oriented, obsessive-compulsive tinkerers, to finish the job of creating All Reality.


Those first Gnomes are the ancestors of all Gnomes.


===Culture===
===Culture===
Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. What may seem a malicious act to a non-gnome is more likely an effort to introduce new acquaintances to new experiences, however unpleasant the experiences may be. Gnomes are prone to powerful fits of emotion, and find themselves most at peace within the natural world.
Gnomes were made by the Gods to finish the universe.  In a Gnome's mind, whether they are aware of it or not, that job is still very much active.  To a Gnome, the world isn't...quite...right, and it needs to be fixed, maybe just a little bit, or maybe a lot, depending on the foibles of the Gnome in question. Some Gnomes express this itch as a wanderlust, becoming nomadic tinkers.  Others become millers and bakers, creating the most amazing confections you've ever seen.  Others go out adventuring, tinkering and working to get the whole world's wildlife tweaked to just the right setup.


As a result of all this energy, Gnomish culture is remarkably fragmented.  Almost every Gnome has made their own clothes and equipment, has designed and built several houses with varying success, indeed, has invented their own personal culture.  The only truly unifying aspect of Gnomish culture is that they are all making things, for good and for ill, and they are all remarkably cheerful about it, even if their private obsession is the creation of the most horrible torture devices you can imagine.
Gnomish appearance is just as varied as their culture, housing, and clothing.  Gnomes come in almost any color you can think of, with the most common being 'skintone' like humans in every shade imaginable.  Gnomes are also frequently yellow in every shade and hue, orange, green, blue, pink to red, and every shade of purple.  Their hair is also in every shade and color imaginable, and that's before they get started on elaborate hairdo's and dies, tattoos, piercings, and every other form of body decoration.  A Gnome's appearance is wildly unique, and unlike elves, who can be similarly colorful, Gnomes are often (not always) garish and attention-getting.  Their detractors say that Gnome's garish coloration is an example of Nature warning everyone else away...and honestly, the idea is not without merit.
On top of this fractured nature, Gnomes tend to move around a lot, especially if they like making things that might disturb the neighbors. Every time you meet a Gnome, expect it to be a totally different Gnome, although the 'quiet, introspective bookworm' Gnomes are pretty darn rare.


===Growing Up Gnome===
===Growing Up Gnome===
Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Despite their small frames, however, gnomes are extremely resilient, and not as weak as many of their foes assume. Though their diminutive stature reduces their ability to move quickly, gnomes often train to take advantage of their size, especially when fighting foes much larger than themselves.
Gnomish personal lives are quite prosaic, given their reputation for wild and crazy antics.  A Gnome man and woman marry, children arise in the usual way, and Gnomes tend to follow, loosely, the whole father/mother/children model.  Gnomes are often nomadic, and when they are not nomadic they tend to be living with other races in loose enclaves, widely scattered among a larger native population.  It does not take many Gnomes to reach the tolerance limit for most populations. Gnomes are fairly rare, although their incredible talents and shameless antics make them seem more prevalent than they really are.  


The coloration of gnomes varies so wildly that many outsiders assume gnomes commonly use dyes and illusions to change their skin and hair tones. While gnomes are certainly not above cosmetic enhancement (and may wish to change their appearance just to see how outlandish they can look), their natural hues truly range over a rainbow of coloration. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, and gnomes with black, pastel blue, or even green skin are not unknown. Gnomes' coloration has little regard for heredity, with the color of a gnome's parents and other kin having no apparent bearing on the gnome's appearance. Gnomes possess highly mutable facial characteristics, and their proportions often don't match the norm of other humanoid races. Many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual. Others may have extremely small features spread over an otherwise blank expanse of face, or may mix shockingly large eyes with a tiny, pursed mouth and a pert button of a nose. Gnomes rarely take pride in or show embarrassment about their features, but members of other races often fixate on a gnome's most prominent feature and attempt to use it as the focus of insults or endearments.
It is not unheard of for a few Gnomes to settle down together and form a hamlet or village on their own, and such Gnomish strongholds are amazing sights to behold. When they are living together, with no other races to temper their nature, Gnomes tend to take a lot of space, with each Gnome family having an expansive patch of ground, several houses, many barns and sheds and outbuildings and workshops, and dozens if not hundreds of old projects and devices sitting around in various stages of neglect. A gnomish settlement can seem like a cross between a junkyard and a ghost town, until somebody gets a new idea and tries something out.


Gnomes' propensity for wanderlust, deep curiosity, and desire to master odd or esoteric skills and languages make them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many gnomes see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them. Other gnomes desire to find some lost lore or material that has ties to their chosen vocation and believe only dragon hoards and ancient ruins can contain the lore they need, which can result in gnomes who think of themselves as bakers or weavers being just as accomplished adventurers as those who declare themselves to be mages or scouts.
Gnomes are long-lived, and reach maturity slowly.  Gnome families tend to follow the Dwarven model and have many children, spread widely apart in age. Gnomes can send their children to school with other races children, notably Humans and Dwarves, and Gnome children easily keep up with their peers in their studies. Sadly, all Gnomes are born with a certain...spark. Gnomes make things, and the things that Gnomes make, while they may seem ramshackle and silly, work.  It can be a real problem keeping a Gnome child's attention on history when all she really wants to do is race outside and finish building her flower-planting automaton, that plants seeds at any desired range and depth with a magical arbalest....


===Economy ===
Gnomes are creators, and as a result their impact on the economy is vastly larger than their fairly small numbers would indicate.  Gnomes make things the way other races breathe: Easily, constantly, and without even thinking about it.  It's that lack of thought which keeps Gnomes rare, as a lot of them wind up spectacularly dead when they realize their new Sunshine Maker (so you can grow plants in basements) also produces all the heat of sunlight as well....  In addition, while wise rulers understand that an enclave of Gnomes is a tremendous boon to the community, their actual neighbors are rarely on good terms with any Gnome, ever.


===Economy ===
Gnomes have a tendency to pick up baubles and doodads over the course of their lives, largely on the basis of the object appealing to them, rather than for its potential sale value.  As a result, a gnome's individual wealth is almost completely random -- that doodad they picked up from that swamp hag might be priceless, or they may go through life with only a vast collection of worthless baubles.  Gnomes rarely care about their wealth as measured by its trade value. To them, materialism is centered on framing their experiences and inspiring memories of times past.
Gnomes have a tendency to pick up baubles and doodads over the course of their lives, largely on the basis of the object appealing to them, rather than for its potential sale value.  As a result, a gnome's individual wealth is almost completely random -- that doodad they picked up from that swamp hag might be priceless, or they may go through life with only a vast collection of worthless baubles.  Gnomes rarely care about their wealth as measured by its trade value. To them, materialism is centered on framing their experiences and inspiring memories of times past.
 
That is not to say that there are no wealthy gnomes.  Some gnomes decide to excel at business and trade, and often become astonishingly wealthy as a result.  However, it is only the rarest of gnome who would begin such an endeavor with the desire to be rich.  Wealth is just a side effect of their mastery of their trade.
That is not to say that there are no wealthy gnomes.  Some gnomes decide to excel at business and trade, and often become astonishingly wealthy as a result.  However, it is only the rarest of gnome who would begin such an endeavor with the desire to be rich.  Wealth is just a side effect of their mastery of their trade.


===Customs===
===Customs===
Unlike most races, gnomes do not generally organize themselves within classic societal structures. Gnome cities are unusual and gnome kingdoms almost unknown. Further, gnomes have no particular tendency to gather in specific neighborhoods even when a large number of them live among other races. While specific laws meant to contain the potential impact of gnomes on a society may require a “gnome quarter,” and societal pressure sometimes causes all non-gnomes to move away from areas with high gnome populations, left to their own devices, gnomes tend to spread evenly throughout communities that allow them.
Gnomes are not much for formalities, like social customs and the like. Gnomes will go along with whatever holidays and general trends they pick up from their host culture, if they have one, although their adherence to such matters is a bit iffy.  


However, even when gnomes are common within a community as a group, individual gnomes tend to be always on the move. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. If a gnome does settle in an area or stay with a group for a longer period, it is almost always the result of some benefit that area gives to a vocation or obsession to which the gnome had dedicated himself.
Now, that is not to say that Gnomes do not have any customs at all. Indeed, they have a few very strong ones.  Probably the biggest Gnome custom is, you do not touch another Gnomes toys without asking first. This is a big thing among Gnomes, and breaking this rule will get you ostracized.  Messing with another Gnomes vision and creations is a big no-no. Not to mention, it can be quite hazardous to your health, since if you break the other Gnome's device, then they are going to be realllly mad at you.
 
Despite their extremely varied backgrounds and lack of a unifying homeland, gnomes do possess some common cultural traits. Male gnomes have a strange fondness for unusual hats and headgear, often wearing the most expensive and ostentatious head-covering they can afford (and that their chosen careers will allow them to wear without causing problems). Females rarely cover their heads, but proudly wear elaborate and eccentric hairstyles that often include intricate jeweled combs and headpieces.


Another major Gnome custom is the idea of the Tinker's Walk. At some point in their lives, even the most settled down and sedentary of Gnomes is expected to go out and see the world.  Gnomes aren't sure why they have this urge, but sages and ciphers have deduced that it is probably a leftover from their Deific creation.  Gnomes need to go out on 'inspection tours' to see if there's anything in the world that needs to be completed.  In the modern age, of course, the world is quite well finished, but Gnomes still have the urge to wander, at least once in their lives.


===Lifespan and Burial===
===Lifespan and Burial===
Gnomes live somewhere between 150 and 200 years, though a Gnome's lifespan is directly connected to how interested in life he is at any given moment. A life that the gnome finds fulfilling or engaging will probably be a long life indeed, while a Gnome who achieves his goals too easily, or fails to set his life on an endeavor that will drive him will probably die before he reaches middle age.
Gnomes have a definite childhood, and it is a very long one indeed, since Gnomes only reach physical and mental maturity at age forty. Gnomes have a very long adulthood, often over a century or more, experience a fairly normal middle-age period for a couple of decades, and then have a long period of senescence at the end of their livesTo the uninitiated, it can seem as if all Gnomes are either children or wizened crones, since a Gnomes' adult stature is quite childlike in the eyes of most other racesTreating a full grown Gnome like a child rarely makes a Gnome angry, since a Gnomes empathy and understanding for another persons viewpoint is limited at the best of times.
 
Gnomish burial is highly individualized, as often the gnome will choose his preferred method of interment prior to deathMany Gnomes make outrageous requests for the treatment of their remains, hoping to squeeze out one last grand experienceHowever, few people are so loyal to their dead comrade as to feed his corpse to a dragon, or encase him in molten gold.


Gnomes live somewhere between 150 and 250 years, unless she meets an end through accident or misadventure.  In many ways, a Gnome's lifespan is directly connected to how interested in life she is at any given moment.  A life that the gnome finds fulfilling or engaging will probably be a long life indeed, while a Gnome who achieves her goals too easily, or fails to set her life on an endeavor that will drive her will probably die before she reaches middle age.
Gnomish burial is highly individualized, as often the gnome will choose her preferred method of interment prior to death.  Many Gnomes make outrageous requests for the treatment of their remains, hoping to squeeze out one last grand experience.  However, few people are so loyal to their dead comrade as to feed her corpse to a dragon, or encase her in molten gold.


===Relations with Others===
===Relations with Others===
Gnomes have difficulty interacting with the other races, on both emotional and physical levels. In many ways the very fact other races see gnomes as odd is itself the thing gnomes find most odd about other races, and this leads to a strong lack of common ground upon which understanding and relationships can be built. When two gnomes encounter one another, they generally assume some mutually beneficial arrangement can be reached, no matter how different their beliefs and traditions may be. Even if this turns out not to be the case, the gnomes continue to look for commonalities in their dealings with each other. The inability or unwillingness of members of other races to make the same effort when dealing with gnomes is both frustrating and confusing to most gnomes.
Gnomes are quite rare.  They have never been common, they tend to have children slowly, and to be frank, a lot of gnomes die in accidents and misadventure. Many of the more pugnacious races, such as bru-kin, nagdyr, and gata, dislike Gnomes intensely, and will react with violence at the drop of a hat. Or, say, the drop of an ether-powered alchemical wall-press. If Gnomes make it to adulthood, around the age of forty, they generally manage enough self-control to keep their more flamboyant adventures away from hostile eyes.


In many ways, it is gnomes' strong connection to a wide range of apparently unconnected ideas that makes it difficult for other races to build relationships with them. Gnome humor, for example, is often focused on physical pranks, nonsensical rhyming nicknames, and efforts to convince others of outrageous lies that strain all credibility. Gnomes find such efforts hysterically funny, but their pranks often come across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants. Gnomes get along reasonably well with halflings and humans, who at least have some traditions of bizarre, gnome-like humor. Gnomes generally feel dwarves and half-orcs need to lighten up, and attempt to bring levity into their lives with tricks, jokes, and outrageous tales the more dour races simply cannot see the sense of. Gnomes respect elves, but often grow frustrated with the slow pace at which members of the long-lived race make decisions. To gnomes, action is always better than inaction, and many gnomes carry several highly involved projects with them at all times to keep themselves entertained during rest periods.
Gnomes prefer to live with Dwarves, above all others. Dwarves have very sturdy houses, and lots of tasty fungi and brews to use as ingredients.  Dwarves also tolerate a Gnomes more erratic flights of fancy well, being long-lived enough to recognize that no matter how crazy a Gnomes contraptions might be, they often turn out useful sooner or later.  Aside from Dwarves, Gnomes frequently live with Humans, although they have to be more careful and spread out thinner in human society. Humans tolerate Gnomish tinkering pretty well, but if you push them too far Humans will form a lynch mob in the space of two heartbeats, and no gnome wants that.  


Gnomes are tolerated by most other races, although they will not willingly cohabitate permanently with any other races beside Dwarves and Humans. As mentioned, bru-kin, nagdyr, and gata dislike Gnomes intensely.  Bru-kin, with their brutal culture of status and gaunts, hate Gnomish frivolity.  Nagdyr hate the fact that gnomish inventions work. Nothing a nagdyr tries ever seems to come easy, and it drives the nagdyr to distraction how easily the gnomes get everything to come out their way. And gata have herds and pets in abundance, and Gnomes see all that as a wonderful supply of raw materials to work with.  Gata hate Gnomes with a deep distaste that can flash to white-hot rage in an instant over any perceived slight to their animals.  All of those races keep well apart.


===Starting Height and Weight===
===Starting Height and Weight===
:{| border="1" cellpadding="5" style="text-align:center"
:{| class="ep-default" style="text-align:left; font-size:85%; border-collapse:collapse;" width="98%"
! Gender || Base Height || Height Modifier || Weight || Weight Modifier
|-
! width="12%" | Gender || Base Height || Height Modifier || Weight || Weight Modifier
|-
|-
| Male  || 3 ft. 0 in. || +2d4 in. (3 ft. 2 in. - 3 ft. 8 in.) || 35 lbs. || +(2d4 lbs.) (37 - 43 lbs.)
| Male  || 3 ft. 0 in. || +2d4 in. (3 ft. 2 in. - 3 ft. 8 in.) || 35 lbs. || +(2d4 lbs.) (37 - 43 lbs.)
Line 64: Line 71:
| Female || 2 ft. 10 in. || +2d4 in. (3 ft. 0 in. - 3 ft. 6 in.) || 30 lbs. || +(2d4 lbs.) (32 - 38 lbs.)
| Female || 2 ft. 10 in. || +2d4 in. (3 ft. 0 in. - 3 ft. 6 in.) || 30 lbs. || +(2d4 lbs.) (32 - 38 lbs.)
|}
|}


===Starting Ages===
===Starting Ages===
:{| border="1" cellpadding="5" style="text-align:center"
:{| class="ep-default" style="text-align:left; font-size:85%; border-collapse:collapse;" width="98%"
! Adulthood || Intuitive || Self-Taught || Trained
|-
! width="12%" | Adulthood || Intuitive || Self-Taught || Trained
|-
|-
| 40 years || +4d6 years (44 - 64 years) || +6d6 years (46 - 76 years) || +9d6 years (49 - 94 years)
| 40 years || +4d6 years (44 - 64 years) || +6d6 years (46 - 76 years) || +9d6 years (49 - 94 years)
|}
|}


== PC's ==
== PC's ==
Gnomes have no class or alignment restrictions.
Gnomes have no class or alignment restrictions.


===Standard Racial Traits===
===Standard Racial Traits===
All Gnomes have the following Standard Racial Advantages:
All Gnomes have the following Standard Racial Advantages:


* '''Attributes:''' Gnomes choose from one of the following ability score bonus sets when creating their character.  No ability score may ever be modified above a 20 or below a 7.
* '''Attributes:''' Gnomes choose from one of the following [[ability score]] bonus sets when creating their character.  No ability score may ever be modified above a 20 or below a 7.
** +2 to two different stats, -2 to one stat
** +2 to two different ability scores, -2 to one ability score
** +2 to one stat, +1 to three different stats, -2 to one stat
** +2 to one ability score, +1 to three different ability scores, -2 to one ability score
** +4 to one stat, -2 to two different stats
** +4 to one ability score, -2 to one other ability score
 
* '''Size:''' Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on [[Stealth]] checks, a -1 penalty to their [[Might]] skill rolls and [[Maneuver Defense]], and their [[Walk]] speed is reduced by -10 feet.


* '''Size:''' Gnomes 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.
* '''Type:''' Gnomes have the Humanoid type, with the Primary subtype.


* '''Type:''' Gnomes have the Humanoid type, with the Gnome subtype.
* '''Base Speed:''' Gnomes have a [[Walk]] speed of 20 feet (due to size).


* '''Base Speed:''' Gnomes have a base speed of 20 feet.
* '''Languages:''' Gnomes begin play speaking Common and Gnome.


* '''Languages:''' Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes 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.
:* '''[[Character_Creation#Starting_Languages|Bonus Languages]]:''' Characters with a positive Intelligence modifier gain one bonus language per +1 of their modifier, selecting from the following list: Dwarven, Elven, Halfling, Giant, Goblin and Orc. Once the character's intelligence is high enough to have acquired all six of these bonus languages, they no longer gain bonus languages for increasing their Intelligence.  Characters can also learn new languages by placing ranks in the [[Linguistics]] skill.


* '''Low-Light Vision (Ex):''' Gnomes can see twice as far as humans in conditions of dim light.
* '''Low-Light Vision (Ex):''' Gnomes can see twice as far as humans in conditions of dim light.


* '''Illusion Resistance (Su):''' Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
* '''Creative (Ex):''' Gnomes gain the [[Creator]] feat for free.
 


===Major Racial Traits===
===Major Racial Traits===
Choose one of the following Major Racial Traits:
Choose one of the following Major Racial Traits:


* '''Darkvision (Ex):''' Gnomes with this racial trait gain Darkvision with a range of 60 feet.  This is in addition to the Low-Light Vision that all Gnomes get.
* '''Superior Darkvision (Ex):''' Gnomes with this racial trait gain [[Darkvision]] with a range of 60 feet.  This is in addition to the Low-Light Vision that all Gnomes get. At level 11, the range improves to 120 feet. At level 26, the range improves to 300 feet.
 
* '''Pyromaniac (Su):''' Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are based on the gnome's highest mental ability score (Intelligence, Wisdom or Charisma).
 
* '''Gift of Tongues (Ex):''' Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.


* '''Eternal Hope (Su):''' Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. In addition, once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
* '''Toolbox of the Universe (Su):''' A Gnome with this racial trait chooses one common energy damage type to be aligned with ({{ER|Common}}) and may add 1 point of that damage type per two [[character level]]s they possess (round down, minimum 1), to any effect they produce from any non-weapon source (spells, items, class abilities, etc) which already inflicts that type of energy damage. This extra damage may only be applied once per creature per round. Conversely, when using a weapon that deals the selected damage type, this racial trait instead adds 1 point of additional damage of the selected type to the weapon's base damage (meaning it increases with the weapon's damage at 6th, 11th, 16th, 21st, 26th, and 31st levels, is multiplied on a crit, and is neither bonus nor precision damage). This damage is applied each time a creature is struck by the weapon. Rays are considered 'spell effects' for purposes of this trait, not weapons. Weapons or spells that do not already deal the chosen damage type gain no benefit from this trait.  The Gnome must declare which damage type they are attuned to at 1st level, and once selected it may not be changed, except through the [[re-selection process]].


* '''Hyperactive (Ex):''' Gnomes with this racial trait have a base land speed of 30 feet, instead of only 20 feet.
* <onlyinclude>'''How's This Work? (Ex):''' Gnomes with this racial trait choose either the [[Disable Device]] skill or the [[Sleight of Hand]] skill, and may make it a [[natural talent]] at character creation. At 16th level, they may make the other skill a natural talent.  When a skill becomes a natural talent, it is remapped to the ability modifier of the Gnome's choice, instead of the modifier normally used by the skill.  In addition, they improve their chances of a critical success with both of these skills by 1 (requiring a natural result of 19 or 20 to crit with the skill check, instead of only a natural 20).
</onlyinclude>
* '''Eternal Hope (Su):''' Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Once per day, a Gnome with this racial trait, may reroll a single d20 roll as a free action and add a +4 [[circumstance bonus]] to the roll.  The gnome must use this second result.  At 11th level, this trait may be used up to once per encounter (or once per hour outside of combat). At 26th level, it may be used once per round (or once per 5 minutes outside of combat).


* '''Hyperactive (Ex):''' Gnomes with this racial trait have a starting [[Walk]] speed of 30 feet, instead of only 20 feet.  In addition, the Gnome gains a +2 [[training bonus]] to [[initiative]], which improves to +3 at 11th, +4 at 21st, and +5 at 31st.


===Minor Racial Traits===
===Minor Racial Traits===
Choose one of the following Minor Racial Traits:
Choose one of the following Minor Racial Traits:


* '''Pursuit of Knowledge (Ex):''' A Gnome with this racial trait can choose a Knowledge skill.  This skill becomes a class skill for her. and she receives a +2 racial bonus to the skill.  This bonus increases to +4 if she has 10 or more ranks in the skill, +6 if she has 20 or more ranks in the skill, and +8 if she has 30 or more ranks in the skill.
* '''Pursuit of Knowledge (Ex):''' A Gnome with this racial trait may choose one [[Knowledge]] skill as a natural talent when this trait is chosen, remapping it to the ability modifier of the Gnome's choice, instead of the modifier normally used by the skill.


* '''Keen Senses (Ex):''' Gnomes receive a +2 racial bonus on Perception checks. This bonus increases to +3 if she has 10 or more ranks in the skill, +4 if she has 20 or more ranks in the skill, and +5 if she has 30 or more ranks in the skill.
* '''Keen Senses (Ex):''' Gnomes receive a +1 [[training bonus]] on [[Perception]] checks. This bonus improves to +2 at level 11, +3 at level 21, and +4 at level 31.


* '''Always Prepared (Ex):''' Gnomes with this racial trait can either prepare 1 additional Bomb per day (Alchemist), or gain 1 additional use of Channel Divinity per day (Cleric, Paladin). If multiclassing is allowed, this trait only provides one of the listed benefits, chosen at character creation.
* '''Fearless (Ex):''' Gnomes with this racial trait gain a +2 [[training bonus]] to Will saves against fear affects. This bonus improves to +3 at level 11, +4 at level 21 and +5 at level 31.


* '''Explorer (Ex):''' Many gnomes are obsessed with seeing as many unknown corners of the world as possible, rather than perfecting some specific talent or vocation. These gnomes may put ranks into the Naturalism skill even if it is not normally available to their class, and add a +2 racial bonus to their checks.  This bonus increases to +4 if they have 10 or more ranks in the skill, +6 if they have 20 or more ranks in the skill, and +8 if they have 30 or more ranks in the skill. This racial trait does not make Naturalism a class skill, however.
* '''Analytic (Ex):''' Many gnomes are obsessed with knowing how the world works rather than perfecting some specific talent or vocation. These gnomes may put ranks into the [[Reason]] bailiwick skill even if it is not normally available to their class, and add a +1 [[training bonus]] to Reason checks if they have 11 or more ranks in it.  This training bonus increases to +2 if they have 26 or more ranks in the skill.


* '''Not Compensating (Ex):''' Gnomes with this racial trait can use sized-medium weapons without a size or handiness penalty.
* '''Not Compensating (Ex):''' Gnomes with this racial trait can use sized-medium weapons without a size or handiness penalty.

Latest revision as of 16:14, 7 April 2024

Yes, she's a Fighter, and yes, that's a Godsword, and yes, she's very, very good with it since she took both Hyperactive and Not Compensating.
I borrowed a couple of the gears from your Astrolabe. I hope you don't mind.

Origins

Of all the intelligent races, there is a small subset that are Civilized, that have the Spark.

Of the Gracious Races, those that bear the Spark of Civility, there are some that are widely known to be The Old Ones. Elves, of course, are the oldest race, or so they claim. Dwarves, rightly so, also make strong claims to the position of First Race. Humans could care less how old their species is, but there is evidence that they are as old or older than any of the other races, and perhaps far older. Halflings, well, nobody is really certain about much of Halfling history, they might be Old Ones or they might not, they have a way of blending in.

And then there are the Gnomes.

Gnomes do not blend in. Gnomes, despite their tiny stature, swagger through history like conquerors. The oldest tales are full of Gnomes doing things, making things, and generally Being Important, despite the fact they have never really conquered much of anything. But Gnomes have personality that is far out of scale with their diminutive bodies.

As a result, the age and origin of Gnomes is easily the best known of all the Old races.

When the First Gods were making the universe, at the very beginning of the Dawn Times, it turned out that the job was a lot messier and slower then even the gods had realized. Most of the Gods, being deifically awesome, simply worked their way through the hard spots. However, some of the Gods found all that detail work tedious, and so, they decided to create a race of mortals to handle all that messy, complicated stuff. They created a race of curious, creative, detail-oriented, obsessive-compulsive tinkerers, to finish the job of creating All Reality.

Those first Gnomes are the ancestors of all Gnomes.

Culture

Gnomes were made by the Gods to finish the universe. In a Gnome's mind, whether they are aware of it or not, that job is still very much active. To a Gnome, the world isn't...quite...right, and it needs to be fixed, maybe just a little bit, or maybe a lot, depending on the foibles of the Gnome in question. Some Gnomes express this itch as a wanderlust, becoming nomadic tinkers. Others become millers and bakers, creating the most amazing confections you've ever seen. Others go out adventuring, tinkering and working to get the whole world's wildlife tweaked to just the right setup.

As a result of all this energy, Gnomish culture is remarkably fragmented. Almost every Gnome has made their own clothes and equipment, has designed and built several houses with varying success, indeed, has invented their own personal culture. The only truly unifying aspect of Gnomish culture is that they are all making things, for good and for ill, and they are all remarkably cheerful about it, even if their private obsession is the creation of the most horrible torture devices you can imagine.

Gnomish appearance is just as varied as their culture, housing, and clothing. Gnomes come in almost any color you can think of, with the most common being 'skintone' like humans in every shade imaginable. Gnomes are also frequently yellow in every shade and hue, orange, green, blue, pink to red, and every shade of purple. Their hair is also in every shade and color imaginable, and that's before they get started on elaborate hairdo's and dies, tattoos, piercings, and every other form of body decoration. A Gnome's appearance is wildly unique, and unlike elves, who can be similarly colorful, Gnomes are often (not always) garish and attention-getting. Their detractors say that Gnome's garish coloration is an example of Nature warning everyone else away...and honestly, the idea is not without merit.

On top of this fractured nature, Gnomes tend to move around a lot, especially if they like making things that might disturb the neighbors. Every time you meet a Gnome, expect it to be a totally different Gnome, although the 'quiet, introspective bookworm' Gnomes are pretty darn rare.

Growing Up Gnome

Gnomish personal lives are quite prosaic, given their reputation for wild and crazy antics. A Gnome man and woman marry, children arise in the usual way, and Gnomes tend to follow, loosely, the whole father/mother/children model. Gnomes are often nomadic, and when they are not nomadic they tend to be living with other races in loose enclaves, widely scattered among a larger native population. It does not take many Gnomes to reach the tolerance limit for most populations. Gnomes are fairly rare, although their incredible talents and shameless antics make them seem more prevalent than they really are.

It is not unheard of for a few Gnomes to settle down together and form a hamlet or village on their own, and such Gnomish strongholds are amazing sights to behold. When they are living together, with no other races to temper their nature, Gnomes tend to take a lot of space, with each Gnome family having an expansive patch of ground, several houses, many barns and sheds and outbuildings and workshops, and dozens if not hundreds of old projects and devices sitting around in various stages of neglect. A gnomish settlement can seem like a cross between a junkyard and a ghost town, until somebody gets a new idea and tries something out.

Gnomes are long-lived, and reach maturity slowly. Gnome families tend to follow the Dwarven model and have many children, spread widely apart in age. Gnomes can send their children to school with other races children, notably Humans and Dwarves, and Gnome children easily keep up with their peers in their studies. Sadly, all Gnomes are born with a certain...spark. Gnomes make things, and the things that Gnomes make, while they may seem ramshackle and silly, work. It can be a real problem keeping a Gnome child's attention on history when all she really wants to do is race outside and finish building her flower-planting automaton, that plants seeds at any desired range and depth with a magical arbalest....

Economy

Gnomes are creators, and as a result their impact on the economy is vastly larger than their fairly small numbers would indicate. Gnomes make things the way other races breathe: Easily, constantly, and without even thinking about it. It's that lack of thought which keeps Gnomes rare, as a lot of them wind up spectacularly dead when they realize their new Sunshine Maker (so you can grow plants in basements) also produces all the heat of sunlight as well.... In addition, while wise rulers understand that an enclave of Gnomes is a tremendous boon to the community, their actual neighbors are rarely on good terms with any Gnome, ever.

Gnomes have a tendency to pick up baubles and doodads over the course of their lives, largely on the basis of the object appealing to them, rather than for its potential sale value. As a result, a gnome's individual wealth is almost completely random -- that doodad they picked up from that swamp hag might be priceless, or they may go through life with only a vast collection of worthless baubles. Gnomes rarely care about their wealth as measured by its trade value. To them, materialism is centered on framing their experiences and inspiring memories of times past.

That is not to say that there are no wealthy gnomes. Some gnomes decide to excel at business and trade, and often become astonishingly wealthy as a result. However, it is only the rarest of gnome who would begin such an endeavor with the desire to be rich. Wealth is just a side effect of their mastery of their trade.

Customs

Gnomes are not much for formalities, like social customs and the like. Gnomes will go along with whatever holidays and general trends they pick up from their host culture, if they have one, although their adherence to such matters is a bit iffy.

Now, that is not to say that Gnomes do not have any customs at all. Indeed, they have a few very strong ones. Probably the biggest Gnome custom is, you do not touch another Gnomes toys without asking first. This is a big thing among Gnomes, and breaking this rule will get you ostracized. Messing with another Gnomes vision and creations is a big no-no. Not to mention, it can be quite hazardous to your health, since if you break the other Gnome's device, then they are going to be realllly mad at you.

Another major Gnome custom is the idea of the Tinker's Walk. At some point in their lives, even the most settled down and sedentary of Gnomes is expected to go out and see the world. Gnomes aren't sure why they have this urge, but sages and ciphers have deduced that it is probably a leftover from their Deific creation. Gnomes need to go out on 'inspection tours' to see if there's anything in the world that needs to be completed. In the modern age, of course, the world is quite well finished, but Gnomes still have the urge to wander, at least once in their lives.

Lifespan and Burial

Gnomes have a definite childhood, and it is a very long one indeed, since Gnomes only reach physical and mental maturity at age forty. Gnomes have a very long adulthood, often over a century or more, experience a fairly normal middle-age period for a couple of decades, and then have a long period of senescence at the end of their lives. To the uninitiated, it can seem as if all Gnomes are either children or wizened crones, since a Gnomes' adult stature is quite childlike in the eyes of most other races. Treating a full grown Gnome like a child rarely makes a Gnome angry, since a Gnomes empathy and understanding for another persons viewpoint is limited at the best of times.

Gnomes live somewhere between 150 and 250 years, unless she meets an end through accident or misadventure. In many ways, a Gnome's lifespan is directly connected to how interested in life she is at any given moment. A life that the gnome finds fulfilling or engaging will probably be a long life indeed, while a Gnome who achieves her goals too easily, or fails to set her life on an endeavor that will drive her will probably die before she reaches middle age.

Gnomish burial is highly individualized, as often the gnome will choose her preferred method of interment prior to death. Many Gnomes make outrageous requests for the treatment of their remains, hoping to squeeze out one last grand experience. However, few people are so loyal to their dead comrade as to feed her corpse to a dragon, or encase her in molten gold.

Relations with Others

Gnomes are quite rare. They have never been common, they tend to have children slowly, and to be frank, a lot of gnomes die in accidents and misadventure. Many of the more pugnacious races, such as bru-kin, nagdyr, and gata, dislike Gnomes intensely, and will react with violence at the drop of a hat. Or, say, the drop of an ether-powered alchemical wall-press. If Gnomes make it to adulthood, around the age of forty, they generally manage enough self-control to keep their more flamboyant adventures away from hostile eyes.

Gnomes prefer to live with Dwarves, above all others. Dwarves have very sturdy houses, and lots of tasty fungi and brews to use as ingredients. Dwarves also tolerate a Gnomes more erratic flights of fancy well, being long-lived enough to recognize that no matter how crazy a Gnomes contraptions might be, they often turn out useful sooner or later. Aside from Dwarves, Gnomes frequently live with Humans, although they have to be more careful and spread out thinner in human society. Humans tolerate Gnomish tinkering pretty well, but if you push them too far Humans will form a lynch mob in the space of two heartbeats, and no gnome wants that.

Gnomes are tolerated by most other races, although they will not willingly cohabitate permanently with any other races beside Dwarves and Humans. As mentioned, bru-kin, nagdyr, and gata dislike Gnomes intensely. Bru-kin, with their brutal culture of status and gaunts, hate Gnomish frivolity. Nagdyr hate the fact that gnomish inventions work. Nothing a nagdyr tries ever seems to come easy, and it drives the nagdyr to distraction how easily the gnomes get everything to come out their way. And gata have herds and pets in abundance, and Gnomes see all that as a wonderful supply of raw materials to work with. Gata hate Gnomes with a deep distaste that can flash to white-hot rage in an instant over any perceived slight to their animals. All of those races keep well apart.

Starting Height and Weight

Gender Base Height Height Modifier Weight Weight Modifier
Male 3 ft. 0 in. +2d4 in. (3 ft. 2 in. - 3 ft. 8 in.) 35 lbs. +(2d4 lbs.) (37 - 43 lbs.)
Female 2 ft. 10 in. +2d4 in. (3 ft. 0 in. - 3 ft. 6 in.) 30 lbs. +(2d4 lbs.) (32 - 38 lbs.)

Starting Ages

Adulthood Intuitive Self-Taught Trained
40 years +4d6 years (44 - 64 years) +6d6 years (46 - 76 years) +9d6 years (49 - 94 years)

PC's

Gnomes have no class or alignment restrictions.

Standard Racial Traits

All Gnomes have the following Standard Racial Advantages:

  • Attributes: Gnomes choose from one of the following ability score bonus sets when creating their character. No ability score may ever be modified above a 20 or below a 7.
    • +2 to two different ability scores, -2 to one ability score
    • +2 to one ability score, +1 to three different ability scores, -2 to one ability score
    • +4 to one ability score, -2 to one other ability score
  • Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on Stealth checks, a -1 penalty to their Might skill rolls and Maneuver Defense, and their Walk speed is reduced by -10 feet.
  • Type: Gnomes have the Humanoid type, with the Primary subtype.
  • Base Speed: Gnomes have a Walk speed of 20 feet (due to size).
  • Languages: Gnomes begin play speaking Common and Gnome.
  • Bonus Languages: Characters with a positive Intelligence modifier gain one bonus language per +1 of their modifier, selecting from the following list: Dwarven, Elven, Halfling, Giant, Goblin and Orc. Once the character's intelligence is high enough to have acquired all six of these bonus languages, they no longer gain bonus languages for increasing their Intelligence. Characters can also learn new languages by placing ranks in the Linguistics skill.
  • Low-Light Vision (Ex): Gnomes can see twice as far as humans in conditions of dim light.
  • Creative (Ex): Gnomes gain the Creator feat for free.

Major Racial Traits

Choose one of the following Major Racial Traits:

  • Superior Darkvision (Ex): Gnomes with this racial trait gain Darkvision with a range of 60 feet. This is in addition to the Low-Light Vision that all Gnomes get. At level 11, the range improves to 120 feet. At level 26, the range improves to 300 feet.
  • Toolbox of the Universe (Su): A Gnome with this racial trait chooses one common energy damage type to be aligned with (Common (Acid,  Cold,  Fire,  Lightning,  Sonic)) and may add 1 point of that damage type per two character levels they possess (round down, minimum 1), to any effect they produce from any non-weapon source (spells, items, class abilities, etc) which already inflicts that type of energy damage. This extra damage may only be applied once per creature per round. Conversely, when using a weapon that deals the selected damage type, this racial trait instead adds 1 point of additional damage of the selected type to the weapon's base damage (meaning it increases with the weapon's damage at 6th, 11th, 16th, 21st, 26th, and 31st levels, is multiplied on a crit, and is neither bonus nor precision damage). This damage is applied each time a creature is struck by the weapon. Rays are considered 'spell effects' for purposes of this trait, not weapons. Weapons or spells that do not already deal the chosen damage type gain no benefit from this trait. The Gnome must declare which damage type they are attuned to at 1st level, and once selected it may not be changed, except through the re-selection process.
  • How's This Work? (Ex): Gnomes with this racial trait choose either the Disable Device skill or the Sleight of Hand skill, and may make it a natural talent at character creation. At 16th level, they may make the other skill a natural talent. When a skill becomes a natural talent, it is remapped to the ability modifier of the Gnome's choice, instead of the modifier normally used by the skill. In addition, they improve their chances of a critical success with both of these skills by 1 (requiring a natural result of 19 or 20 to crit with the skill check, instead of only a natural 20).
  • Eternal Hope (Su): Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Once per day, a Gnome with this racial trait, may reroll a single d20 roll as a free action and add a +4 circumstance bonus to the roll. The gnome must use this second result. At 11th level, this trait may be used up to once per encounter (or once per hour outside of combat). At 26th level, it may be used once per round (or once per 5 minutes outside of combat).
  • Hyperactive (Ex): Gnomes with this racial trait have a starting Walk speed of 30 feet, instead of only 20 feet. In addition, the Gnome gains a +2 training bonus to initiative, which improves to +3 at 11th, +4 at 21st, and +5 at 31st.

Minor Racial Traits

Choose one of the following Minor Racial Traits:

  • Pursuit of Knowledge (Ex): A Gnome with this racial trait may choose one Knowledge skill as a natural talent when this trait is chosen, remapping it to the ability modifier of the Gnome's choice, instead of the modifier normally used by the skill.
  • Keen Senses (Ex): Gnomes receive a +1 training bonus on Perception checks. This bonus improves to +2 at level 11, +3 at level 21, and +4 at level 31.
  • Fearless (Ex): Gnomes with this racial trait gain a +2 training bonus to Will saves against fear affects. This bonus improves to +3 at level 11, +4 at level 21 and +5 at level 31.
  • Analytic (Ex): Many gnomes are obsessed with knowing how the world works rather than perfecting some specific talent or vocation. These gnomes may put ranks into the Reason bailiwick skill even if it is not normally available to their class, and add a +1 training bonus to Reason checks if they have 11 or more ranks in it. This training bonus increases to +2 if they have 26 or more ranks in the skill.
  • Not Compensating (Ex): Gnomes with this racial trait can use sized-medium weapons without a size or handiness penalty.