Gnome variant book idea

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For a while now I've had this idea on a racial book for a kind of variant gnome (for Pathfinder) based on the 'virtue' of greed. The entire culture is based on a racial thieves guild led by the church, with legal, accounting, internal security, and military arms overseeing innumerable established thieves guilds across the land. This racial thieves guilds is known as the Gnomic Syndicate.

You could think of the Star Trek Ferengi as a similar culture and outlook onto the rest of the sentient races. These gnomes seek the 'fiduciary domination of all non-gnome races.' Thus through creative accounting, confidence games, traditional and black market trades they bleed the local economy into their own coffers, with a percentage going to the church-guild headquarters in their homeland.

Gnomes with the financial backing to purchase a guild hall license from the church can establish a guild at some urban location, not currently in the jurisdiction of another guild hall. Thus the idea that many thieves guilds operated by other races, especially humans are actually gnome guild halls, where the gnome guildmaster works behind the scenes, while a local (non-gnome) is established as a puppet leader.

The religious and legal constitution of the Gnomic Syndicate, by which all gnomic customs and practices are based (their holy lexicon) is called the Gnomicon.

With my experience working with Rite Publishing, I've been thinking of creating my publication called the Gnomicon. It would introduce a variant gnome race who was cheated in a trade agreement by a non-gnome which taught these gnomes the lesson that exploiting others is the means to succeed in the world.

This would be a combination race and faction book with background fluff, a variant gnome pantheon of gods, new gnome traits, racial archetypes for every class, perhaps an alternate and/or new base class, perhaps a gnome paragon class fitting this culture, new feats, new spells, new magic items, new weapons and equipment.

I'm thinking of bonus material like a Gnomic Script (perhaps even a downloadable font), maps of typical gnomic syndicate hall, gnomic guildmaster's office and residence, gnomic temple.

I've put forth this idea to several publishing concerns and all seemed interested, but all wanted to push other projects first, so it was always put on the back-burner. Well rather than wait on others, I've been thinking of doing this on my own.

Thoughts?
 
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Are these gnomes based in a capitol city called Zurich? ;):p

(Somebody had to say it.)

But on a serious note, sure, this sounds cool. In fact, I don't recall seeing a Ferengi-like culture before in a roleplaying setting other than Star Trek, though I admit to not being well-read in the various sci-fi RPGs where it's easy to introduce new alien races. I've certainly never seen it done in a fantasy setting.

Do you have time to do this yourself, though, with your other projects?
 

Eh, its a smaller project idea, than my other projects and I should have some 'downtime' over the summer, where I could squeeze it in. A race faction book might take me a few months +/- to develop on my own. I'll see what the schedule allows. I'll probably be doing most of the art to keep costs down, and layout. I need to find me an editor though and some playtesters.

I already have an idea of what I want for class archetypes, alternate and paragon classes... it could be fun!
 

I'd be interested to see what you come up with to mine it for ideas. I have something similar with goblins in my game, though they're somewhere between the Ferengi and World of Warcraft's goblins, rather than conspiratorial "Gnomes of Zurich" types. They're trying to take over via large businesses - similar in execution to the Dragonmarked Houses in Eberron. Most "healing for hire" is done by goblin alchemists who operate for-profit hospitals, for example.

How would they differ mechanically and conceptually from gnomes as presented in the Pathfinder core rules? Would they still be subject to the Bleaching, for example?

Also, I take it the rest of the races don't know about any of this? Have they figured out that gnomes all tend to be criminals?
 

Most "healing for hire" is done by goblin alchemists who operate for-profit hospitals, for example.

Interesting idea.

How would they differ mechanically and conceptually from gnomes as presented in the Pathfinder core rules? Would they still be subject to the Bleaching, for example?

I was basing these gnomes off of Paizo's existing tropes so earthy to pink skin, 3 foot tall, colorful hair that bleaches with age. My differences were in attitudes, preferences.

Also, I take it the rest of the races don't know about any of this? Have they figured out that gnomes all tend to be criminals?

I would think the Gnomic Syndicate should not represent the only gnomes in existence. But once a gnomic syndicate gets in the public eye or ousted by the locals, I would think other races would hear of their poor reputation. They wouldn't always be 'unknown'.

GP
 

New Skill: Perform (sell) - presentation skills used in an attempt to sell an idea or commodity to a potential customer.

Alternate Racial Traits -
Counter's Gift - recognizing discrepancies in bookkeeping and forgery. +1 Perception and Linguistics regarding accounts, legal and contractual documents.
Canny Eye - recognizing the value of objects and commodities. Grants +1 Appraise and Knowledge (local) checks.
Silver Tongue - the consummate story-teller and salesman, +1 Bluff and Perform (sell) checks (must speak the language of the potential customer.)

Profiteer (bard alternate class)
Markets Knowledge - a profiteer adds half his level (minimum 1) to all knowledge checks regarding the value of goods across multiple markets and may make knowledge checks untrained. This replaces Bardic Knowledge.
Bardic Performance - a profiteer gains the following performances:
Empathic Dialog - grants a +1 to Sense Motive checks, +1 at 5th level and every 6 levels after. Can be used to detect a potential customers real wants and needs, as well as what they are willing to pay for it. This replaces Inspire Courage.
Fast Talker - at 3rd level, can bewilder a potential customer who has already been fascinated. This does not affect the fascination, but requires a standard action to activate (in addition to the free action to continue to fascinate.) The target must make a successful Will save, DC = 1/2 the profiteer's levels + Chr modifier, or miss important details for a given commodity and compelled to make a purchase or accept an idea. This replaces Suggestion.
Language of the Deal - at 8th level and higher your consummate sales skills are so fine, you needn't speak the language of your targetted customer, as long as he can see your selling object, and can recognize the value in trade, linguistics is unnecessary. This replaces Dirge of Doom.
Bait & Switch - at 9th level, by distracting the attention of a targetted person, one of your allies gains a +2 bonus to Steal Combat Maneuver, Stealth or Sleight of Hand, for every 3 levels past 9th, an additional ally gains this bonus. This replaces Inspire Courage.
Sell Anything - Will save (10+1/2 class+Cha mod) to negate. Target accepts your deal or your latest proposal with little to no trouble (if they make their will save they are not aware of your attempt to swindle them but do become a step down in attitude towards you) Each attempt in a 24 hour period gives the target a +2 to their will save (whether they saved on the last attempt or not). (requires a perform oratory check or perform sales and a bluff check for others watching). This replaces Frightening Tune.
Golden Tongue - a profiteer of 20 levels or higher can use his performance to cause a single potential customer to pay you with his most precious possessions, family or property for something that you are selling. To be affected, the target must be able to see and hear the profiteer perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the profiteer’s level + the profiteer’s Chr modifier) to negate the effect. If a creature’s saving throw succeeds, the target does not recognize your attempt to take all he owns, and the profiteer cannot use this performance on that creature again for 24 hours. If a creature's saving throw fails, he parts with anything and everything he owns. Golden Tongue is a mind-effecting ability that relies on audible and visual components. This replaces Deadly Performance.


Plans for a Sonic Wizard, Gnomic Sorcerer bloodline, Gnomic Cleric (archetype), and Archetype/Alternate Inquisitor (Auditor).

Thoughts and ideas?
 
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Profession merchant, Bluff, Diplomacy, Intimidate, Sense Motive, and Linguistics are the skills I would give a "Dealer" (linguistics takes the place of forgery in PF so I would change Counter's gift to reflect that)

I can see why you would want a perform check for the bard though

Bait and switch: Gives bonus to allies steal combat maneuver(?) and stealth and sleight of hand checks


For the inquisitor, I would add KN local, and appraise to their skill list (take out what you want) and change monster lore to legal lore (bonus to KN local when maneuvering around local laws), but leave stern gaze as is I think
 

How does the Profiteer do Deadly Performance? Does he sell them on the concept of an afterlife? If he doesn't get Deadly Performance, what should the capstone be?

Good idea to do it as an alternate class, since I think a different spell list will be in order. Not sure Language of the Sale is powerful enough to really stack up against Frightening Tune, though it would admittedly depend on the GM's campaign style. It does fit the Profiteer's idiom, so it should be a class ability somehow- it's just a question of what you replace with it.

Don't know enough about the Inquisitor yet (I have the APG but haven't seen the class in play so can't really speak to how it stacks up against the rest) to recommend anything for an Auditor- though I do think you're going the right way there. They're direct agents of the Church, sent to root out problems in the Gnomic Syndicate Guilds, correct? Inquisitor is just obvious for that. Same comment about spell lists and alternate class mechanics may apply here- though since many Cleric spells would be appropriate to the role I guessed for them, perhaps just controlling their Domain selection and making different Judgements will be enough.

Stroke of brilliance making selling a Performance art. I'm going to yoink that idea whether or not I use anything else (and ATM I'm eager to see what else you come up with, because I think a culture like this would be perfect for followers of a couple of my world's gods- particularly the CN god of Wealth).

Sonic Wizard would be similar to the Elemental Schools, I'm guessing? It should import some spells from the Bard list, but I haven't yet examined the notion enough to have specific suggestions in this vein.
 

How does the Profiteer do Deadly Performance? Does he sell them on the concept of an afterlife? If he doesn't get Deadly Performance, what should the capstone be?

Just starting to gel on class feature ideas. The profiteer definitely needs some kind of differing capstone, I just need to think on it some more...

Good idea to do it as an alternate class, since I think a different spell list will be in order. Not sure Language of the Sale is powerful enough to really stack up against Frightening Tune, though it would admittedly depend on the GM's campaign style. It does fit the Profiteer's idiom, so it should be a class ability somehow- it's just a question of what you replace with it.

I agree, that's why the parenthetical note after that feature - it isn't as strong, but belongs on the skill list.

Don't know enough about the Inquisitor yet (I have the APG but haven't seen the class in play so can't really speak to how it stacks up against the rest) to recommend anything for an Auditor- though I do think you're going the right way there. They're direct agents of the Church, sent to root out problems in the Gnomic Syndicate Guilds, correct? Inquisitor is just obvious for that. Same comment about spell lists and alternate class mechanics may apply here- though since many Cleric spells would be appropriate to the role I guessed for them, perhaps just controlling their Domain selection and making different Judgements will be enough.

Indeed. And agreed for a different spell list for both: bard/inquisitor.

Stroke of brilliance making selling a Performance art. I'm going to yoink that idea whether or not I use anything else (and ATM I'm eager to see what else you come up with, because I think a culture like this would be perfect for followers of a couple of my world's gods- particularly the CN god of Wealth).

Steal away. Selling does seem like a performance art, does it not?

Sonic Wizard would be similar to the Elemental Schools, I'm guessing? It should import some spells from the Bard list, but I haven't yet examined the notion enough to have specific suggestions in this vein.

We're on the same track I think. After I develop the Auditor, I will focus on the Sonic Wizard and the other classes.

I've actually fully developed the pantheon of gods, the lexicon of the syndicate, and the various factions. I'm just now tackling classes. Once I have some new feats, spells, magic items and equipment, I think I will have enough to publish. Of course I'll work on art, maps and cover illustration last.

Keep throwing ideas, though, this is very helpful.
 

To replace frightening tune (no idea what you would do with language of the sale):

Golden Tongue: Will save (10+1/2 class+Cha mod) to negate. Target accepts your deal or your latest proposal with little to no trouble (if they make their will save they are not aware of your attempt to swindle them but do become a step down in attitude towards you) Each attempt in a 24 hour period gives the target a +2 to their will save (whether they saved on the last attempt or not). (requires a perform oratory check or perform sales and a bluff check for others watching)

High level merchants (those who can get you any item you want in any amount) make their deals behind closed doors, and large merchant guilds have closed door discussions with other merchant powers. Usually these are arbitrated, but a skilled person can still make good deals at low costs to themselves or their clients
 

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