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Conerning Gnomes (+thread. please don't crap the thread with anti-gnome negativity)
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<blockquote data-quote="Shadowdweller" data-source="post: 7640358" data-attributes="member: 14563"><p>Golarion gnomes are sort of crazy, nature-based fey tricksters. It's not my personally favorite incarnation. I similarly agree that Rock gnomes are bit lackluster compared to the other subtypes. Emphasizing History as an alternate means of identifying items and maybe expanding / improving the list of things that could be tinkered would go a long way toward the subrace more attractive. Some ideas (all subject to the rock gnome tinkering rules and limitation of 3 at any one time):</p><p></p><p>* Repeating crossbow: A crossbow loses the loading property; but breaks and becomes nonfunctional if a natural 1 appears on a attack roll made with the device. At least until repaired through tinkering once again.</p><p></p><p>* Clockwork familiar: When capable of obtaining a familiar through a spell or class feature, a rock gnome can construct a clockwork version instead. A clockwork familiar counts as a construct; does not need to eat, sleep, breath; gains immunity to poison; and can be repaired if reduced to zero hit points by spending an hour's worth of time and using 5gp worth of parts.</p><p></p><p>* Clockwork toy: Can move up to 20 feet per round in a direction chosen by the gnome prior to activation. If a flask of acid, alchemist fire or dose of inhaled poison is used in the construction, the rock gnome can use the device to splash the alchemist fire, acid, or poison at creatures within 5 feet of the toy after detonation; the gnome must decide how many rounds until detonation occurs at the time the toy is activated. (This uses the gnomes attack bonuses at the time of construction, but gains advantage on the roll due to mechanical support). The toy becomes broken and nonfunctional after detonating.</p><p></p><p>* Timepiece: The gnome can use a tinkering slot to construct a time-keeping device, accurate to the minute.</p></blockquote><p></p>
[QUOTE="Shadowdweller, post: 7640358, member: 14563"] Golarion gnomes are sort of crazy, nature-based fey tricksters. It's not my personally favorite incarnation. I similarly agree that Rock gnomes are bit lackluster compared to the other subtypes. Emphasizing History as an alternate means of identifying items and maybe expanding / improving the list of things that could be tinkered would go a long way toward the subrace more attractive. Some ideas (all subject to the rock gnome tinkering rules and limitation of 3 at any one time): * Repeating crossbow: A crossbow loses the loading property; but breaks and becomes nonfunctional if a natural 1 appears on a attack roll made with the device. At least until repaired through tinkering once again. * Clockwork familiar: When capable of obtaining a familiar through a spell or class feature, a rock gnome can construct a clockwork version instead. A clockwork familiar counts as a construct; does not need to eat, sleep, breath; gains immunity to poison; and can be repaired if reduced to zero hit points by spending an hour's worth of time and using 5gp worth of parts. * Clockwork toy: Can move up to 20 feet per round in a direction chosen by the gnome prior to activation. If a flask of acid, alchemist fire or dose of inhaled poison is used in the construction, the rock gnome can use the device to splash the alchemist fire, acid, or poison at creatures within 5 feet of the toy after detonation; the gnome must decide how many rounds until detonation occurs at the time the toy is activated. (This uses the gnomes attack bonuses at the time of construction, but gains advantage on the roll due to mechanical support). The toy becomes broken and nonfunctional after detonating. * Timepiece: The gnome can use a tinkering slot to construct a time-keeping device, accurate to the minute. [/QUOTE]
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