D&D General Gnome Paladins

Once upon a time, the designers were apparently very alarmed about the idea of gnome paladins. The following is from the 2nd Edition Dungeon Master Guide, Revised, page 22. At the time, if it isn't obvious, gnomes were not allowed to be paladins RAW.:

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Ah yes I WAS remembering right. I was pretty sure 2e's DMG offered the gnome paladin as the reason why AD&D's racial restrictions were so important, but I didn't feel like dragging it off my shelf to check. It wasn't gnome paladins they needed to be worried about, it was DROW RANGERS, but UA had already burned that bridge. And don't get the grogs started on tieflings!

Getting back to my original query, there's the idea of the gnome paladin being the ultimate joke that no one wants. In retrospect, it seems bizarre that Zeb was really really worried about them. OTOH, he is the guy who wrote the Companion series module for Classic D&D that featured gnomes and their 1200 foot tall steampunk robot, so maybe he knew something we don't all along.
 
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I feel gnomes lack some great core of gnomedom that stops them from ever becoming more than a joke options they would also ideally need to grow a cooler look that makes them less halfling or dwarf like.
DnD fantasy is about heroic paragons of adventure, whereas gnomes are the antithesis of heroic paragon; they are small and weak, ineffective in combat and want to be unnoticed - traits which I for one love and want to play, the underdog who becomes a hero through wit and luck rather than martial and magical prowess.

4e gnomes were great but even as Fey they lack the wings, beauty and 'enchanting' ways of sprites and pixies and instead carry the tropes of the geekdom. Golarian gnomes with their bright hair and obsessive need for new experiences are probably the 'coolest look' youre going to get and still be gnomes (as opposed to xvarts, yordles, moggles or furries).
 

Once upon a time, the designers were apparently very alarmed about the idea of gnome paladins. The following is from the 2nd Edition Dungeon Master Guide, Revised, page 22. At the time, if it isn't obvious, gnomes were not allowed to be paladins RAW.:

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Even The Complete Paladin's Handbook didn't allow non-human paladins, but it did allow them to be "demipaladins" (LG fighter/clerics who meet the ability score requirements for paladin and follow all of the paladin ethos rules can go on quests to earn a subset of the paladin special abilities.)
According to the PH, only humans can be paladins. But, using the rules in this book, a DM may allow paladin-like characters of other races in an AD&D® campaign. Lacking the necessary qualities to become paladins in the truest sense, these other races are subject to specific limitations and are known as demipaladins.
A demipaladin is a fighter/cleric who gains paladin-like powers from his deity after completing special quests for his church. A demipaladin may be a dwarf, gnome, elf, half-elf, or halfling. Any character desiring to become a demipaladin must be lawful good from the character's generation and have all the ability-score requirements of paladins. The character is allowed to gain a 10% bonus on experience in his fighter or cleric class if his Strength or Wisdom score (respectively) is 16 or better (Charisma, of course, must be 17 or better). The character must also adhere to all ethos requirements, such as strictures, edicts, and so on, from the start of play.
The character attacks as per his fighter level, makes saving throws as either a fighter or cleric (whichever class produces the better score), and gains weapon and nonweapon proficiency slots for both of his classes as he gains levels. Experience is divided between the fighter and cleric classes as per the usual rules. Cleric spells are gained as normal, though the spells the demipaladin may use are restricted to those listed in this supplement. A demipaladin turns undead as per his cleric level. The level limits for demihuman fighter and cleric classes are as given in the DMG, pages 14-15 (see Table 7 therein), so a demipaladin has definite disadvantages at higher levels compared to a human paladin.
Each demipaladin must take a kit as described in this text. The DM should rule on the appropriateness of each kit to the campaign setting and available equipment and mounts (e.g., a halfling could be a skyrider if a very small pegasus is found, but not a wyrmslayer if no dragons are in the area). New kits, as noted later, may be created and taken.
The power-gaining quests given to the demipaladin must be undertaken immediately whenever the character gains the ability to cast spells from a clerical level above the first—e.g., at 3rd level when second-level spells are gained, at 5th level when third-level spells are gained, etc. The nature of each quest must be determined by the DM, but each should be challenging and full of peril. Some quests may require the demipaladin to complete the tasks unaided or else assume a major leadership or combat role if helped by other adventuring companions. Such companions must be lawful good, though not necessarily of the demipaladin's race and religion.
If a quest is successfully completed, the demipaladin gains a single paladin-like power of the DM's choice, taken from the following: ability to use paladin magical items (such as holy swords); detection of evil intent; +2 saving-throw bonus; immunity to disease; ability to cure disease; ability to lay on hands; aura of protection; bonded mount. Racial level limits will restrict the number of special powers gained; e.g., halfling demipaladins, who can achieve only the 8th level of ability as clerics, would thus gain only three such special powers (at 3rd, 5th, and 7th levels).
New demipaladin kits, specifically tailored to the natures of demihumans, may be designed. Some suggestions include:
Elven Trooper: A mounted guardsman, the trooper accompanies elven royalty on fairy rides—solemn processions made through elven territory—as well as patrolling the kingdom's boundaries by himself or undertaking royal quests.
Half-Elven Herald: This is the official messenger of a human or elven government (often to a country of the other race), usually delivering documents to dignitaries, issuing public decrees, and locating recruits for royal quests.
Halfling Sheriff: The sheriff is a law-enforcement agent with authority to make arrests, pass sentences, and otherwise ensure the safety of a halfling settlement.
Dwarven Forgelighter: A forgelighter devotes his life to taking back dwarven kingdoms and cities that were lost to other races (e.g., humans, orcs, derro, etc.) by warfare or treachery, re-establishing the colonies and defending them until they are self-sustaining again.
Amusingly, while gnomes are explicitly allowed to be demipaladins, they're the only race without a suggestion for a race-specific demipaladin kit.
 

I feel gnomes lack some great core of gnomedom that stops them from ever becoming more than a joke options they would also ideally need to grow a cooler look that makes them less halfling or dwarf like.
following my thoughts upthread about making gnomes more 'nature spirit' i came to the conclusion that minus powerful build, the firbolg abilities really come close to what i would want from gnomes, firbolg magic(innate castings of detect magic and disguise self(would prob swap for minor illusion cantrip)), hidden step(short term invisibility) and speech of beast and leaf(plants and animals comprehend you and you have advantage to persuade them to do things for you)

maybe in subspecies play around with the idea of them being elemental-lite more, with stronger themed abilities and more kinds of gnome than forest, rock and deep.

i know i didn't mention gnome cunning but it's kind of one of those abilities that i think is so powerful it probably ought to get reworked in some shape or fashion.
 

Even The Complete Paladin's Handbook didn't allow non-human paladins, but it did allow them to be "demipaladins" (LG fighter/clerics who meet the ability score requirements for paladin and follow all of the paladin ethos rules can go on quests to earn a subset of the paladin special abilities.)

Amusingly, while gnomes are explicitly allowed to be demipaladins, they're the only race without a suggestion for a race-specific demipaladin kit.
why was this even a thing?
following my thoughts upthread about making gnomes more 'nature spirit' i came to the conclusion that minus powerful build, the firbolg abilities really come close to what i would want from gnomes, firbolg magic(innate castings of detect magic and disguise self(would prob swap for minor illusion cantrip)), hidden step(short term invisibility) and speech of beast and leaf(plants and animals comprehend you and you have advantage to persuade them to do things for you)

maybe in subspecies play around with the idea of them being elemental-lite more, with stronger themed abilities and more kinds of gnome than forest, rock and deep.

i know i didn't mention gnome cunning but it's kind of one of those abilities that i think is so powerful it probably ought to get reworked in some shape or fashion.
fair but it runs into that gnomes just do not do anything nor why they do not do anything.
they need connective tissue between the multiple types of gnome and what makes them tick
perhaps gnomedom is defined by how they attempt to survive collectively and individual obsessions.
 

fair but it runs into that gnomes just do not do anything nor why they do not do anything.
they need connective tissue between the multiple types of gnome and what makes them tick
perhaps gnomedom is defined by how they attempt to survive collectively and individual obsessions.
i would probably add in to their concept that they're basically the original druids, a part of nature split off into it's own sentient beings as a caretaker with higher sentience and inteligence.
 



Individual obsessions.
Individual obsessions has been one of the best ways I've seen to use gnomes. IE, any given gnome finds something to obsess over, though they can change obsessions if necessary.

It fills a decent niche for them, and can include concepts like Golarion gnomes, Krynn gnomes, and gnomes dedicated to protecting a particular forest or cave system under the obsession umbrella.

It means you can reasonably find a gnome doing almost anything. Need to find information in a library? One of the librarians is a book and organization obsessed gnome. Want a guide through a forest? It's said a red hat gnome with a fox friend knows it like the back of his hand. Maybe you even meet a brewer obsessed gnome partnered with a dwarf to run a tavern.

A judgemental gnome parent considers their child's art hobby dangerous because it might turn into a "wasted" obsession. Heck, you could even do a crazy necromancy obsessed gnome as a villain and it works.
 
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