Thunderfoot
Hero
Below is the basic information for the gnome as a player race in the BECMI system. I nabbed the basic idea from an old Basic D&D web site (Here.) I then altered it to bring it more in-line with the writing style and layout of the Basic (and the Expert) rules.
Gnome
Description:
A gnome is short and svelte, standing about 3 ¼’ tall, and weighs about 45 pounds Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue (from a light ice blue, to brilliant cerulean to a deep midnight violet-blue). A gnome’s most prominent feature is its nose which is slight round and bulbous. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear clothing of earth tones, though they may decorate their clothes with intricate stitching or fine jewelry. They value fine craftsmanship and expertly cut gems. Gnomes fight much like elves using both sword and spell but their spell abilities manifest in the use of alchemy (see below.)
Explanation of Gnome Experience Table:
XP: When this number of Experience Points has been earned, the gnome automatically moves up to the next Level of Experience.
Title: Your gnome should use this title when talking with other characters. Instead of saying “I’m Braunwyn, a Second Level gnome,” the character should say “I’m Braunwyn, the Apprentice.”
Spells: The numbers of magic-user spells a gnome can cast, and their level of power, are given here. Spells are explained below, under “Special Abilities.”
Other Details:
Prime Requisite: Gnomes have two Prime Requisites, Intelligence and Dexterity. If a gnome has a score of 13 or more in both Ability Scores, the character gains a 5% bonus to Experience Points earned in every adventure. If the Dexterity score is 16 or greater (along with Intelligence of 13 or more), the XP bonus is 10%.
Minimum Scores: A gnome character must have a Dexterity and Intelligence score of 9 or greater when first played.
Hit Dice: A six-sided die (ld6) is used to determine a gnome’s hit points. A gnome starts with 1-6 hit points (plus Constitution bonus, if any) and gains 1d6 more hit points (plus bonus) with each Level of Experience.
Armor: A gnome may wear any kind of armor, and may use a shield. However, their armor and shield must be specially sized for them. Halfling armor is too roomy and dwarf armor is too large.
Weapons: A gnome may use any small sized weapon (such as a dagger, short sword, or short bow). Gnomes may not use two-handed swords, longbows, battle axes, pole arms, or other large weapons. Gnomes may used normal weapons two-handed, but will lose the use of a shield.
Special Abilities:
A gnome has special vision, combat bonuses, knows several languages, and can hide in some locations better than other characters. Gnomes can cast magic-user spells but only through the use of alchemy.
Vision: Gnomes have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless.
With infravision, warm things seem red, and cold things seem blue. For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Even items or creatures which are the same temperature as the surrounding air (such as a table or a skeleton) can be dimly seen by infravision.
Languages: In addition to the languages of all characters - the Common and Alignment tongues, as explained on page 51 – a gnome can speak gnome, dwarf, kobold and goblin. Additionally a gnome may speak to burrowing animals (badgers, rabbits, ferrets and the like) once per day as per the spell of the same name.
Spells: Gnomes can use magic-user spells but must “cast” these using oils, ointments salves and potions.
These spells must be prepared daily and spells not “cast” cannot be saved for later use unlike magical potions, which are created using a different process.
Gnomes must have a portable alchemical lab in order to use their spell abilities.
Combat: Gnomes are better at dodging the attacks of large creatures than are other characters. All gnomes gain the following bonuses when in combat.
-2 bonus to Armor Class when attacked by creatures larger than man-size;
+1 bonus to hit goblins and kobolds
Hiding: Gnomes are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a gnome can only be detected 15% of the time (GM rolls). In man-made dungeons this increases to 25%. The gnome must remain still and not be carrying any type of light.
I will post the "expert" additions later.
Gnome
Description:
A gnome is short and svelte, standing about 3 ¼’ tall, and weighs about 45 pounds Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue (from a light ice blue, to brilliant cerulean to a deep midnight violet-blue). A gnome’s most prominent feature is its nose which is slight round and bulbous. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear clothing of earth tones, though they may decorate their clothes with intricate stitching or fine jewelry. They value fine craftsmanship and expertly cut gems. Gnomes fight much like elves using both sword and spell but their spell abilities manifest in the use of alchemy (see below.)
Explanation of Gnome Experience Table:
XP: When this number of Experience Points has been earned, the gnome automatically moves up to the next Level of Experience.
Title: Your gnome should use this title when talking with other characters. Instead of saying “I’m Braunwyn, a Second Level gnome,” the character should say “I’m Braunwyn, the Apprentice.”
Spells: The numbers of magic-user spells a gnome can cast, and their level of power, are given here. Spells are explained below, under “Special Abilities.”
Other Details:
Prime Requisite: Gnomes have two Prime Requisites, Intelligence and Dexterity. If a gnome has a score of 13 or more in both Ability Scores, the character gains a 5% bonus to Experience Points earned in every adventure. If the Dexterity score is 16 or greater (along with Intelligence of 13 or more), the XP bonus is 10%.
Minimum Scores: A gnome character must have a Dexterity and Intelligence score of 9 or greater when first played.
Hit Dice: A six-sided die (ld6) is used to determine a gnome’s hit points. A gnome starts with 1-6 hit points (plus Constitution bonus, if any) and gains 1d6 more hit points (plus bonus) with each Level of Experience.
Armor: A gnome may wear any kind of armor, and may use a shield. However, their armor and shield must be specially sized for them. Halfling armor is too roomy and dwarf armor is too large.
Weapons: A gnome may use any small sized weapon (such as a dagger, short sword, or short bow). Gnomes may not use two-handed swords, longbows, battle axes, pole arms, or other large weapons. Gnomes may used normal weapons two-handed, but will lose the use of a shield.
Special Abilities:
A gnome has special vision, combat bonuses, knows several languages, and can hide in some locations better than other characters. Gnomes can cast magic-user spells but only through the use of alchemy.
Vision: Gnomes have Infravision in addition to normal sight and can see 60’ in the dark. Infravision is the ability to see heat (and the lack of heat). Normal and magical light makes infravision useless.
With infravision, warm things seem red, and cold things seem blue. For example, an approaching creature could be seen as a red shape, leaving faint reddish footprints. A cold pool of water would seem a deep blue color. Even items or creatures which are the same temperature as the surrounding air (such as a table or a skeleton) can be dimly seen by infravision.
Languages: In addition to the languages of all characters - the Common and Alignment tongues, as explained on page 51 – a gnome can speak gnome, dwarf, kobold and goblin. Additionally a gnome may speak to burrowing animals (badgers, rabbits, ferrets and the like) once per day as per the spell of the same name.
Spells: Gnomes can use magic-user spells but must “cast” these using oils, ointments salves and potions.
These spells must be prepared daily and spells not “cast” cannot be saved for later use unlike magical potions, which are created using a different process.
Gnomes must have a portable alchemical lab in order to use their spell abilities.
Combat: Gnomes are better at dodging the attacks of large creatures than are other characters. All gnomes gain the following bonuses when in combat.
-2 bonus to Armor Class when attacked by creatures larger than man-size;
+1 bonus to hit goblins and kobolds
Hiding: Gnomes are difficult to spot. In their natural habitat, dense wooded areas, low hill lands and natural (not man-made) underground formations a gnome can only be detected 15% of the time (GM rolls). In man-made dungeons this increases to 25%. The gnome must remain still and not be carrying any type of light.
Code:
GNOME EXPERIENCE TABLE
XP Level Title No. of Spells/Spells per Level
0 1 Gnome Neophyte 1 First
3,000 2 Gnome Apprentice 2 First
6,000 3 Gnome Theoreticus 2 First plus 1 Second
Code:
GNOME SAVING THROW TABLE
Death Ray or Poison 11
Magic Wands 10
Paralysis or Turn to Stone 13
Dragon Breath 15
Rods, Staffs and Spells 15
I will post the "expert" additions later.
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