Gnome (v. 0.1)

Quickleaf

Legend
Inspired by all the gnome threads and custom class creation sans actual rules, I decided to try my hand at re-imagining the gnome...

Gnome (v. 0.1)
Diminutive mischievous schemers of the underworld.

“Foolish adventurer, why would we kill you without tricksies first?”

Racial Traits

Average Height: 3’7” – 4’0”
Average Weight: 60 – 90 lb.
Ability Scores: +2 Constitution, +2 Intelligence
Size: Small
Speed: 5 squares
Vision: Low-light
Languages: Common, Gnome, Vermin (only gnomes can speak this language)
Skill Bonuses: +2 Dungeoneering, +2 Stealth

Vanishing Act
Gnome Racial Power
With the slightest distraction, you vanish in the blink of an eye (taking advantage of your small size, vermin allies, animal burrows, and the hospitality of local gnomes) only to reappear and surprise your enemies with legendary gnomish cunning.
Encounter
Move Action
Personal
Effect:
Automatically succeed on a Stealth check to hide when the observer is distracted. You may re-appear anywhere within 5 squares at any time you wish, automatically gaining a surprise round.

Gnomish Savvy: You gain +2 on all saves against illusions, and have virtual access to the Trap-finding feat for the purpose of finding gnomish traps only.
Lay Trick: You can spend an action point to imbue a place or object with any one of your powers, treating it as a trap, with a trigger of your choosing. For example, a Gnome Wizard could “spell-trap” a chest by casting sleep on it, such that any who opens it is affected by the magic.
Underestimated: Because of the deceitful rumors spread by gnomes themselves, enemies often are misinformed of your capabilities. During the first round of combat with a new enemy you are not attacked unless you are a particularly loud target. Likewise, any successful check which reveals information about you only reveals partial information, never the whole truth, and a failed check reveals misinformation.
Vanishing Act: You can use vanishing act as an encounter power.

Deceitful and underhanded, gnomes are rarely seen outside of their burrow towns, which they defend with illusions and traps. Dwelling beneath the earth, away from the prying eyes of men, gnomes enjoy tricking and tormenting intrusive travelers.

Play a gnome if you want…
• to be a devious prankster who is chronically underestimated
• to create cunning traps, devious schemes, and ambushes
• to play an artificer, bard, illusionist, or rogue

Physical Qualities
Gnomes are underground dwelling fey creatures. They have earth-hued skin, disproportionately large heads with exaggerated features, bulging insectile frog-like eyes, and a permanent smirk too big for their faces. Indeed, they stop just short of being grotesque. Both males and females wear their frazzled hair wild, often decorating it with dead moths and gemstones.
Gnomes mature at the same rate as humans but show fewer signs of aging, and live twice as long provided they aren’t eaten by goblins or kobolds. Aging gnomes boast long white hair, thick eyebrows, and skin furrowed by worry lines, but still maintain a youthful gleam in their eyes.

Playing a Gnome


Gnome Characteristics: Hospitable, mischievous, obsessive, compulsive, underhanded, humorous, deceitful, cunning

Male Names: Akith, Dulin, Gianav, Jovan, Kela, Kvas, Mordin, Rehar, Tasmar, Tevin, Vilnen, Welin

Female Names: Adandhe, Arwen, Danan, Eshan, Isdrid, Khesel, Lanee, Mhain, Namthe, Nisne, Sierde, Ulanel

Gnome Adventurers


Gnome Feat Ideas…
Alchemy
Gnomish Illusion (one daily: dancing lights, ghost sounds, or prestidigitation)
Incredible Coin Counting
Jury-Rig
Loophole
Master Plan
Mushroom Lore
Pack Rat
Poison-Craft
See Weakness
Taunt
Trap-Craft
 

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I like it, but the encounter power is totally broken.

You may wish to make it something like

Close Burst 2
Enemies within the burst are effectively Blinded with respect to the Gnome (save ends) The gnome gains combat advantage against these foes.
Note: In all other respects they can see just fine.

Fitz
 

I like "Lay Trick," but I have issues visualizing a wooden chair being trapped with Cleave...

...Unless of course the sillyness that comes to mind is perposeful, and a one time effect. Then it would be good :D

-edit-
I actually see this as potentially broken, especially for martial powers. "Feather Me Yon Oaf!" for bricks in a wall, anyone?
 
Last edited:


Hehe, I plan on making gnome feats to go along with what's in the Monster Manual as well.

Quickleaf said:
Underestimated: Because of the deceitful rumors spread by gnomes themselves, enemies often are misinformed of your capabilities. During the first round of combat with a new enemy you are not attacked unless you are a particularly loud target. Likewise, any successful check which reveals information about you only reveals partial information, never the whole truth, and a failed check reveals misinformation.

Yes, gnomes are magical, but they aren't as magical as to brainwash everyone... Having a compulsion that preys of rumors in terms of a racial mechanic is bad game design in my opinion. What's a better game design, is much along the lines of having a mechanic like Vanishing Act that exemplifies the fact that they are tricksters.

As such, a mechanic that gives them a free stealth check at the beginning of an encounter might be more in line with making something that doesn't make magically compelled to not attack the gnome.
 

@ Fitz: Yeah, the encounter power is broken. Good fix, thanks. It's an innovative use of "blinded" condition, reflecting perhaps a semi-magical obfuscation/cloud minds effect surrounding gnomes?

@RyukenAngel: It is potentially broken, but intentionally so. I agree that the trigger rules need to be improved. My idea was that "Lay Tricks" would require the player to come up with a cunning explanation a la Mage: the Ascention coincidental magic. My thinking is that a gnome player would totally enjoy explaining their latest trick to the DM. For example...
Gnome Warlord spends an action point to "Lay Trick", placing "Feather Me Yon Oaf" on a chair such that anyone who sits on the chair triggers the gnome's "Feather Me Yon Oaf" power, allowing all allies present a ranged attack upon the person in the chair. Possible explanations: There is a magnet in the bottom of the chair which makes it hard for the target to sit up in time. The chair emits a piercing alarm when sat in, alerting the PCs and disorienting the target. Or, simply, the gnome worked it out with his allies in advance "when the duke sits in the chair, feather him."

@Maelstorm: Thank you. :)

@Sphyre: Good fix for "Underestimated", thanks. Though I wonder if it should be re-named?
 

Quickleaf said:
@Sphyre: Good fix for "Underestimated", thanks. Though I wonder if it should be re-named?

Easily overlooked? Tricky Target? It depends on what you're truly trying to do.

I'd go through this process:

  1. Determine the function of the ability. What do you want to accomplish with it? What kind of flavor are you trying to integrate by adding this ability?
  2. Determine the mechanics. Start by brainstorming a bunch of ideas on how you can implement the functionality of the ability. And like my last post, make sure that you don't just flat out say things like "you win the game" or "you can't be attacked" without having some reason for it. If you can't be attacked, are you in a bubble?
  3. Find a name that fits the mechanic. So until you figure out what the mechanic and flavor of the ability is, you can't get an appropriate name for it, lest the name would drive the function of the ability.
 


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