My gnomes are more gnomish than your gnomes!

You mention the gnomish affinity for espionage and diplomacy, yet this is in no way supported by their stats?

Also, the bonus to Knowledge is a lot more useful than a bonus to Profession. Consider trying to balance the guilds a bit. Perhaps gnomes who belong to a craft guild also bonus craft points every level, and those who belong to a tech guild have a wealth bonus and receive funds every level? Just a thought.
 

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I like where you are headed, and may very well use the artful dodger ability for my own homebrew gnomes. My one suggestion would be that Gather Information be a class skill for all gnomes. As you said in the description, they are curious about EVERYTHING, especially gossip. A gnome is going to know how to easily walk into a bar and find out what is going on. Not only that, they would also be able to use their own stereotype for them, as the nosy questions asked by a gnome would likely be ignored at worse, rather then cause any offense.

I will post my own gnomes abilities when I get them done.

skippy
The GM of The Cursed Earth
 

This is the rough version of the Gnomes of the Cursed Earth Campaign. The Cursed Earth is a psuedo-post-apocalyptic technomagical 3.5 d20 fantasy campaign that uses a lot of various source material, included Perpetrated Press's ARSENAL and FACTORY, Monte Cook's CHAOSITECH, and other adaptions (including from d20 Modern and Future for certain skills and feats appropriate to a more advanced society). Characters have a choice of three basic backgrounds (which can grant feats and certain skills as class skills depending upon the characters origin): the Wild (which is basically a more dangerous D&D world with a Gamma World twist), the Federation (which is the "civilized" and technomagically developed part of the world) and the Strongholds (which are very similar to the Israeli style settlements, and have the best of both worlds, as the children of the strongholds are educated within the Federation but are trained to survive in the Wild). The Federation is on the surface an idyllic utopia (think a combination of Victorian England, Buerocracies of Imperial China, and Machiaveliian trading houses of Renaissance Italy), and made up of small to middle sized villages all interconnected by a teleportation grid. But scratch this bucolic veneer, and you have a dystopia run by elves not native to this world (invaded from another prime material plane) who caused the apocalypse that nearly destroyed the world by bringing with them the Shadow and it's Taint (which causes all TM machines larger then a battle suit or motorcycle to instantly Taint, becoming cursed, demonic, and go Christine on the world). Like all of the surviving player character races, the apocalypse scarred the gnomes in many profound ways, as did the changes they made to themselves during the earlier "Golden Age".

If nothing else, gnomes are survivors, and can be found in any of the three backgrounds. As the regimented life of a stronghold (i.e. Lawful) does not appeal to most gnomes, they are probably rarest in those settings, except as merchants and traders that run the general stores and trader outposts. The gnomes family connections within the Federation make it much easier for them to get hard to find TM manufactured goods and items, giving them an edge against other races trying to find a market within the Wild, so much so, that in the last few centuries, most mercantile houses have ceeded the Wild market to the gnomish trade families.

Wild gnomes tend to be in very hidden communities, prefering to depend upon stealth then the obviously inadequite martial strength of small folk, or build around Federation trading posts, Strongholds, or the Wall (think a modernized Great Wall of China with autocannons and powered armored troops guarding the Border between the Federation and the Wild). Even these obvious communities have many hidden tunnels and burrows, and those that border the Wall have many secret routes into and out of the Federation (all of which are designed to be collapsed/destroyed to keep the Wall from being penetrated by the forces of the Shadow or Taintcreatures -- the gnomes want to avoid customs and/or imigration officials, not weaken the security of the Federation, as they depend as much as anybody else on the safety brought about by the Federation). But most of these communities tend to only be small clusters of families, as even living in the protective shadow of the Federation in not nearly as safe as living within the Federation stifling embrace.

Thus, most gnomes on the Cursed Earth live and work within the Federation. Unlike every other race except humans, the gnomes have large scale intricate family ties on both sides of the Wall. Having a certain "moral flexibility", at least when it comes to other peoples laws, these relationships gave them an advantage in all types of trade, both legal and the less savory black marketeering and smuggling, leading to the gnomes filling the societal ecological niche of Organized Crime. Not all gnomes are criminals, as a matter of fact most are not, BUT all gnomes "know" somebody who is "connected". Think stereo-typical cinematic Italian Mafia. Gnomes keep detailed geneological records, and it is expected that a well educated gnomes know who is related to whom and how. Even the ancestor worshipping Federation elves are not as obsessive about family as a granddame gnome.

This desperate compulsion to find where a gnome fits in the greater racial family is one of the many scars left by the apocalypse. Another is an almost debilitating paranoia and an inability to trust almost anything or anybody. Ironically, this has lead to a culture where a gnomes word is his absolute bond. Gnomes do not directly lie (although lies of omission are not only permitted, but expected), and will go to incredible lengths to keep his word and fulfill a promise, even one made under duress. BUT, the letter of the agreement is much more important that the spirit (i.e. similar to the mythical traditional deal with the devil or with faeries). The better a deal is for the gnome, the less likely he is to look too closely for loop holes.

"When you shake on a deal with a gnome, always count your fingers. Then count them again later, just to be sure. You can never be too careful." -- common Federation dwarven expression.

While they delight in performing clever tricks on others, gnomes despise being tricked themselves, and consider it the highest form of insult. Gnomes NEVER forget a slight, and will expend a phenominal amount of effort (usually something overly complex) to "redress the balance", i.e. get even. To be fair, gnomes also never forget a favor (but how they may pay off such a debt may seem very strange, and not always appreciated or understood by any non-gnome).

A gnome always has to watch his natural paranoia coupled with an incredible imagination, for his natural instincts is to trust no one and to believe the most improbable of ideas. A gnome can believe a certain number of logically contradictory conspiracy theories at the same time. It does not help that the world is NOT a safe place, that there are many things out to get the unaware gnome, and the terrifying machinations and intrigues of the 13 (the council of 13 elven houses that rules the Federation), not to mention the other High Houses and Ministries of the Federation. Ironically, without all these outside forces, gnomish society might have shattered into a million factions. But a gnome KNOWS that he can trust another gnome, at least to a small degree. Those that cannot be trusted, or continually skirt breaking their word, quickly gain a reputation as such, as do their families, and soon find that no reputable gnome will do business with them, effectively exiling them.

Probably the strangest of all changes to the standard Gnome came not from the apocalypse, but from the "Golden Age". Being the inveterate tinkers, gnomes were the only race to really embrace technomagic genetic engineering. Many a Golden Age gnome thought nothing of doing some body sculpting to himself, the least of which would be surface modifications (hair, skin, eyes, etc). Some decided to go even deeper, and began to change how they interacted with magic, i.e. losing their natural affinity with illusions, replacing it with a predilection for another school of magic. Some even went so far as to change what spells they could cast naturally.

Most of these modifications were cosmetic or not inherited by their children. But the two that stuck was the potential affinity for any one school of magic and the natural spells a gnome can cast. So modern gnomes are not really known as illusionist, but rather as exception arcane spell casters and artificers. They are the ones that produce most of the dweotronics (TM electronics), gadgets, computer hardware, sensor/security systems and the like within the Federation. They are also noted for their craftsmanship with Armor Cloth (light TM armors) and light TM firearms (pistols and such). Dwarves and humans usually build the heavier stuff. Gnomes are also known as excellent hackers, but, because the Elves developed the Operating System of all Federation computer software, do not have any advantage on programming or hacking (think Linux users living in a Microsoft Paradise were EVERYTHING is MS).

That about covers the fluff. Now for the Crunch.

RACIAL TRAITS
  • +2 Con, -2 Str
  • Small size
  • land speed is 20 feet
  • Low-Light Vision
  • Gnomes are never Lawful (not without GM approval and an unusual background)
  • +2 racial bonus to Repair skill checks
  • Gather Information is a Class skill for all Gnomes, and they recieve a +2 to checks dealing with gnomish gossip or the underworld
  • All Gnomes start with Knowledge (Gnomish Heredity) at rank 4 as a bonus Class skill. This skill is used to remember who is related to whom and how.
  • Choose one school of magic. Gnome gets a +2 racial bonus on Saving throws against that school and a +1 DC for all saves against spells of that school cast by that gnome.
  • Artful Dodger (see above posts-- last generation)
  • +2 racial bonus on Listen checks
  • +2 racial bonus on Craft (alchemy) or Craft (TM dweotronics) skill checks (bonus chosen at first level)
  • +2 racial bonus on Use Magic Device skill (Federation gnomes only)
  • lose ability to speak with burrowing mammals
  • +1 racial bonus on attack rolls against Kobolds and Goblinoids (if from the Wild) OR against Federation Elves (if from the Federation or Strongholds)
  • spell-like abilities: A gnome with a charisma of at least 10 can choose any 3 0-level wizard spells that he can cast as spell like abilities, each once per day. Once chosen, these spells cannot be changed. He can cast these spells like a sorcerer of equal level.
  • RACIAL WEAKNESS: Paranoid/conspiracy nut -- -2 to Sense Motive checks vs opposed Bluff checks (GM may set this penalty to -4 or higher if the bluff feeds into this particular gnomes beliefs), as they can be gullible at times (this does not mean that gnomes are easy to con, for he may very well believe your bluff and shoot you anyway). -2 to Bluff checks, as gnomes do not directly lie and/or the gnomish reputation.
  • Favored Class: Specialist Wizard (any), Bard (Wild only), Artificer (Federation/Stronghold only)

Well that about covers it.

Thanks

skippy
The GM of The Cursed Earth Campaign

PS Almost forgot to add that the gnomes of the hidden settlements in the wild are Whisper gnomes from the Races of Stone, and should ignore the above crunch. Use instead the stats from that book.
 
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Sammael said:
You mention the gnomish affinity for espionage and diplomacy, yet this is in no way supported by their stats?

Also, the bonus to Knowledge is a lot more useful than a bonus to Profession. Consider trying to balance the guilds a bit. Perhaps gnomes who belong to a craft guild also bonus craft points every level, and those who belong to a tech guild have a wealth bonus and receive funds every level? Just a thought.
My gnomes are essentially Eberron gnomes culturally (I lifted most of the flavor text whole cloth from Eberron - blame Keith Baker for the disparity!) I like the idea of a racial bonus to Gather Information, but I already gave one to another race (aelfborn) and I'm trying not to overlap racial traits if I can help it. I will think about your suggestion.

I lifted Guild Affiliation whole cloth from the tinker gnomes of Dragonlance. While Profession is not going to be as immediately handy as Knowledge most of the time, such gnomes probably make good money when not adventuring.
 

I really like your version of gnomes, consider it yoinked. :)

I especially like the Child of Garl bit you recently added. Having a game play reflection of the innate luck or blessedness of gnomes is an excellent way to represent the recklessness which other races attribute to them.

I agree with skippy_the_witch about gather information being a racial class skill for gnomes and, since I don't have another race in my campaign which already gets it, I'll be adding that as well.

Finally, in a desperate attempt to actually add something to the thread (other than just praise), you could attempt to explain the Artful Dodger ability with occasional raids by big creatures. You mention a group of northern islands as a homeland. If one of the islands is inhabited by ogres or giants which attempt raids on other islands every year, the ability is easily understood. In fact, depending upon how far north the islands are, maybe some of the inter-island waterways freeze during the winter creating a land bridge which the giant types use to raid the gnomish settlements.

Thanks for posting a great idea.
-Dave
 

ForceUser said:
(I lifted most of the flavor text whole cloth from Eberron - blame Keith Baker for the disparity!)
That's right! Blame me! :p

Just to explain where I was coming from, the goal of Eberron was to keep the racial stats from the core books intact -- so changing skill modifiers and such wasn't an option. In my case, the cultural aptitude for espionage and diplomacy isn't supposed to represent racial skill bonuses -- it's a reflection of the favored class of bard. The idea isn't that Zil gnomes aren't constantly singing and dancing; some Zil gnomes might have bard levels and never even bother with Perform. But they have access to Bardic Knowledge, and to the bard class skills, which are a fairly good set for either a diplomat or spy, along with a small assortment of magical tricks, reflecting an enhancement of the minor magic that flows through gnomish blood. So the description of espionage and diplomacy playing a role in the culture is supposed to represent the significant presence of bards in the culture.

But, of course, gnomes and Zilargo get a very small treatment in the Eberron book, due to space limits. I'll be writing more about them in the future.

With that said, I like what you've done here, ForceUser. I particularly like the Artful Dodger ability as being based on size in general as opposed to a specific creature type; I think this makes a lot of sense. Nice work!

(Yes, I know I'm weeks late here... sue me!)
 
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The gnomes in my homebrew are exceptionally strong underground dwellers who craft deadly weapons and sell them in hidden markets, which they also use to kidnap people to provide the blood they require to make their truly powerful items. And almost no-one on the surface knows abut them. :]
I like gnomes.
 

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