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My gnomes are more gnomish than your gnomes!
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<blockquote data-quote="ForceUser" data-source="post: 1777270" data-attributes="member: 2785"><p>I understand your point, but I'm not so concerned with a tot-for-tat comparison of gnomes to humans. Several PHB races fall short of the human watermark, yet they are still fun to play (particularly half-orcs). That said, I agree that something is still missing. I've added the following to the above sum of abilities, and I'm fairly satisified with the end picture it presents of the gnomish people in my homebrew. </p><p></p><p>· Educated: Knowledge and Speak Language are always class skills for gnomes. All gnomes matriculate through an education system from a very young age.</p><p></p><p>I wanted a gnomish race that was unique and interesting and didn't emulate any of the other races I allow. In particular, some of your suggestions, Arkhandus, would mimic what faen and dwarves can do, and I want those abilities to remain unique. By allowing all gnomes Knowledge as a class skill, I create an environment wherein even the fighter or paladin might take a sage guild and activate a couple of knowledge skills. I like the idea of gnomish melee types being more learned than their non-gnome counterparts. Sure, it won't help them kill stuff any better (most of the time), but it will allow interesting characters to roleplay. That is my priority.</p><p></p><p>I have also reworked artful dodger. I had a clever idea that I like better than the flat +2 bonus. Opinions, please. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>The revised list, then:</p><p></p><p><u>GNOME RACIAL TRAITS</u></p><p>· +2 Constitution, -2 Strength. Gnomes are hale, but they are small and therefore not as strong as larger humanoids.</p><p>· Small: As Small creatures, gnomes gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Sneak checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character. As Small creatures, they also suffer a -4 size penalty to grapple checks.</p><p>· Gnome base land speed is 20 feet.</p><p>· Low-Light Vision: A gnome can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</p><p>· Educated: Knowledge and Speak Language are always class skills for gnomes. All gnomes matriculate through an education system from a very young age.</p><p>· Guild Affiliation: At character creation, the gnome character selects a Guild with which he is affiliated. Since there are innumerable guilds, they are technically broken into three major categories: Craft Guilds (bowyer, blacksmithing, leatherworking, and the like), Technical Guilds (architecture, chemistry, engineering, scriveners, and others), and Sage Guilds (botany, biology, education, mathematics, philosophy, and so on). If the gnome selects a Craft Guild, he gains a +2 racial bonus on all Craft checks. Technically inclined gnomes gain a +2 racial bonus on all Profession checks. Sage gnomes receive a +2 racial bonus on all Knowledge checks.</p><p>· Weapon Familiarity: A gnome may treat gnome hooked hammers (see page 118 of the Player’s Handbook) as martial weapons rather than exotic weapons.</p><p>· Artful Dodger: A gnome gains a dodge bonus to AC against any foe that is at least one size category larger than him. The bonus is equal to the number of categories the foe is larger than the gnome’s current size. Thus, a gnome would gain a +3 dodge bonus to AC against a behir (a Huge creature) and a +1 dodge bonus to AC verses an orc (a Medium creature). Gnomes are taught from an early age how to avoid the wrath of larger folk.</p><p>· +2 racial bonus on Listen checks: Gnomes have keen ears.</p><p>· Child of Garl: Starting at 1st level, gnomes gain an additional action point every level (although non-player character gnomes do not normally gain an action point progression, they do gain this single action point every level. Any action points not spent at a non-player character’s previous level are lost.) Garl Glittergold, progenitor deity of gnomes, bestows this special blessing upon his children. </p><p>· Favored Class: Artificer. A multiclass gnome’s artificer class does not count when determining whether he takes an experience point penalty for multiclassing (see XP for multiclass characters, page 60 of the Player’s Handbook).</p></blockquote><p></p>
[QUOTE="ForceUser, post: 1777270, member: 2785"] I understand your point, but I'm not so concerned with a tot-for-tat comparison of gnomes to humans. Several PHB races fall short of the human watermark, yet they are still fun to play (particularly half-orcs). That said, I agree that something is still missing. I've added the following to the above sum of abilities, and I'm fairly satisified with the end picture it presents of the gnomish people in my homebrew. · Educated: Knowledge and Speak Language are always class skills for gnomes. All gnomes matriculate through an education system from a very young age. I wanted a gnomish race that was unique and interesting and didn't emulate any of the other races I allow. In particular, some of your suggestions, Arkhandus, would mimic what faen and dwarves can do, and I want those abilities to remain unique. By allowing all gnomes Knowledge as a class skill, I create an environment wherein even the fighter or paladin might take a sage guild and activate a couple of knowledge skills. I like the idea of gnomish melee types being more learned than their non-gnome counterparts. Sure, it won't help them kill stuff any better (most of the time), but it will allow interesting characters to roleplay. That is my priority. I have also reworked artful dodger. I had a clever idea that I like better than the flat +2 bonus. Opinions, please. :) The revised list, then: [u]GNOME RACIAL TRAITS[/u] · +2 Constitution, -2 Strength. Gnomes are hale, but they are small and therefore not as strong as larger humanoids. · Small: As Small creatures, gnomes gain a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 size bonus on Sneak checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character. As Small creatures, they also suffer a -4 size penalty to grapple checks. · Gnome base land speed is 20 feet. · Low-Light Vision: A gnome can see twice as far as a normal human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. · Educated: Knowledge and Speak Language are always class skills for gnomes. All gnomes matriculate through an education system from a very young age. · Guild Affiliation: At character creation, the gnome character selects a Guild with which he is affiliated. Since there are innumerable guilds, they are technically broken into three major categories: Craft Guilds (bowyer, blacksmithing, leatherworking, and the like), Technical Guilds (architecture, chemistry, engineering, scriveners, and others), and Sage Guilds (botany, biology, education, mathematics, philosophy, and so on). If the gnome selects a Craft Guild, he gains a +2 racial bonus on all Craft checks. Technically inclined gnomes gain a +2 racial bonus on all Profession checks. Sage gnomes receive a +2 racial bonus on all Knowledge checks. · Weapon Familiarity: A gnome may treat gnome hooked hammers (see page 118 of the Player’s Handbook) as martial weapons rather than exotic weapons. · Artful Dodger: A gnome gains a dodge bonus to AC against any foe that is at least one size category larger than him. The bonus is equal to the number of categories the foe is larger than the gnome’s current size. Thus, a gnome would gain a +3 dodge bonus to AC against a behir (a Huge creature) and a +1 dodge bonus to AC verses an orc (a Medium creature). Gnomes are taught from an early age how to avoid the wrath of larger folk. · +2 racial bonus on Listen checks: Gnomes have keen ears. · Child of Garl: Starting at 1st level, gnomes gain an additional action point every level (although non-player character gnomes do not normally gain an action point progression, they do gain this single action point every level. Any action points not spent at a non-player character’s previous level are lost.) Garl Glittergold, progenitor deity of gnomes, bestows this special blessing upon his children. · Favored Class: Artificer. A multiclass gnome’s artificer class does not count when determining whether he takes an experience point penalty for multiclassing (see XP for multiclass characters, page 60 of the Player’s Handbook). [/QUOTE]
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