Request: Show your house ruled tiny Gnomes! Yay!

Ravellion

serves Gnome Master
As thetopic says, if you have house ruled the Gnome IYC, and happened to make it tiny instead, could you show it to me.

I am afraid of using the search function for Gnome and Tiny. I think it will give way more threads than I could hope for :D.

Rav
 

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TRUE GNOME

True gnomes (or little gnomes as other gnomes call them) are tiny creatures very much like other gnomes. They average about 18 inches tall and have fuller facial hair than gnomes, but otherwise look like gnomes. No one knows if they related to gnomes, how it could come about if they were, or if it is just a coincidence.

-6 Strength, -4 Constitution, +6 Dexterity, +2 Intelligence, +2 Wisdom: Gnomes are weak and fragile due to their small size, but make up for it with blinding reflexes and a quick wit.

Tiny: As tiny creatures, true gnomes get a +2 size bonus to AC, a +2 size bonus to attacks, a +8 size bonus to Hide checks, but they must use smaller weapons than most races, and their lifting and carrying limits are one-half that of medium creatures. True gnomes also have no reach: they must be in the same square to attack an opponent.

True gnome base speed is 10 ft.

Low-light vision: True gnomes can see twice as far as humans in conditions of poor illumination. They retain the ability to distinguish color under these conditions.

Scent: true gnomes have a remarkable sense of smell, gaining the scent quality as described in the MM.

+4 bonus to Alchemy checks: the keen noses of true gnomes give a bonus for identifying and working with strange substances.

+2 bonus to Listen checks: true gnomes have keen ears.

+4 dodge bonus to AC in melee vs. medium or larger opponents: true gnomes learn special techniques for avoiding blows from larger opponents. This bonus is lost if the true gnome loses his Dexterity bonus to AC.

Improved Initiative: The quick reflexes of a true gnome give them the Improved Initiative feat for free.

Weapon Proficiency: gnome hooked hammer (small).

Spell-like abilities: true gnomes may speak with animals three times per day, as if cast by a spell-user of the true gnomes level.

Automatic Languages: Common and Gnome. Bonus languages: draconic, dwarven, goblin, hobbit, orc, and terran.

Favored Class: Wizard or Cleric. A true gnome may choose either wizard or cleric to be their favored class.
 

That is quite good! Not quite what I had in mind, but very close (I do want a talk with animals ability)! How much ECL do you think this would be?
 

I don't know. You see, I redid all of the races for my campaign world, and they are all more powerful than the standard races, so ECL +0 is higher in my game. That's where I had these guys at, but I was worried they might be +1. However, the hit points are a real problem. I ran a group of NPCs against my players, with a sorceror 5 true gnome. But he only had 12 hit points, and he had to give up a 14 stat to get even that. The first hit he took he basically had to flee. And having a 10 ft. speed he wasn't able to flee very far.

They seem oddly balanced in a way I hadn't expected. They suck in melee, but they're hard to hit. They go to range and they're much better, but they lose their AC bonus. I'd want to do more testing, especially with a wizard (fireballs would have made a big difference), and a rogue (sneak attack with ranged weapons).
 

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