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revising PHB to give flavor and focus
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<blockquote data-quote="Afrodyte" data-source="post: 1861770" data-attributes="member: 8713"><p><strong>gnomes, dwarves, and halflings</strong></p><p></p><p><u><strong>GNOMES (also called DWARVES)</strong></u></p><p></p><p>Gnomes embody the idea of mankind as maker.  Many myths feature artifacts which have mystical properties or where someone creates something that has powers greater than its exterior indicates.  This extends not just to tools and weapons, but aesthetic things as well.  The power of an image, of words, of music and dance, even of food, is undeniable.  It persists across cultural lines.  There is something about the process of creation which strikes me as magical as shooting fire from one's fingertips or traveling to other dimensions.</p><p></p><p>Elves and gnomes are similar in that they are both essentially magical humans.  However, they differ in how this magic expresses itself.  Unlike elves, who live in magic, gnomes literally and figuratively <em>make</em> magic.  It is the magic thus generated which grants them their extended lifespans.  They do eventually grow old and die if violence or misfortune do not kill them.  It is difficult to determine an exact lifespan for gnomes, but they generally life just long enough to leave their mark upon the world.  No one knows the origin of this strange fate, though most theorize that higher powers are responsible.</p><p></p><p><u>Appearance</u></p><p>Gnomes are typically short of stature, generally standing under 5 feet (150 cm) tall when fully grown.  For this, they are often called dwarves, a name which they loathe.  In most other ways, they are virtually indistinguishable from humans except for small details that become apparent to those familiar with them.  The way gnomes look is a study in extremes.  There is nothing of the merely average about them.  Their hair, for instance, comes in only four colors: stark white, golden blond, jet black, or flaming red.  It is either silky smooth or coarse as wool.  The eyes are always very clear and strongly blue, gray, green, or black.  Skin complexion is either ruddy, pallid, or dark.  Their physiques are either stocky (even portly) or wiry, but they never seem frail or weak-looking.  Gnomish hands are large and solid or slender and elegant.</p><p></p><p>This extends even to how gnomes present themselves.  They are either unkempt, even unhygienic, or meticulously groomed.</p><p></p><p><u>Pschology</u></p><p>Gnomes define themselves through their craft, which is any endeavor that requires dedication and discipline to achieve competence or mastery.  For better or worse, gnomes are what they do or make.  Those with a conservative nature tend to focus on perfecting traditional models and methods while those who are more interested in novelty pursue innovation in their chosen fields.  Regardless of their orientation, they have a perfectionist streak ten miles wide, though how this affects their personalities run in extremes.  Some are the pillars of patience and stablity, while others are ill-tempered madmen.  Individual gnomes can often express both tendencies.</p><p></p><p>The peculiar thing about gnomes and their affinity for creating things is that it is not culturally induced.  Even as infants and toddlers, they display an urge to create.  As they grow older, they are irresistably drawn to their chosen crafts and all things related to it.  Most often, this urge is expressed through a prodigious talent for the fine arts, performing arts, and crafts.  When deprived of the opportunity to develop this talent, they suffer.</p><p></p><p><u>Culture</u></p><p>Gnomes live anywhere that is practical for the exercise of their crafts.  Those whose chosen medium is metal or jewels often live in mountains and caves rich in ores and precious gems.  Those who work with stone tend to live close to stone quarries.  Other artists and musicians often live in cities where their talents would be in demand.</p><p></p><p>The social structure of gnomish cultures varies as much as it does for human cultures.  Gnomish social structure is often rooted in the talents and crafts that they have in common, and the craftsmen and artisans wield considerable power because their interests to a large extent determine the well-being of the group.</p><p></p><p><u>Racial Traits</u></p><p><strong>+2 Intelligence, -2 Wisdom</strong>.  Gnomes have keen minds, easily turned toward both perfection and innovation.  On the other hand, they are so wrapped up in their crafts that their attunement to the outside world is deadened just a bit.</p><p><strong>Craftsmanship</strong>.  Gnomes are the spirit of craftsmanship.  As such, they are given several boons related to the making and use of particular objects.  First, gnomes gain a Craft skill and a related Knowledge or Perform skill as a class skill.  They are granted a +3 bonus to either one of those skills.  Next, gnomes get a +2 bonus when making Appraise checks related to their chosen craft.  Finally, gnomes may cast the <em>mending</em> spell a number of times per day equal to their Intelligence bonus (minimum 0/day).</p><p><strong>Dedication</strong>.  Gnomes gain a +2 bonus to Concentration checks because they are so focused.  This focus does have its drawbacks, however.  Whenever they are in the midst of exercising his craft, gnomes gain a -2 penalty to Listen and Spot checks.  In addition, they must make a will save to leave a project unfinished.  The DC of the save depends upon how close to completion it is (DC 10 for early stages, DC 15 for middle stages, DC 20 for final stages).</p><p></p><p><u><strong>HALFLINGS</strong></u></p><p>Halfling is a catch-all term for any adult humanoid less than about 4 feet (120 cm) tall. The origins of the halflings' short stature is unknown. Natural and magical explanations are equally likely. A common conceit is that halflings are the descendants of humanoids who had intimate relationships with sprites or pixies long ago.</p><p></p><p>Like orcs, halflings also have a social stigma, but instead of being hostile, people tend to take halflings as seriously as they would chidlren. While the protection offered by this status is sometimes a boon, it can be a real headache when trying to do things other adults take for granted such as finding someone to establish a home and family with or pursuing positions of prestige and power in the community. Criminals and the like also tend to favor taking advantage of halflings. In the rare cases when more than a handful of halflings inhabit a locale, they often congregate and create enclaves for themselves where they can feel comfortable and safe. In many cases, these enclaves become a figurative and literal extended family.</p><p></p><p>"Halfling" is basically a template that can be added to any race that is significantly shorter than the standard.</p><p></p><p><u>Racial Traits</u></p><p><strong>Small size</strong>. Halflings gain a +1 size bonus to AC and attack rolls against Medium or larger creatures. Halflings may use tactics and strategies not available to those bigger than them. Halflings also get a +4 bonus to Hide checks. Being overlooked is an experience many halflings have learned to use to their advantage. On the other hand, it is harder for them to do the things that big folk take for granted, like reaching the top shelf of a kitchen cabinet. In addition, their size has to be taken into account when making things they wear or use such as clothes, armor, or weapons.</p><p><strong>No ability score adjustments</strong>. They follow the ability scores of the standard race.  However, they tend not to have high Strength scores.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 1861770, member: 8713"] [b]gnomes, dwarves, and halflings[/b] [U][B]GNOMES (also called DWARVES)[/B][/U] Gnomes embody the idea of mankind as maker. Many myths feature artifacts which have mystical properties or where someone creates something that has powers greater than its exterior indicates. This extends not just to tools and weapons, but aesthetic things as well. The power of an image, of words, of music and dance, even of food, is undeniable. It persists across cultural lines. There is something about the process of creation which strikes me as magical as shooting fire from one's fingertips or traveling to other dimensions. Elves and gnomes are similar in that they are both essentially magical humans. However, they differ in how this magic expresses itself. Unlike elves, who live in magic, gnomes literally and figuratively [i]make[/i] magic. It is the magic thus generated which grants them their extended lifespans. They do eventually grow old and die if violence or misfortune do not kill them. It is difficult to determine an exact lifespan for gnomes, but they generally life just long enough to leave their mark upon the world. No one knows the origin of this strange fate, though most theorize that higher powers are responsible. [U]Appearance[/U] Gnomes are typically short of stature, generally standing under 5 feet (150 cm) tall when fully grown. For this, they are often called dwarves, a name which they loathe. In most other ways, they are virtually indistinguishable from humans except for small details that become apparent to those familiar with them. The way gnomes look is a study in extremes. There is nothing of the merely average about them. Their hair, for instance, comes in only four colors: stark white, golden blond, jet black, or flaming red. It is either silky smooth or coarse as wool. The eyes are always very clear and strongly blue, gray, green, or black. Skin complexion is either ruddy, pallid, or dark. Their physiques are either stocky (even portly) or wiry, but they never seem frail or weak-looking. Gnomish hands are large and solid or slender and elegant. This extends even to how gnomes present themselves. They are either unkempt, even unhygienic, or meticulously groomed. [U]Pschology[/U] Gnomes define themselves through their craft, which is any endeavor that requires dedication and discipline to achieve competence or mastery. For better or worse, gnomes are what they do or make. Those with a conservative nature tend to focus on perfecting traditional models and methods while those who are more interested in novelty pursue innovation in their chosen fields. Regardless of their orientation, they have a perfectionist streak ten miles wide, though how this affects their personalities run in extremes. Some are the pillars of patience and stablity, while others are ill-tempered madmen. Individual gnomes can often express both tendencies. The peculiar thing about gnomes and their affinity for creating things is that it is not culturally induced. Even as infants and toddlers, they display an urge to create. As they grow older, they are irresistably drawn to their chosen crafts and all things related to it. Most often, this urge is expressed through a prodigious talent for the fine arts, performing arts, and crafts. When deprived of the opportunity to develop this talent, they suffer. [U]Culture[/U] Gnomes live anywhere that is practical for the exercise of their crafts. Those whose chosen medium is metal or jewels often live in mountains and caves rich in ores and precious gems. Those who work with stone tend to live close to stone quarries. Other artists and musicians often live in cities where their talents would be in demand. The social structure of gnomish cultures varies as much as it does for human cultures. Gnomish social structure is often rooted in the talents and crafts that they have in common, and the craftsmen and artisans wield considerable power because their interests to a large extent determine the well-being of the group. [U]Racial Traits[/U] [B]+2 Intelligence, -2 Wisdom[/B]. Gnomes have keen minds, easily turned toward both perfection and innovation. On the other hand, they are so wrapped up in their crafts that their attunement to the outside world is deadened just a bit. [B]Craftsmanship[/B]. Gnomes are the spirit of craftsmanship. As such, they are given several boons related to the making and use of particular objects. First, gnomes gain a Craft skill and a related Knowledge or Perform skill as a class skill. They are granted a +3 bonus to either one of those skills. Next, gnomes get a +2 bonus when making Appraise checks related to their chosen craft. Finally, gnomes may cast the [i]mending[/i] spell a number of times per day equal to their Intelligence bonus (minimum 0/day). [B]Dedication[/B]. Gnomes gain a +2 bonus to Concentration checks because they are so focused. This focus does have its drawbacks, however. Whenever they are in the midst of exercising his craft, gnomes gain a -2 penalty to Listen and Spot checks. In addition, they must make a will save to leave a project unfinished. The DC of the save depends upon how close to completion it is (DC 10 for early stages, DC 15 for middle stages, DC 20 for final stages). [u][b]HALFLINGS[/b][/u] Halfling is a catch-all term for any adult humanoid less than about 4 feet (120 cm) tall. The origins of the halflings' short stature is unknown. Natural and magical explanations are equally likely. A common conceit is that halflings are the descendants of humanoids who had intimate relationships with sprites or pixies long ago. Like orcs, halflings also have a social stigma, but instead of being hostile, people tend to take halflings as seriously as they would chidlren. While the protection offered by this status is sometimes a boon, it can be a real headache when trying to do things other adults take for granted such as finding someone to establish a home and family with or pursuing positions of prestige and power in the community. Criminals and the like also tend to favor taking advantage of halflings. In the rare cases when more than a handful of halflings inhabit a locale, they often congregate and create enclaves for themselves where they can feel comfortable and safe. In many cases, these enclaves become a figurative and literal extended family. "Halfling" is basically a template that can be added to any race that is significantly shorter than the standard. [U]Racial Traits[/U] [B]Small size[/B]. Halflings gain a +1 size bonus to AC and attack rolls against Medium or larger creatures. Halflings may use tactics and strategies not available to those bigger than them. Halflings also get a +4 bonus to Hide checks. Being overlooked is an experience many halflings have learned to use to their advantage. On the other hand, it is harder for them to do the things that big folk take for granted, like reaching the top shelf of a kitchen cabinet. In addition, their size has to be taken into account when making things they wear or use such as clothes, armor, or weapons. [B]No ability score adjustments[/B]. They follow the ability scores of the standard race. However, they tend not to have high Strength scores. [/QUOTE]
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