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ThatJakeGuy

Gnome Species

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I like the idea but it's very uninspiring as is. 

I'd give them each a free talent in addition to the free skill rank. Also, I'd lose "darkvision." It's like everyone and their mother in 5e has darkvision :) besides, it only works out to 60 feet. Leave the actual darkvision to the deep gnomes, IMO.

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I'd think carefully about giving them Arcana as a racial ability... that's giving every Forest Gnome the ability to cast all arcane spells (assuming the spells aren't restricted). Perhaps a rank in Stealth for Forest Gnomes, and Perception or Vigilance for the Deep Gnomes.

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I would probably drop their wounds by 1 and give them 95xp with those abilities, after changing the Arcana skill.

Knowledge skills are almost as useful as the Arcane skill for Spell casters, the Forest Gnome could have a free Rank in that instead.

Gnome:

1/2/3/2/2/2

Silhouette 0 

Choose one of the following:

Rock Gnome:

WT 9, ST 12, 95xp

1 rank in Mechanics.

Pockets of bits: you always have 30 coins worth of simple materials in your pockets with which to craft, what rarity those things are should be discussed with the GM.

 

Forest Gnome 

WT 9, ST 12, 95xp

1 Rank in Knowledge (choose one)

Gnome Cunning: Once per round, as an out of turn incidental when targeted by a magic spell, you may choose to upgrade the casters difficulty dice once.

 

Deep Gnome 

WT 10, ST 12, 90 xp

1 Rank of Stealth

1 Rank of Resilience (or Athletics?)

Underground Dwellers: Remove 2 Setback from all checks that are added due to darkness or being underground. Navigation through underground tunnels takes half the usual time.

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GNOME

Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.
Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your silhouette is 0.

Subraces

HILL GNOMES
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.

Base stats: Brawn 1 / Agility 2 / Intellect 3 / Cunning 2 / Willpower 2 / Presence 2
Would Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 90 XP

Darkvision: Gnomes can remove 1 setback due the low light effects.
Gnome Cunning: Gnomes may spend one Story Point to ignore the effects of magics that has a mental effect like illusion, fear, charm, etc. He still suffers any physical damage caused by these spells if any.
Artificer's Lore: When making Knowledge (History) related to magic items, alchemical objects or technological devices, Rock Gnomes may add 1 boost due the histories these gnomes share in their communities along the centuries.
Tinker: Hill Gnomes start the game with 1 rank in Gearhead talent.

GARDEN GNOMES
Fishing, snail-farming, gardening, these gnomes are known for taking the easy life. Even the most adventurous of them have a laid-back attitude, which others often regard as charming.

Base stats: Brawn 1 / Agility 2 / Intellect 3 / Cunning 2 / Willpower 2 / Presence 2
Would Threshold: 9 + Brawn
Strain Threshold: 12 + Willpower
Starting Experience: 90 XP

Darkvision: Gnomes can remove 1 setback due the low light effects.
Gnome Cunning: Gnomes may spend one Story Point to ignore the effects of magics that has a mental effect like illusion, fear, charm, etc. He still suffers any physical damage caused by these spells if any.
Calming Presence: Garden Gnome may add 1 boost when making checks to calm an angry or distressed person or to calm a distressed beast.
Gardener: Garden Gnome start the game with 1 rank in Knowledge (Nature).
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with small beasts. Animals often regard garden gnomes as wise sages and friends.

DESERT GNOMES
As a desert gnome, you have a natural ability to survive in harsh terrain. Desert gnomes tend to be isolated far from from civilizations in their own tribes, however this is not to say that deserts gnome are less educated than other gnomes. Desert gnomes are known for their vast catalogue of rare beasts found in climates much too unforgiving for other races, and they are experts at befriending them. Desert gnomes are known for their hospitality among travellers; stumbling among a desert gnome settlement while crossing a desert is a godsend.

Base stats: Brawn 1 / Agility 2 / Intellect 3 / Cunning 2 / Willpower 2 / Presence 2
Would Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 90 XP

Darkvision: Gnomes can remove 1 setback due the low light effects.
Gnome Cunning: Gnomes may spend one Story Point to ignore the effects of magics that has a mental effect like illusion, fear, charm, etc. He still suffers any physical damage caused by these spells if any.
Desert Survivalist: Desert Gnomes may add 1 boost when making Survival checks in arid environments like deserts.
Survivalist's Training: Upgrage the difficulty of any combat check targeting the desert gnome in arid enviroments like deserts.
Covered by Sun: When making skill checks, Desert Gnomes may remove 1 setback imposed due to arid or hot environmental conditions.

MOUNTAIN GNOMES
Cliff Gnomes use their natural inventiveness to create safe cliff-side settlements. Cliff Gnomes are naturally stronger than other gnome types however they are not quite as intelligent.

Base stats: Brawn 2 / Agility 2 / Intellect 2 / Cunning 2 / Willpower 2 / Presence 2
Would Threshold: 11 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 90 XP

Darkvision: Gnomes can remove 1 setback due the low light effects.
Gnome Cunning: Gnomes may spend one Story Point to ignore the effects of magics that has a mental effect like illusion, fear, charm, etc. He still suffers any physical damage caused by these spells if any.
Cliff Jumper: You gain 1 boost on Athletics checks made for jumping and rope climbing.
Mountaineer: Upgrage the difficulty of any combat check targeting the mountain gnome in mountainous environments.
Tunneler: Mountain Gnomes may add 1 boost when making Survival checks in mountainous environments.

Edited by Bellyon

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