Gnomes:
(WG:
Noniz)
A gnome's preferred habitation
is an area of rolling, rocky hills, well
wooded
and uninhabited by humans.
Details of the race are found in
AD?D,
MM.
Summary of Gnomish Racial Abilities:
Permitted Class Options:
A character of the gnome race can select to be a fighter
(max. of 6th
level), an illusionist
(max. of 7th level), a thief, or an assassin
(max. of 8th level).
Ability Score | Cleric (All) | Fighter (All) | Illusionist (All) | Thief (All) | Assassin (All) |
15 | 7 | 5 | 6 | U | 8 |
16 | 8 | 5 | 6 | U | 8 |
17 | 9 | 5 | 6 | U | 8 |
18 | 10 | 5 | 7 | U | 8 |
18/50 | - | 6 | - | - | 91 |
18/75 | - | 7 | - | - | 102 |
18/99 | - | 8 | - | - | 102 |
19 | 12 | 9 | 8 | U | 102 |
20 | 14 | 9 | 10 | U | 102 |
21 | 14 | 9 | 13 | U | 102 |
1: Intelligence 18 and dexterity 18 also
required
2: Intelligence 19 and dexterity 19 also
required
Multi-Class Restrictions:
It is also possible for a gnome character to be two
classes at the some time
(a fighter/illusionist, a fighter/thief, or an
illusionist/thief, for example).
In the latter case, the character is restricted
to the wearing of leather
armor, regardless of which class combination he
or she has chosen, unless
only fighting is performed by the character. As
with any such multi-class
character, gnomes with two character classes
must always divide earned
experience equally between levels, even
though it might no longer
be possible to advance upwards in level in one
of the classes. (See CHARACTER
CLASSES for more information regarding
this subject.) ?See The
Multi-Classed Character>
Similar to their cousins,
the dwarves, gnomes are highly magic resistant.
A
gnome player character gains
a bonus of +1 for every 31/2
points of
constitution ability score,
just as dwarven Characters do. A constitution of 4
gains a +1, 7 gains a +2,
11 gains a +3, 14 gains a +4. and 18 gains a
+5 bonus to saving throws
versus magic wands, staves, rods, and spells.
Languages:
Gnome characters are able to speak the following languages in addition
to their alignment
language (q.v.) and the "common tongue" of
humanity: dwarvish, gnome,
halfling, goblin, kobold, and they can also
communicate with any burrowing
mammal (such as moles, badgers,
ground squirrels, etc.).
Gnomes are unable to learn more than two
languages in addition to
those noted above, regardless of how high their
intelligence score is.
Infravision: Gnomes
have infravision, the ability to see into the
infra-red spectrum, so
a gnome character is able
to see up to 60' in the dark, noting varying heat
radiation.
Being
miners
of exceptional merit, gnomes are able to detect the ?Free miner skill for
gnomes?>
following facts when within
10' of the area to be examined, or at any time
with respect to determination
of their approximate depth underground:
Detect grade or slope in passage upwards or downwards | 80% probability (d10, score 1-8) |
Detect unsafe walls, ceilings, or floors | 70% probability (d10, score 1-7) |
Determine approximate depth underground | 60% probability (d10, score 1-6) |
Determine direction of travel underground | 50% probability (dANY, score any half) |
It is important to note that
the gnome must be actively seeking to
determine the matter in
question. The phenomenon does not otherwise
become apparent to the character,
for he or she must concentrate on the
subiect to get some form
of answer.
Combat Bonuses:
In melee combat, gnome characters add 1 to their dice rolls to hit
opponents who are kobolds
or goblins. When being attacked by gnolls,
bugbears, ogres, trolls,
ogre magi, giants, and/or titans, gnome characters
subtract 4 from their opponents'
"to hit" dice rolls because of the gnomes'
small size and their combat
skill against these much bigger creatures.
DMG:
Gnomes are most lively and full of humor - often on the black
side or practical jokes.
They enjoy eating and can
drink as much as dwarves do.
They are sly and furtive
with those they do not know or trust,
and even
somewhat reserved with most bigger folk such as elves or humans.
Gnomes love all sorts of
precious stones, and they are masters of gem polishing and cutting.
In most other respects they
are not unlike dwarves,
but they
enjoy the open world of growing things almost as much as their mines and
burrows.
<>
TRAIT \ GENERAL TENDENCIES:
practical joker
TRAIT \ INTERESTS: collector(minerals
& gems)
note: skill is a default,
for higher-level types.
if it makes things easier,
an optional SKILL field can be added to the (upcoming) PH race statblocks
(check the proper format!)
SKILLS:
gem-cutting, mining
<>
AT A GLANCE:
The gnomes are a small, friendly race of humanoid creatures common
in most regions of the Realms.
They are smaller and less-stocky than dwarves,
and are thought distant relatives (though only Gnomish men have beards).
ELMINSTER'S GNOTES:
The faces of Gnomes, regardless of age, are lined with centuries of
smiles nad frowns, and it appears that these creatures are carved from
wood.
Their natural coloring, from light ash and maple to that of varnished
and buffed oak increases the tendency to think of Gnomes as woods-folk,
when they are thought of at all.
The Gnomes are called the Forgotten Folk of the Forgotten
Realms, for despite the fact they seem an everyday sight in major cities,
and have good-sized communities of their own, they seem unbothered by the
world and similarly only rarely become involved with it.
Gnomes have no history beyond the memory of the eldest clan-member
and the songs of legend.
They have never developed their own written tongue, rather acquiring
the languages around them for everyday use.
Unlike the elves they have no millenial heritage and unlike the dwarves
no deathknell tomorrow.
As a result, they tend to take life as it comes, one day at a time.
Gnomes are among the most common-sense beings of a world filled with
all manner of magical things.
Their natural tendency toward illusion-craft, instead of making them
more crafty, has given them a wisdom to look beyond the fancy trappings
of speech and appearance to find out what is really there.
Gnomes value their families first, then whatever other relatives they
encounter, then other gnomes, then the world, in that order.
GAME INFORMATION:
The above description for gnomes is in general, and need not apply
to individual PCs as a law that "ALL GNOMES ARE WISE".
Individuals vary within a race, and it is as possible to find an impulsive
Gnome as it is to find a trustworthy halfling.
-
01-02 | Bissel |
03 | Bone March |
04-05 | Celene |
06-07 | Dyvers |
08-09 | Furyondy |
10-11 | Geoff |
12-13 | Gran March |
14-15 | Great Kingdom |
16-17 | Greyhawk |
18-19 | Highfolk |
20-21 | Idee |
22-25 | Irongate |
26-27 | Irongate |
28-29 | Nyrond |
30-31 | Theocracy of the Pale |
32-33 | Perrenland |
34-37 | Ratik |
38 | Shield Lands |
39-40 | Spindrift Isles |
41-42 | Sterich |
43-45 | Sunndi |
46-47 | Tenh |
48-52 | County of Ulek |
53-54 | Duchy of Ulek |
55-56 | Principality of Ulek |
57 | County of Urnst |
58-61 | Duchy of Urnst |
62-63 | Valley of the Mage |
64-68 | Veluna |
69-73 | Verbobonc |
74-78 | Wild Coast |
79-80 | Dreadwood |
81-84 | Gamboge Forest |
85-88 | Gnarley Forest |
89-90 | Grandwood Forest |
91-95 | Vesve Forest |
96-00 | Welkwood |
Gnomish Clothing
(Greyhawk):
Gnomes ? hobbits dress in a similar fashion,
often
replacing their trousers with knee-length
britches.
The gnomes favor more stolid colors --
brown
breeks, a tan blouse, green boots and belt,
with a dark
brown jacket or coat. A halfling in the
same garb
might have a yellow shirt and top off with
a cap of
green with a bright yellow feather in it.
Both races
will often wear striped clothing. When
hunting or at
war, they likewise favor garb of a curiously
mottled
sort, with greens and browns intermixed.
ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH: 6/18
INTELLIGENCE: 7/18
WISDOM: 3/18
DEXTERITY: 7/19
CONSTITUTION: 8/18
CHARISMA: 3/18
RACIAL PREFERENCES:
STARTING AGE: Cleric (300+3d12), Fighter (60+5d4), Magic-User (100+5d12),
Thief (80+5d4)
AGE CATEGORIES: Teenager (), Mature (), Middle-Aged (), Old (), Ancient
()
RACIAL TENDENCIES:
HEIGHT:
WEIGHT:
NPC ABILITY SCORE MODIFIERS: