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:

  • +1 bonus per 3.5 points of CON to saves vs. magic ?? poison
  • +1 to hit kobolds ?? goblins
  • -4 to attack by bugbears, giants, gnolls, ogres, ogre magi, titans, and trolls.

  • - OSRIC

    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).

    TABLE II.B.: GNOMES
    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>

    Saving Throw Bonuses:

    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
    <>
     


    Gnomes

    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.


    G-NOMES OF GREYHAWK


    -
    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: