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Gnome

Gnomes are mischievous distant cousins of the dwarves. They are small in size, rarely reaching more than 40 inches in height and 90 pounds in weight and can live up to 600 years of age. Gnomes are magical beings; they are very proficient with illusions and have better magic resistance than other races. Unlike the dwarves, gnomes usually live above ground, preferring forest and gardens to underground or brick and mortar habitations. Gnomes are curious and playful by nature but can also show extreme bravery and fellowship when danger shows up.

 

Hit points: Because of their frail nature, gnomes gain 1d5 hit points each level.

 

Slow: Due to their small size, gnomes have a base movement of 20’.

 

Weapon training: Gnomes usually don’t like to fight with weapons. If forced to defend themselves, they will use a dagger, dart, sling or staff. Armor that will fit a gnome is very difficult to find, plus it affects a gnome’s ability to use magic.

 

Alignment: Since gnomish lifestyle is based on freedom and nature, they usually are neutral but chaotic and, more rarely, lawful gnomes have been encountered.

 

Level limitation: Gnomes are simple, humble creatures, they don’t save the universe from annihilation or become demigods and hence are limited to level 5.

 

Magic: Gnomish magic is solely based on illusion, deception, mirage and trickery. Gnomes are especially resistant to magic and its corrupting effects. Gnomes can’t have “patrons” and their spell list is limited (See sidebar.) At first level gnomes can pick any three 1st level spells from their limited list. Gnome spells, like wizards, are affected by Intelligence. Spellcasting for gnomes generally follow wizard’s rules, with the exception of the Trick Die (See Table G1: Gnome.) The Trick Die determines the effective caster level (CL) each time a spell is cast. For example, a 1st-level gnome has a caster level of 1d3, as opposed to 1st-level Wizards or Elves with a caster level of 1. The spell check is usually a d20 + Trick Die + Intelligence Modifier. A gnome will only suffer the “1” effect of a spell failure if both the die roll and the Trick Die are natural ones.

 

Sturdy Illusionist Trick: Gnomes sometimes cast special illusions that become “sturdy” or solid. Whenever the gnome casts a spell, he can add a description of the precise manifestation of his illusion. If the judge considers it appropriate in relation to the situation and the adversaries and the Trick Die roll is 3 or higher, the illusion becomes “sturdy” (thick/real/solid) and causes combat damage to an adversary on top of its other effects. The judge should describe the exact form of the damage according to the context. The damage is a one-time automatic hit doing 1d5 of damage per level of the gnome, and can also be fire-based, cold-based, etc. If the Trick Die is 5 or higher the illusion is also especially impressive and the adversary must make a Will save vs Spell Check or flee in panic for 1d5 rounds.

 

Magic resistance: Gnomes are especially resistant to magic. There is a 10% chance per level that any magic spell or effect targeting them will dissipate on contact with the gnome (this is in addition to any other applicable save check.)

 

Animal Trick: Gnomes are very close to nature. With a roll of 3 or more on their Trick die, an animal or insect of less than 1 HD will become “friendly” with a gnome, protecting him or performing a small task for him. Minimal communication, but not an actual “speak with animal” skill, is also possible. The animal will not become a “familiar” and will leave afterwards.

 

Night vision: Gnomes can see in the dark up to 60’.

 

Gem affinity: Gnomes can detect the presence of large quantities of gems and various other precious stones (10% per level).

 

Luck: A gnome’s Luck modifier applies to all Saving Throws against magic attacks and spells.

 

Language: At first level, a gnome knows Common plus the gnome, elf and dwarf languages. A gnome knows one additional language per point of Int modifier.

 

Action Dice: A gnome’s action dice may be used for attacks and spell checks at any level.

Career

Career Progression

Level Attack Crit Die/ Table Action Dice Trick Die Known Spells Max Spell Level Ref Fort Will
1 +1 1d6 1d20 d3 3 1 +1 +1 +1
2 +1 1d6 1d20 d4 4 1 1 +1 +1
3 +2 1d8 1d20 d5 5 2 +2 +2 +1
4 +2 1d8 1d20 d6 6 3 +2 +2 +2
5 +3 1d10 1d20+1d14 d7 8 4 +2 +3 +3
 

Gnome Tiles

Level Title
1 Trickster
2 Charmer
3 Illusionist
4 Master Illusionist
5 Copperfield

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Comments

Author's Notes

Originally from Crawl! Magazine No. 6


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