The Dragonlance Nexus

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Gnomes

D&D 3e (3.0/3.5) Rules

by Trampas Whiteman


Gnomes are the engineers of Krynn. They build that which has not been created, and improve on that which already exists. They constantly design, build, and test devices for a variety of purposes.

The motto of a Gnome is "There's always room for improvement." Gnomes will improve technological devices to death. Simple mechanics are replaced with redundancy.

Personality: Gnomes are master inventors who lack everyday common sense. They spend their lives surrounded by technology. Always, they strive to improve their inventions to the infinite degree. They prefer style to substance in all their inventions.

Gnomes are very blunt at times, lacking certain social graces other races take for granted. They are very eager to discuss inventions and technology, which sometimes causes problems with other races.

Gnomes also know a little something about everything technological, but cannot discriminate between useful and useless knowledge.

Physical Description: Gnomes stand about 3 to 3 ½ feet tall and weigh 40 to 45 pounds. Gnomes have rich brown skin with straight or curly white hair. Then tend to have china-blue or violet eyes, and straight white teeth. Males have soft, curly white beards and mustaches; females are beardless. Both genders develop facial wrinkles after they reach the age of 50.

Gnomes are short and stocky, but have quick movements. Their hands are deft and sure. Their ears are rounded.

Gnomes also have large noses, which is a source of pride and social status amongst gnomes.

Relations: Gnomes are generally not well liked by most peoples and races. Their technology makes them seem very alien to non-gnomes. Gnomes' lack of social skills puts off most potential friends.

Gnomes admire the keen minds of the elves, the craftsmanship of the dwarves, and the curiosity of the Kender, although they consider each of these races to be too easily distracted from the pursuit of science and technology.

Centaurs and minotaurs remain incomprehensible to gnomes. Both are too rugged and brutal for comfort. Niether of those races are known for their craftsmanship.

The humans of Sancrist have adjusted to gnomes, but avoid contact when possible.

The Knights of Solamnia are a different matter. They admire technology, and therefore admire the work of the gnomes.

Alignment: Gnomes tend to be lawful-neutral in alignment. They are focused on their craft moreso than the affairs of the world, and have a structure about it.

Gnome Lands: Gnomes live in large subterranean colonies of tunnels in secluded mountain ranges. The largest gnomish settlement is Mt. Nevermind, a metropolis of 59,000 set in a dormant volcano.

Religion: Gnomes worship Reorx. There is little if anything in organized religion, but he is still venerated.

Languages: Gnomes speak Gnomish, a language comprised mainly of technical information. Gnomes talk at rapid rates, so much so that other races have a hard time understanding them. Two gnomes can get together and speak rapidly at the same time, understanding and responding to what the other says in the process. Their voices sound very much like a human's, but are more nasal.

Names: Each Gnome name is unique. Oftentimes, there are three versions of the name. The first is the formal name, which can take hours to recite and can literally fill a book. The second version is the abbreviated version, which only takes a few minutes to recite. The last is the shortest version, usually a couple of syllables of the Gnome's name. This last option is usually decided upon by non-Gnomes (particularly humans), and is considered undignified.

Male Names: Conundrum, Gnimsh, Gnosh, Tym, Wrench

Female Names: Spinner

Family Names: Gnormthesonofgnorttheinventoroftheselfpropelledhammerifyoucanreadthisyouaretooclose…

Adventurers: Gnomes often adventure in order to work on some project or, more commonly, to further their Life Quest.

Tinker Gnome (Minoi) Racial Traits

  • -2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom. Gnomes are technological geniuses, but have no common sense on the use of their technology. As smaller creatures they are not as strong as other races, but they are dexterous and nimble with mechanical parts.
  • Small: As Small creatures, Gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Gnome base speed is 20 feet.
  • Low-light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on saving throws against illusions. After years of working around machines and constant exploding devices, gnomes have developed their senses so finely that they can tell a true threat from a false one.
  • +1 racial bonus to attack rolls against constructs. Gnomes know how various constructs work and naturally know their weak spots.
  • +2 racial bonus to Listen checks: Gnomes have keen ears.
  • Tinkering: Tinker Gnomes have an innate familiarity with the workings of mechanical gadgetry and science that allows them a +2 competence bonus on all Alchemy, Appraise, Craft, Disable Device, Knowledge, and Open Locks checks involving some sort of mechanical, technological, or explosive circumstance. However, a roll on the Gnomish Mishap Table is required in case of a failed skill check.
  • Automatic Languages: Common and Gnome. Bonus Languages: Solamnic, Silvanesti or Qualinesti Elf, Dwarven.
  • Favored Class: Rogue

Thinker Gnome (Gnomoi) Racial Traits

Thinker Gnomes, sometimes known as Mad Gnomes, are different than their Tinker Gnome cousins. Instead of working on larger-scale projects that break down, they tend to work on smaller hand-held projects that actually work. However, this takes them twice as long to do.

Thinker Gnomes have the same racial traits as Tinker Gnomes, save for the following:

  • -2 Strength, +2 Dexterity. Thinker Gnomes do not display the pure creative genius of the Tinker Gnome, but they do have more common sense.
  • Thinker Gnomes have no immunity against illusions.
  • Thinkering: Thinker Gnomes have an innate familiarity with the workings of mechanical gadgetry and science that allows them a +5 competence bonus on all Alchemy, Appraise, Craft, Disable Device, Knowledge, and Open Locks checks involving some sort of mechanical, technological, or explosive circumstance. However, this can only be applied to small, hand-held gadgets and takes twice as long as Tinker Gnomes. This does not fall under the Gnomish Mishap Table.

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