Clockwork Gnomes


Homebrew and House Rules


Gnomes, Orcs, and Gnolls have come a long ways from the original MM descriptions. I like what has happened and where it's going after a decade (or two) of development. Well Done!

Gnomes are listed as tinkers, but what does this mean? Are there write-ups, charts, mechanics for tinkering? Any references (with short descriptions for the unknowing) are appreciated.

I would like to tinker in the area of clockwork constructs. I view this as a specific subset, as not all gnomish constructs are clockwork by mechanic/ build.

Are there existing clockwork rules, mechanics, charts, etc? Or is this uncharted territory?


I would be cool to see the stats for a clockwork horse.

Liberty's Edge

Pathfinder Battles Case Subscriber

Bam!

If that isn't a clockwork gnome, I don't know what is.


Green Ronin's Advanced Bestiary had good rules for creating clockwork creatures (Rise of the Runelords #4: Fortress of the Stone Giants even used the template once). Fursona also had a template for making clockwork characters, though the rules aren't nearly as good as the Advanced Bestiary.


There is a clockwork sub-type for constructs as well in addition for the template mentioned above. There are some alternative racial traits for gnomes and I think one of them was a boost for craft skills, I dont have my advance race guide on me. If not attempt to build it as a new race.


Aren't Golarion gnomes also migrated from the First World (Faerie)? That's an interesting combination...


I have seen a google.docs list of artificers - an epic volume of links! A lot of work on compiling the links as well as all the creative content! Great job to all who have contributed.

As I have gone through a few and purchased a few pdfs, i have realized that i am not after a class. Instead I want to fashion after the feat create wondrous item.

A wizard progresses normal in their class. Their ability to create items is based on a feat, skills, skill ranks, and skill rolls!

I see this as a possibility for the (non-magical) tinker gnome. A character would progress as normal in their adventuring and chosen class.

As they can afford (GOLD!) and as they are able (feats, skills, rolls), and as they have time (days), A gnomish hero can attempt to keep themselves and their workshop supplied with clockwork items, weapons, devices, and of course constructs.

This would need to be game balanced. The mechanics for this would most likely pattern after magic item creation - which has extensive documentation and balancing.

So far I do not see the mechanics that well describe a 1st level clockwork pony.

I could buy a real pony with starting gold - so this does not seem unbalancing to be able for the (gold, time, feats. skills, and rolls) be able to create a clockwork pony to ride.

This is obviously just one target example, my goal is to foster the guideline mechanics for all clockworks. Perhaps with flexibility for a GM to approve/ select modularity/ power levels.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Clockwork Gnomes All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules