Radically Changing Gnomes


3.5/d20/OGL


Another thread containing musings about changing things in my homebrew! Yay!!!

Alright, the topic this time is gnomes. I like the race, and yet I don't like it. I don't like their common presentation in D&D. The absent-minded zaniness is played up so that they can almost never be anything but comic relief. Now, I've seen Sexi Golem played his most loved character, a gnome sorcerer, to great effect, but I still have difficulty accepting them as a legitimate and serious race and culture. And making more fully developed humanoid cultures is one of my highest goals!

Therefore, I have decided on a new presentation of the gnome. I like the tinker/inventor theme, so I’ll keep that. Their creations are often viewed to be zany and somewhat dangerous. Zany hurts their image; but dangerous is interesting. Keep that. Another problem is they are rarely given any lands of their own. Hard to be significant to the world when you don’t have a strong socio-political entity to belong to. So, a gnomish kingdom is needed! Where to put it? I don’t like the aspect of them living in the rolling wooded hills. Bleh; boring! At that point, just admit you’re trying to mix dwarves and elves and call them dwelves!

Garl has got to go, also. I mean, come on. Who could take gnomes seriously when that guy made them?

Now, I’m envisioning Atlantean gnomes. High magic, somewhat magi-tech like in Eberron (but just in gnomish society). Lots of constructs. Lots of constructs. Living on volcanic islands in warm oceans, with a somewhat Greek feel, at least in geography and dress. As far as architecture, stone with lots of copper, brass, bronze, and gold, studded with various gemstones. Definitely keeping the gnomish affinity for gems. Large, vast underground halls, almost dwarf like but with more light.

Their chief deity is a god of creation, invention, and lightning; a spontaneous, brilliant, and mighty god.

Now onto the trouble spot- their magic. I don’t have a problem with gnomes being good at illusions, but that doesn’t mesh with what I’m building. I’m seeing them as the masters of primal, elemental magic. Nothing subtle like illusions- spells that carve the earth and belch flame in the act of creation (or destruction); magic that propels the wind and waves, sending their ships far and wide. The gnomes believe that they were brought into the world alongside dwarves and giants to shape it from the barren rock, and their magic reflects this.

They are the masters of artifice, too. Elves are good at enchantments and divinations and other subtle magics; they craft an artful item and then place a spell into it. The gnomes make practical, bold items, and the spells are woven into it even as the thing is created, strengthening the bonds of the magic.

So, here’s the question- what type of changes should I make to their racial abilities to reflect this new vision of gnomes? I’m mainly thinking about their list of spell-like abilities, and their bonus to illusion spells. I definitely want to keep their innate magic, but change the list of things they can do. Also, an ability directly relating to their spellcasting is something I want to keep but change in order to reflect the bold, powerful magic that I see gnomes dealing with.

If you’ve made it this far through the ramble, I thank you! Now, if you could muster just a bit more energy and brainstorm out some ideas, I’ll thank you again. :)

The Exchange

Have you considered the artificer class from Eberron? Maybe make it their preferred class? Obviously, you would need the sourcebook to make a judgement on that.


Well, a friend of mine has that, and I have been meaning to take a more detailed look. Perhaps I'll borrow it soon. Thanks!

Now how about those racial abilities? Perhaps a boost to caster level when casting spells with an elemental descriptor (fire, earth, air, water)?


What if gnomes are fickle masters of the elements - catering to whatever side will help them more in a situation. Perhaps they have +1 or +2 to the DC (or caster level) of spells they cast with the chosen element descriptor - and can change which element they have affinity to with 1 hour of meditation once per day?


How about Resistance (or whatever that 1st level spell that gives you energy resistance 5)once per day? Kind of powerful at low levels, but might work out. I thought it might reflect their attunement with the elements theme you are going for.


I see gnomes living on the top of high volcanoes, where they have the most direct communication with the four elements - air in the purest material form, water from rain, earth beneath them, and fire from magma.

The very shape of their communities would make up eldritch ley lines, increasing their natural powers and keeping the volcanoes at a steady boil while preventing the chance of an eruption.

They would have two Orders of Keepers - Terra and Storm.

Terra Keepers are tasked with watching the earth. They often form strong friendships with dwarves and spend much of their time below the volcano's surface. They watch for signs of earthquakes and other land-based disturbances. Terra Keepers are most often Artificers or Wizards.

Storm Keepers are both bringers of rain and warders of violent storms. They ensure that the weather around gnome citadels remains healthy. Storm Keepers are most often Druids.


Well, since gnomes and elves are really just bastardized verions of the same fey ancestor, do what I am gonna do: Get rid of em :) Actually, I'm going with Aelfen, a small majikal race, affinity to the woods and alla that. Bonuses to interacting with fey, resist enchantments, and staying out of sight. Political system based off of kinship, territory defended with illusion and poison darts. Not strong on material culture, but fond of long oratory and song. NOT tinkers :)


I would encourage you to try and think up something new for abilities instead of a +1 thing. There is nothing wrong that but its been done to death.

Magical awareness prevents flanking
Ability to communicate on the wind - as whispering wind
Improved familiars
- Additional special abilities when familiars are present
Limited magical abilties - feather fall 10' per character level
Detect magic at will
Arcane sight 10' per level
Limited healing ability - heal a number of hit points each day equal to your own hitpoints - effect requires on minute per hit point healed
Conjured elemental creatures of one type have maximum hit points
Bonus feats in special circumstances - near fire water storms etc.
Spells of certain type are maximized if cast through a gnome created device (wand)

Just some thought starters.

I hate the tinkerer thing but its your game.
If that is your route...try to think of how cities might be different, how trade might be affected.

Gnomes as you are thinking of them might create circles of power - at some signifigant expense in gold, time, and xp - within that circle item creation didn't cost the same in xp.

"Stargate" like portals to other planes cities to faciltate trade
The presense of extra planar allies
The presense of extra planar/or other wise magical raw materials - prohibiting unauthorized teleports scrying spell use etc.

Rivers that carry information as well as water

Anyway hope that gets your imagination going

The Exchange

Spell-like abilities:Mending, Ray of Fire (change from frost to fire 1d3), maybe a severely stripped down stoneshape where they can alter up to 1 lb of stone into any shape they could mold (cups, bowls, sling bullets, caltrops, utensils, morter and pestles) and master modelers would be sought after for their ability to shape beautiful and useful items out of stone, Stone hail (conjure stones to rain down on one target's area (5x5) does 1d4 reflex for half/no SR), Earth shift (target area's floor is shifted slightly (if stone) balance check(dc10) or no movement that round).
Maybe some bonus for spells of the Conjuration school or Evocation (depending how you want the flavor). +1 CL? too powerful?

Just some thoughts I had reading what you wrote, Searn. Hope something sticks.

FH


I like where your going with the changes. Instead of focusing on pure elemental magic, maybe just focus on the electrical in conjuction with illusion. They use they're tinkering abilities to make things we take for granted-light bulbs, TV's, telephones. And they're able to do this becuase of their innate connection to electricity. Illusions would factor in the creation of TV, I think, and to be used as a protection.

Saern wrote:
Garl has got to go, also. I mean, come on. Who could take gnomes seriously when that guy made them?

Have you read Races of Stone? I really like Garl becuase he is the epitome of gnomish society-a compassionate tinker with a sense of humor. But, if that's a little too goofy for your gnome, there's always Garl's brother Gelf. He's the opposite of Garl and many think him evil when he really is just a little darker. He loves the gnomes that his brother made but hates his brother. He opposes Garl at every oppurtunity despite his love for the gnomish people.

I don't think gnomes the way they are written are too goofy at all. I've always really identified with them-goofy, creative, philosophical, and tough. At first glance they do seem like a bastardized dwarf-elf combination but that's only until depth is added to the character. The gnomes have all the potential of a rich culture as the other races in the PHB and I think most people give them a bad rap.

Anyway, I like the changes you've thought of. We're starting an all gnome campaign soon and I'd like to add some of those elements to our game.

Liberty's Edge

The gnomes could be primal neolithic (stone age) hunter gatherers.

No changes to the abilities per se, just to the civilization level of the wee fellers.


not that it's really a help; but in my campaign the gnomes are a "mutated dwarf" though none would say that to their face; they retain their standard abilities but have become a sort of natural aristocracy within dwarven lands, while rarely outright rulers, it is rare for a dwarven lord to lack a gnome advisor and they are often the first diplomats to be sent to unknown factions.


Heathansson wrote:

The gnomes could be primal neolithic (stone age) hunter gatherers.

No changes to the abilities per se, just to the civilization level of the wee fellers.

That's actually the exact opposite direction I'm going with this. Sorry. =/

Thanis- Nice! Really like the ideas of the Orders.

YeuxAndI- Like the idea about the TV-esque type thing as a way to reincorporate illusions. Not completely sure if it will work, but I'll toss it around a bit.

Kyr- Good list of abilities. One of the last ones grabbed me- summoning an elemental companion. Not sublte at all, but very versatile. I think I'll definitely explore this route.


I too do not like the zanny mad professor image of the gnome. I think that is a carry over from the dragonlance tinker gnome. But, I do like a lot of the changes to gnomes in third edition, especially the Bard favorite class of D&D 3.5.

In my homebrew campaign, gnomes are traders, explorers and diplomats (goes well with the bard class don't you think). For example, Gnomes will settle between dwarves and elves . There they profit as middle men between the stern dwarves and the flightly elves. They serve as mediators between the two different but good races. Gnomes are also hired my human kingdom as negotiators and diplomats between human kingdoms.

Anyway that is my take on gnomes.


Oh I like the Greek idea. Bronze skin little gnomes in togas eating grapes, drinking wine, being served by mohagany and bronze constructs. Enjoying the warm weather under the summit of an active volcanoe.

Too cool, too cool.


As I stated earlier my gnomes are traders and explorers. As such, many gnomes in my campaign are seafaring. I think if your gnomes are going to be on islands, then you should think about making them a seafaring race, settling on a number of volcanic islands.

Staying with the elemental affinity theme you could have a number of gnome clans, each tied to a specific element. The fire clans could reside within the volcanoes, the earth clans a long the slopes, the air clans in the high mountain cloud forests and alpine like summit above the clouds and the water clans along the shore. Each clan could be responsible for the resources available in each of thier niches. The fire clans could provide metal goods,the earth clans stone and farming products, the air clans forest products and rare gems and plants found on the alpine like summits, and the water clans provide ocean products and trade goods from other islands and rest of the world.

Any way thats my two dollars.


Possibly give them lots of racial benifits to varous skills along the lines of an artificer for your homebrew. The benifit here is that it helps at every level. One of the problems with giving Gnomes innate magic is that its either too powerful at low levels or essentially insignificant at higher levels.

If you want to make the class of interest to your players without throwing the whole thing for a loop you have to make the class a good option over the long haul. Skill benifits are one way to do that and still fit in with your theme.

Allowing them to be a specific class that is itself interesting and is not otherwise available might garner some interest as well. I like your plan of allowing them to be artificers. However that class might not work out - I only know it from the Wizards site (characters with class talks about it). The problem I see glancing at this is that it essentially creates a character thats mostly just a bad mage. I might well replace 'infusions' with the ability to brew potions easily and cheaply at low level (within some kind of limit) and making the gnomes good at both constructing things and good alchemists. In other words they can 'tinker' with constructs and they can 'tinker' with chemicals. Constructs help a lot at later levels while benifits with making potions and making/using alchemists fire or tangle foot bags etc. help at low levels.


Hmmmm, constructs and machines... technology. Something like:

Voice of command:
Gnomes have an innate familiarity with Constructs and other sentient machines. A Gnome can attempt to temporarily overrule a Constructs programming.
This ability functions only on non-intelligent Constructs that have less than one-half the Gnome's HD (minimum 1)

The Gnome makes a Charisma check as a standard action against the Constructs Will Save. If the check is succesful the Constructs halts its current order and becomes Fascinated by the Gnome.
The Gnome can then try to temporarily overrule the Constructs programming. He makes another Charisma check, this check takes one minute to perform. The DC for this check is DC 10 + half caster level of the Construct. For every point by which the Gnome beats the DC, the Construct stand immobile for one round. Alternatively, a Gnome of at least 6th level can reprogram the Construct; it can give a single order which the Construct will attempt to follow to the best of its ability for as long as it is overruled.


I went the same tinker route with gomes. Mine are here:
http://www.paladinpgm.com/nehwon/Races/gnomes.htm


I like YeuxandI's suggestion about limiting your new gnomes' elemental affinity to electricity. Not sure about the whole tv thing but using electricity as a connection to nature (storms,etc) and also as a practical tool in their invention of "technology" and constructs. I also like the idea of the possible exclusive gnomish ability to summon(lesser) elemental allies and/or attempt to wrestle command/override programming of any construct.
Sorry, no original ideas of my own at this point, just enjoying what others have said.


I once reflavored all of the core races, based on their stats rather than what the flavor text describes. Gnomes became a society of gypsy-like travelers who mended pots, sold alchemical potions and hosted the greatest festivals in all the land. They had a great oratory tradition, and were famous as performers of all kinds. In times of peace, they were well-liked by all, but in times of trouble, they were the first that everyone blamed for whatever current disaster folks were suffering through.

I love the tinker archetype (especially in Krynn) in which gnomes are so often placed, but their current stats just don't reflect this archetype at all.


Tequila Sunrise wrote:

I once reflavored all of the core races, based on their stats rather than what the flavor text describes. Gnomes became a society of gypsy-like travelers who mended pots, sold alchemical potions and hosted the greatest festivals in all the land. They had a great oratory tradition, and were famous as performers of all kinds. In times of peace, they were well-liked by all, but in times of trouble, they were the first that everyone blamed for whatever current disaster folks were suffering through.

I like this idea for gnomes as well.

You guuys know how to make gnomes cool.


I set up gnomes as the winners in a war with the halflings, here's a snippet:

Iahrus wrote:


From what little the gnomes have told us about their homelands, we do know that the gnomes and halflings (or hin, as they call themselves) share this lands of extremes. What is known is that the hin and gnomes at one time warred upon each other. The war became a dragging war of attrition and soon became a stalemate as both sides suffered from the depletions of their mutual resources. The hin did come out the losers in the Concordant of Rho Desh - the entire hin race became the indentured servants of the gnomes. Though the Concordant has expired, some of the hin still find themselves in second-class homes and jobs in their homeland and have traveled east to new lands, new lives and new adventures. The vast majority of gnomes have come to accept the hin as equal-class citizens, but it has not been easy for either side.

By far the most valuable traits the gnomes have come to appreciate is the hin's willingness to explore and their natural stealthiness. The hin are fearless when going to new places and regularly volunteer for such tasks. The Riquesen military have several elite units composed of nothing but hin. Many of Riquesen's enemies have found themselves crippled by such military units.

The gnomes are outgoing and gregarious, mostly due to their strong bardic traditions. Gnomes view music and peformances as the highest expression of life and accord it a high level of respect. Being a successful merchant is the next best thing to being a good bard.

It is only within the last five years that gnomes and their cousins, the halflings, arrived in Dregoss. They sailed across the expanse known as the Ocean of Souls in search of new lands and new wealth. They did not expect to find the elven and human empires that were there, but quickly adapted to this unexpected development.

From a homebrew that's still brewing.


Tequila Sunrise wrote:

I once reflavored all of the core races, based on their stats rather than what the flavor text describes. Gnomes became a society of gypsy-like travelers who mended pots, sold alchemical potions and hosted the greatest festivals in all the land. They had a great oratory tradition, and were famous as performers of all kinds. In times of peace, they were well-liked by all, but in times of trouble, they were the first that everyone blamed for whatever current disaster folks were suffering through.

I love the tinker archetype (especially in Krynn) in which gnomes are so often placed, but their current stats just don't reflect this archetype at all.

I've actually done this very thing, but with halflings. No hobbits for me! They're little gypsies that the common folk romanticize and the nobility despise. (Excpet, as you said, when things go wrong, and then it's time for the halflings to move on)

Back to gnomes, I'm thinking now of elementally themed abilities, rather than summoning an elemental. However, coming up with one for all four elements is difficult. Perhaps refocusing on the lightning aspect would be a good idea. I'm trying to think of something that will be versatile, fun, and useful at all levels. For this reason, perhaps something that's only indirectly combat based? Something like what they have now with prestidigitation, ghost sound, and dancing lights.


To tell you the truth for the longest time I had never really found a use for gnomes. If you look in the PHB both gnomes and halflings are pretty similar to each other. Both are small tricksters...

However things get interesting when you look at the Races of Stone for the gnomes and Races of the Wild for the halflings.

Halflings are gypsies, look at the art in Races of the Wild, garishly dressed travelling traders with a penchant for theft. A gross stereotype to be sure (for both gypsies and halflings).

But gnomes, ah yes, gnomes are different. Gnomes ARE Greeks, in thought at least. They are philosopher-artists. Much different than the carnies that I was going to consign them to, although I'll probably still keep that as well. I like the idea that they were the ones to invent the harpsichorde and the calliope (at least they do in my homebrew, which is still brewing).

One source you can mine for ideas that might be interesting for your take on gnomes is the Dawnforge setting. There gnomes are fey creatures who have embraced the natural world and so have abilities that reflect that, but as racial feats. Uhm, a bit of a warning, Dawnforge seems to have a lot of "house rules" built into their setting, so if you do look at it (hopefully before shelling out any money) please keep that in mind.


As for possible spell-like abilities, how about Mage Hand, Mending, and Resistance (which gives a +1 to saves)? Or if you want a sort of super special little bit with a bunch of applications, why not Elemental Burst (neat level 1 Wu Jen spell)? I'd say since Elemental Burst is a first level spell which has an effect for each element you give that one spell-like ability instead of three cantrips. And the eastern elements (wood, earth, metal, fire, and water) really do work with most interpretation of gnomes.


Heathansson wrote:

The gnomes could be primal neolithic (stone age) hunter gatherers.

No changes to the abilities per se, just to the civilization level of the wee fellers.

On a similar note to that of Heath's, I like Terry Brooks' vision of Gnomes in his Shanarra books (even though I'm not crazy about the books themselves), as war-like and somewhat crafty. The character 'Slanter' in the Wishsong was an interesting character, and the only significant secondary character to survive. Shanarra's Gnomes are neutral at best and are not Tinker/inventor types (thank heavens). I use something like them in my home-brew.


A little late to the thread, but it's a great topic.

I've always been bothered by gnomes. As mentioned elsewhere, they feel to close to halflings. A few years ago, I started my own campaign world. One of the core themes was a massive goblinoid army barely contained behind the mountain range that became the front in a thousand year war. When assembling the goblin horde I realized there isn't a good goblinoid spell hurler. So I decided to make the gnomes evil.

No real revision to the stats, other than a shift in alignment :-) It's working very well. Dangerous, reckless, greedy lil' buggers slinging destructive magic, unpredictable constructs and volatile alchemical potions. They really filled out the character of horde and felt better than using goblin mages or some such.


As usual, since I'm not you and don't know exactly what you like I'll tell you what I would do just in case something sparks something.

Small people, if they are going to have a kingdom, are going to be pretty hard core. In order to protect themselves from larger invaders they are going to have to have an edge of some kind. I would change the Gnomes' personality from zany and carefree to ruthless and cunning. They manipulate other kingdoms against each other like puppet masters, all the while having loyalty only to themselves. Note that this doesn't mean they are evil; just practical and they look after their own.

I would also consider keeping the tinker thing and making them technologically advanced, but hugely cautious about selling their tech to others. Perhaps they have secret technology and (going with the Greek thing you mentioned) a secret homeland, sort of Atlantean Gnomes.

Just some random thoughts...


kahoolin wrote:
Atlantean Gnomes.

EXACTLY my thoughts. :)

I think I'm going to end up with two civilizations of gnomes. One lives in the north/temparate lands and is more or less like the PHB ones.

The ones in the south/volcanic/warm archipelago are the Atlanteans, and are the descendants of a great civilization of gnomes that ruled the area before the humans.


kahoolin wrote:


Small people, if they are going to have a kingdom, are going to be pretty hard core.

Oh, I don't think so. Thanks to its mechanical 'padding', Small size is basically just Medium (cute) size. Now, there's nothing wrong with hard core gnomes but as the game works mechanically, they don't have to be to have a kingdom of their own.

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