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So, I have been working on a homebrew world for quite some time now (since 2003). I am trying to get away from the "magically inclined" version that seems to be the norm when it comes to gnomes, and am trying to take them into a "martially inclined" version that focuses on military. Basically turning them into a small-sized version of the Spartans how they are depicted in tales and such. Was hoping that people here could help me out with them. Below is what I have going so far, but was wondering if there is something I could tweek.
Ability Scores: +2 Constitution, +2 Charisma, -2 Wisdom
Type: Gnomes have the humanoid type with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on their attack rolls, a -1 pentalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with a high Intelligence score can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Sylvan.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Military Training: Gnomes gain a +1 racial bonus to attack rolls when attacking the same target as an ally, but only after their ally has attacked.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Weapon Training: Gnomes deal weapon damage as if they were Medium creatures (they use the Damage (M) column in the weapon tables to determine the damage dealt) due to their militaristic background.
My additions are in Italics, but I am curious more about whether they are too strong, not strong enough, or are fine. Not too concerned about the ability score change (-2 wisdom instead of strength), but would be glad to have any feedback on that.
As mentioned, I am going more for a military/martial-focused race, instead of the fey-like illusionists that are the default Pathfinder gnomes. So, any feedback on my version would be greatly appreciated.

Tim4488 |
I'd make Military training just add +1 to attack rolls on top of the normal flanking bonus, so it's a little easier to keep track of (and so high-initiative gnomes aren't gimped). Actually, +1 damage when flanking might be better balanced.
Weapon Training is... problematic. D&D has experimented with letting Medium creatures wield Large weapons on a few occasions, and the balance was wonky every single time. That makes me leery of this as well. Especially given their improved accuracy from size and Military Training.

TimD |

What a disappointment - I was hoping this was something like adding "delectable" as a low-point racial penalty or pointing out that even kender find them intolerable...
Ah, well, back to working on the perfect gnome curry recipe...
-TimD