Thursday, 22 August 2013
EMO DnD Classes pt 13: Gnome
As party Druid married a gnome and two others have gnome lovers in gnome town and druids bodyguard is currently reincarnated as a gnome here is my one class gnome. More linked to living things and natural places and quite like working in the sun unlike Dwarfs. Some slow spell progression and reasonable warriors even smaller than Dwarves. Variant gnomes include other critters like stove trolls, forest moss men and other little fairy folk. Some varieties even live in underlands, inside trees and hills, rocks, barns, roof spaces, cellars and other places. Not all are jolly, some melancholic, other cold and cynical some mean.
Diminutive nature folk
Prime Stat: Con
WP: 3 (+1/2nd Lv)
NWP: 4 (+1/2nd Lv)
Non-WP mod: -3
Languages: 2d4 (+1/2nd Lv) S=spoken and W=written
Spells: As per 4th table (Paladins, Rangers) any spell list
Shield: Any but large
Weapon: Any one handed melee weapon, Dagger, Club, Sling, Short Bow, Any Crossbow, Garrote, Shuriken, Dart, Whip, Net, Hatchet, Hand Axe, Lasso, Bola, Dirk, Blowpipe, Any gun, any spear, any pole arm
Fight as: Priest
Save as: Priest
Gnomes are minor land spirits or divinities related to natural features or places, some instead living near humans and a few underground. Gnomes not as militant as dwarves and more practical than elves and more humble than halflings. They are even smaller than other races from one to three feet tall at biggest. Frequently have animal pets as followers. The are slightly magical and know a few such tricks. Gnomes pick different spell lists based on local tribes choice. Druidic or Wizards of illusion school most popular. They can operate tools made for humans though small.
-Can cast spells with a single zero cantrip at first and a 1st level spell at 5th level as per the table for paladins and rangers spells in EMO book. Can choose magic as per any magician type. Illusion most popular arcane spells (wizard and sorcerer) and druidry (divine) are popular.
-Can see in dark
-Wield large weapons and tools a normal human could including pole arms
+3 any craft proficiencies like blacksmith, trap lore, lock lore, black powder mining, incendiaries, any animal, plant or agricultural NWP like animal handling, herbalist and also Hide and Sneak
+1 CON and WIS saves
-4 to be hit by any humanoids bigger than human such as ogres, trolls and giants
+1 hit and damage vs goblins or kobolds or giants
At 4th level you can turn self invisible as spell one round per level per day
At 5th level you can turn into a single choice species, choose a second species at 12th and a third at 20th. Can change once per two levels per day. Must be a small creature like a mole, badger, hare, dog, bear cub, wild cat, beaver, raven, bat, salmon, etc
At 6th you attract a follower – a kobold, gnome, or animal companion and every lv from now on
At 8th level you you can teleport once per week
At 10th you establish an underground stronghold attracting +1d6 followers per level there forth
Spells per level - shared by Paladins and Rangers
lv 0 1 2 3 4 5 6 7
1 1 0 0 0 0 0 0 0
2 2 0 0 0 0 0 0 0
3 3 0 0 0 0 0 0 0
4 4 0 0 0 0 0 0 0
5 5 1 0 0 0 0 0 0
6 6 2 0 0 0 0 0 0
7 7 2 1 0 0 0 0 0
8 8 3 2 0 0 0 0 0
9 9 3 2 1 0 0 0 0
10 10 4 3 1 0 0 0 0
11 11 4 3 2 1 0 0 0
12 12 5 4 2 1 0 0 0
13 13 5 4 3 2 1 0 0
14 14 6 5 3 2 1 0 0
15 15 6 5 4 3 2 1 0
16 16 7 6 4 3 2 1 1
17 17 7 6 5 4 3 2 1
18 18 8 7 5 4 3 2 2
19 19 9 7 6 5 4 3 2
20 20 10 8 6 5 4 3 3
Specialists could be other fairy folk like house trolls
Deep Gnomes - steampunk alchemists. +3 alchemy or mechanical lore NWP and can take clockwork automatons as followers. Carry guns.
Moomintroll - nice trolls, instead of animal form regenerate 1hp/turn (10 minutes) and instead of Invisibility this becomes one hp per round, live in peaceful idylic families or wander alone in meloncholia
Barn Troll (also stove troll, bridge troll, attic troll, hedge troll, garden troll) common guardian folk who protect commoners from evil and harm and badluck but do not tolerate swearing or breaking the rules of their protection. Farmers leave out food for them and some are on friendly speaking terms, others are are more mysterious. Some are angry and punish transgressors fiercely, perhaps beating a child for swearing or not doing chores).
Lepricorn - lucky drunks gain dimension door once per two levels per day instead of animal form, gain level X 100gp as gift each level
Brownie/faerie - gain fly instead of animal form one turn per level per day with bug wings
Redcap - blood thirsty with grow +1 foot pr level instead of animal form, can use polearms and halberds in this form
Gremlins - evil eye makes any machine save or break replaces animal form, one use level per day
Kobolds - often have trap and lock lore sneak and hide +3, call on CHA in kobold followers instead of animal form, will become backbone of your tribe
Goblins - have monster species affinity with one breed instead of animal form
Moss Men - forest men covered in moss who spot and listen and track, forest primitives
Marsh Men - durable marsh pygmies get +3 Swim and hold breathe, covered in mud with woven hats and muddy dreadlocks
Smarfs - Blue skinned race who wear white who taste delicious and live in miniature villages with dynamic societies led by a red dressed patriach. Females are rare. All are only a foot tall. +3 Farming, Building
Boggles - nightmare dwellers in darkness who are mistaken as goblinoids, can cast fear one person per level per day instead of animal form
Froglings - frog men who have double hold breath and can move in water as well as on land, they need a jug of water every 6 hours or lose a HP, more if very hot and dry
Frostlings - icy little winter spirits who may be hostile of benign depending on whim. Chaotic beings can move in snow and ice as normal person on land.
Fauns - charm person once per level per day instead of animal form, 1d4 headbutt or kick unarmed
Wildman - hair suite wild men who dwell in wilderness living as savages and often alone, +1 hit and damage with spear, +3 hunt and track
(i also added more specialist)
I seem to have oddly allowed a diminutive race to use polearms unlike dwarfs and halflings. My gnomes are 1-3 feet long and have much finer proportions than barrel like halflings and dwarves. Gnomes are a bit of a mash up of other demi humans.
Will revise my elf and dwarf races to include more supernatural fey creatures and non humans. I could also use gnome features for some goblinoid champions and use elfs for magic orcs too. Use same for beast men casters.
Proven to be more fun than i planned.