The Cats
2014-01-03, 10:39 PM
Hello! I don't know what PEACH means but judging from examples I assume it's short hand for 'Help me make this better' so I'm being all PEACHy here!
I have found myself unemployed (booo) and so, with all this time on my hand have decided to get world-creaty. These Gnomes (or heck, you could call them Shmeerps if you want. They don't have much to do with traditional Gnomes) are one of the palyable races in my not-even-close-to-finished world. They're not very central but I sort of fixated on the idea so decided to whip them up in detail.
Note: I'm new to homebrew. This is my first ever attempt. I decided to go for it because of the whole unemployed thing. (booo) I don't actually expect this to get played, it's purely for fun to stretch my imagination muscles. That said, I'd still like it to be playable (and not horribly unbalanced) if the opportunity ever comes up. Oh yeah, this is made for Pathfinder, by the way.
So, I present to you: Gnomes, but different.
History
Gnomes are the living extensions of Antonal, God of Life, Fertility and Nature and began to appear all over the world shortly after Antonal’s spontaneous creation. The original Gnomes, coming into life spontaneously, just as their Divine Father did, emerged from the forests of ancient world in the midst of a peaceful golden age. The Gnomes were created from a Life God and so they spread life wherever they went, causing population surges worldwide and were welcome with open arms by all civilized races of the time. For 180 years the Gnomes enjoyed this freedom until the Daemon Invasion shattered their golden age.
In an attempt to create a weapon to stave off the fiends, the Eloi captured a large group of Gnomes and performed arcane experiments on them, warping them into the bestial, sub-human goblinoids. Antonal raged at this affront to his very being and withdrew his blessing from the Eloi. No Gnome was to set foot within their lands. This caused the Eloi population, already dwindling from Daemon siege, to plummet, but it also meant the Gnomes had to abandon the only nation that could have protected them from the fiends. The Daemon army rampaged freely through their population, and Gnomes became all but extinct.
Almost 1000 years later, after the fall of the Daemons and the coming of Dragons, Mankind rose to prominence, and with their rise came the return of the Gnomes, walking happily out of the forests as though they had always been there.
Appearance
Gnomes are varied as wildly as life itself and come in a plethora of different breeds. The only commonality between these types of Gnomes is their small size and general humanoid shape. Few Gnomes are taller than three feet but their weight varies depending on their breed. Avians have been known to weigh as little as 15lbs fully grown while Deeps and Draconics can get up to 55lbs.
Most Gnome breeds appear as anthropomorphic animals or very small humanoids. The two most human Gnomes in appearance are the Common and Deep Gnomes.
Common Gnomes regularly resemble miniature versions of the humans they live among while deep gnomes are hairless and pale, adapted for living in sunless caverns.
The less human types of Gnome include Vulpine, Feline, Amphibious, Serpentine, Verminous, Simian, Boreal, Avian and Draconic.
There are eleven known modern breeds but rumours abound that countless others live in the unexplored wilderness.
Society
Gnomes have no central government or Gnome-exclusive settlement. They live wherever life abounds, except those places shunned by Antonal, and are generally welcome by all benevolent races, though the more disturbing breeds like Verminous and Boreal are less welcome than others.
While the first Gnomes were created by Antonal from whole cloth, this is by no means their usual method of creation anymore. Gnomes make sure they are great examples of the fertility they spread through the world and proliferate rapidly. While some spontaneous creation still occurs in the wild places of the world, most Gnomes are born naturally. Their gestation is not much shorter than that of humans but twins births are very common for Gnomes and, once birthed, the parents waste no time on working on the next couple. A single child in a Gnome family is very much an oddity.
A Gnome’s parents’ breed is of no concern in determining that of their offspring. The manner of the child’s conception is the sole deciding factor. Usually this relies on the child being conceived in a certain location, but there are some other factors, like a specific event occurring immediately prior to the act.
While Antonal made his Gnomes prolific, they are not long-lasting. A Gnome comes to maturity at the age of 12 and few live past 50 years without arcane assistance. As such, they are always busy, trying to get as much living into the short years they have.
A Gnome is always up for an adventure and will leap at any chance for excitement. Once Gnome children fully mature they are urged by their parents to travel, to live life to the fullest. When coming to a fork in the road, a Gnome will wonder why he is bothering with roads and head off in a random direction through the bushes.
Alignment and Religion
All Gnomes are borne of Antonal and all naturally worship Him through the proliferation of their race, but few are active in spreading his word otherwise. Oddly enough for a race of such obviously divine origin, Gnomes are not an overly religious folk. Most believe making children and urging others to do so is service enough for their patron, and in this they are correct. Antonal is not a demanding God.
Gnomish clergymen are rare and as likely to be preaching the word of Antonal as that of any other deity. This is not out of disloyalty but out of the Gnomes’ skewed perspective of priorities: “Antonal is Life, Life is everywhere. This other God is good too, but he is not nearly as everywhere as life! I’ll help him out.” Despite this odd point of view, the idea that their worship is an act of altruism for the deity, Gnomes who find religion do so with the same fervor they treat anything else in life.
Being creations of life and nature, those are values all Gnomes hold highly and it would indicate something truly wrong with a Gnome for him to promote the ideals of any God of destruction, pestilence or death.
Most Gnomes are chaotic neutral, leaning to good.
Names
Gnomes traditionally ask a neighbor who is either with child or trying to become pregnant to name their children so Gnomish names can come from any culture of any race the Gnomes are living among.
Crunch
I built the race using this guide. (http://paizo.com/threads/rzs2knsd?PF-Race-Building-Guide#1)
Gnomes
Small Outsider (Native)
20 ft speed (-4)
Language: Common, Sylvan. A character with a high intelligence score can choose any language except for outsider or elemental languages and secret languages as bonus languages.
Many Forms: Gnomes come in many shapes. Choose one Gnome Type (see below) to determine your appearance, ability scores and additional racial traits.
Life Loving: Gnomes get a +2 racial bonus to saves vs. negative energy, death effects and constitution checks to stabilize when under 0 hp (2)
Gnome Shifting: Choose one other Gnome type besides Ancient Gnome. You can change into that Gnome type once per day. While in that shape you lose all racial traits specific to your gnome type and benefits of feats that require your gnome type as prerequisites and gain all racial traits specific to the chosen gnome type. This includes ability score bonuses and penalties. (if your second form is common gnome, choose which ability score and skill to put the +2 bonuses into at character creation. This bonus doesn’t change) Lasts 1min/character level. You can choose to revert back to your natural form any time before the duration expires. Any physical features not specific to your Gnome type carry over to your shifted type and people familiar with you can recognize you when you are shifted. Shifting is a full round action that provokes an attack of opportunity. Reverting back is a standard action that provokes an attack of opportunity. (5)
These are the general stats and traits that all breeds of Gnome share. (The numbers after the traits indicate the point cost using the guide linked above. General traits cost 3 points, each Breed's specific traits cost 7)
Thoughts: I really don't know if shifting is worth only 5 points. It seems like a pretty powerful ability. I recognize it makes things complicated. Pretty much necessitates keeping two separate character sheets, but the idea of changing between breeds is one of the things I really like about the race. Any thoughts on streamlining or what the actual point cost would be?
Common Gnome
Common Gnomes are called as such not because they are the most numerous type of Gnome but because they are the type most often seen living in human communities. They result when a Gnome is conceived in or near a populated center or inside the home of a human.
The specific appearance of a Common Gnome can be as varies as the Humans they emulate, with skin color ranging from pale pink to dark brown and hair from red and curly to straight and black.
Most communities welcome Common Gnomes as they are believed to bring good luck.
+2 racial bonus to an ability of your choice. Common Gnomes are as varied as the humans they live alongside.
Low light vision (1)
Lucky: +1 racial bonus to all saves (4)
Skilled: +2 racial bonus to one skill of your choice (2)
10 pts
Notes:Based on humans, obvious from their variable ability bonus.
Vulpine Gnome
Vulpine Gnomes are small, anthropomorphic foxes. They result when a Gnome is conceived at a particularly strong junction of the planet’s leylines.
They are a rare breed of Gnome with a strong affinity for arcane magic.
+2dex +2cha -2con. Vulpine Gnomes are nimble and friendly, but lack endurance.
Low light vision (1)
Natural attack: bite 1d4 (3)
Love of Magic: Any beneficial arcane spell cast on Vulpine Gnomes with a duration other than instantaneous has it’s duration increases by 1 unit (rounds, minutes, 10 minutes, etc). This increases by 1 unit at 3rd level and again every two levels thereafter. (2)
Bushy Tail: A Vulpine Gnome’s tail is so bushy, she can hold it close to her body to gain a +2 racial bonus to saving throws vs. negative effects of cold weather. She can also use her tail as a bedroll and blanket(1)
10 pts
Notes: Based on Kitsune. I was thinking of making the Love of Magic bonus increase each level but that might be too much at low levels. Bushy tail I just though was fun.
Amphibious Gnome
Amphibious Gnomes vary in appearance. Most look decidedly frog-like but there are some who look more like a slimy-skinned lizard or salamander. When a Gnome is conceived in a swamp or underwater, an Amphibious Gnome is the result.
+2dex +2wis -2str. Amphibious Gnomes are quick and intuitive but have slight frames.
25’ swim speed (2)
Darkvision 60ft (2)
Camoflauge: +4 racial bonus to stealth when in marshes and forests (1)
Amphibious: Can breathe both air and water (2)
Prehensile Tongue: Amphibious Gnomes have a tongue with a range of 10 feet. They may pick up light objects (5lbs) make slight of hand checks, perform steal or disarm combat menuevers, or make melee touch attacks with their tongues. (4)
Cold Blooded: Vulnerable to cold (-4)
10 pts
Notes: Verrrry loosely based on Grippli. Prehensile tongue is cool on paper. Anyone know how well it actually works? If it's too good I'll likely replace it (or just drop it and the cold vulnerability to balance)
Serpentine Gnome
Serpentine Gnomes have scaly skin and yellow or violet eyes. Their limbs often have hidden joints, allowing them to bend at odd angles.
Serpentine Gnomes are a very rare breed and are only born when conceived by a gnome who has recently overcome a venomous snakebite.
+2str +2cha -2int. Serpentine Gnomes are powerful and have a confidence borne of ignorance.
Low light vision (1)
Serpentine senses: +4 racial bonus to perception for detecting noises and aromas, +2 racial bonus to sense motive (2)
Immune to poison (2)
Constricting limbs: +4 racial bonus to CMB when grappling, +4 racial bonus to CMD vs grapple (2)
10pts
Note: I thought it'd be based on Nagaji but turned out nope. Is the +4 CMB and CMD to grapple worth the 2 points?
Verminous Gnome
Verminous Gnomes, also known as Rodent Gnomes, look like anthropomorphic rats or mice. They are not often welcome in human settlements as they are believed to bring plague and infestations with them.
Verminous Gnomes are conceived in areas of filth, such as landfills or sewers.
+2 dex +2 int -2 str. Verminous Gnomes are quick and clever but physically weak.
Darkvision 60ft (2)
Sharp Nose: Verminous Gnomes have the scent ability. (4)
Skulk: +2 racial bonus to stealth (1)
10 pts
Notes: Ratfolk. Thoughts on scent?
Simian Gnome
Simian Gnomes are covered in thick fur and their facial features appear unevolved. They are normally only found in the deep jungle or woodland where they must be conceived and rarely bother with human notions like clothing or good manners.
+2 dex -2 Cha (-2) Simian Gnomes are agile but often annoying.
30’ climb speed (4)
Low light vision (1)
Prehensile tail (4)
10 pts
Notes: Vanarans.
Feline Gnome
Feline Gnomes are graceful, anthropomorphic cats with slitted pupils and soft fur. They are often accepted into human society because of their strange, graceful beauty.
Feline Gnomes are another rare breed and only result when two Gnomes come together in an area of woodlands or plains to after an adrenaline-filled event like a great battle or chase to conceive them.
+2 dex +2 cha -2 wis. Feline Gnomes have fast reactions and quick wit but rarely think things through
30’ movement speed (4)
Low light vision (1)
Natural Hunter: +2 racial bonus to perception, stealth and survival (3)
Curious: -2 penalty to will saves vs compulsion to open things (-1)
10 pts
Notes: Catfolk. I think Curious is hilarious.
Avian Gnome
Avian Gnomes are covered in feathers that can have multiple hues and speak through a small beak that always results in a slight lisp. The beak can be an advantage though, as it doesn’t show much emotion, and, combined with their shap, small eyes, give Avian Gnomes some of the best poker faces around.
Avian Gnomes must be conceived at a dizzying height or on a precarious perch.
+2 dex +2 wis -2 con Avian Gnomes are fast and observant but fragile
Low light vision (1pt)
Glide: Avian Gnomes can use their feathered arms and legs to glide. They can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, they may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls(4)
Keen eye, clever tongue: +2 racial bonus to perception and bluff (2)
10pts
Notes: Tengu.
Draconic Gnome
Draconic Gnomes are one of the newer breed and, sadly, are often ignored or disdained by the creatures that had a hand in forming them. While they lack the mighty claws, wings and maws of their namesake, Draconic Gnomes maintain their dragon ‘sires’ energy affinity and scale color.
Whenever a gnome is conceived in any proximity to a dragon, a Draconic Gnome will be the result.
+2 dex -2 con -2 str (-4) Draconic Gnomes are fast but weak.
Darkvision 60ft (2)
Dragon scales: Choose a color for your scales. Gain resist 5 of the corresponding energy type. Black or copper: acid. Blue or bronze: electricity. Red or gold: Fire. White or silver: Cold (4)
Dragon Breath: Choose 15’ cone or 30’ line. Deal 2d6 energy damage of the same type chosen with Dragon scales with the chosen target type 1/day Reflex DC 10+character level+con mod for half(4)
Draconic Hatred: +1 racial bonus to attack vs evil outsiders (1)
Notes: Kobold. Breath weapon at first level, too much?
Boreal Gnome
Boreal Gnomes are a curiosity in that they cannot be conceived. Instead, they randomly spring forth from the undergrowth when the body of a deceased Gnome is buried in a heavily forested area. They rarely have dealings with other races, or even other Gnomes and can often be found living a hermit’s life, deep in the woods that birthed them.
Their appearance is based entirely on the vegetation surrounding the corpse they were fathered from. Some could appear as bark-skinned folk with twigs and foliage about, others may look like a humanoid mass of briars.
+2 dex -2 cha (-2) Boreal Gnomes are swift but strange and unnerving.
Darkvision 60ft (2)
Cannot Speak: Boreal Gnomes cannot speak. Their only starting language is Sylvan, which they understand but cannot verbalize. They gain bonus languages as normal. (but still cannot speak them) They cannot cast any spell that has a verbal component. (-4)
Plantlike immunities: Immune to mind affecting effects and sleep (6)
Plantlike body: DR 3/slashing or bludgeoning (4)
Camoflauge: +4 racial bonus to stealth when in thick vegetation (1)
10 pts
Notes: Vegepygmy. No idea what immunity to mind affecting effects is actually worth. Ditto DR. Slashing and bludgeoning is common, but still. Cannot speak requires any caster to take silent spell asap. (and improved silent spell, a homebrew feat I'll show you later)
Deep Gnome
Deep Gnomes are believed to be the youngest of the breeds. They began to appear just a few years after the allied Humans, Dwarves and Chromatic Dragons discovered the Deep Caves and started using them as a penal colony.
Deep Gnomes appear similar to Common Gnomes but differ in that they are completely hairless and have gray, mottled skin, adapted for living in sunless caverns.
It’s expected that Deep Gnomes result when a gnome is conceived near a human settlement in the Deep Caves but that is not certain, as the only Deep Gnomes to come forth so far have been of the spontaneous creation variety.
+2 wis -4 cha (-4) Deep Gnomes are insightful but surly and unpleasant.
Darkvision 120ft (3)
Spell Resistance 11+class level (6)
Deep Dweller: +2 racial bonus to stealth and survival. These bonuses increases to +4 when the Deep Gnome is underground. (3)
Light sensitivity (-1)
10pts
Notes: Watered down Svirfneblin
Ancient Gnome
Ancient Gnomes date back to a time before Antonal shunned the Eloi for twisting his Gnomes into goblinoid abominations. Their appearance and characteristics are based on those of the Eloi, the long dead progenitor race of the Elves.
No new Eloi Gnomes have been created since their race’s affront to Antonal and the Ancient Gnomes that still exist do so through prodigious use of arcane magic. They are rare in number and dwindling, usually hidden away somewhere they can sustain themselves with the longevity granting spells they need to survive.
+2 cha +2 int -2 wis -2str -2con (3) Ancient gnomes are forceful and intelligent but are filled with hubris and are physically weak.
Low light vision (1)
Skilled shifter: Choose one additional Gnome type. You can use your Shape Change ability to change into that gnome type as well. (4)
Ancient Magic: Ancient Gnomes have the following spell like abilities: 3/day Mage hand, 1/day Detect magic, light, prestidigitation (6)
Ancient Enmity: +1 attack v Strix and Evil Outsiders (2)
19 pts
Notes: More powerful than the other breeds. Probably won't be playable but make a neat Gnome BBEG?
So yeah. Ideas, comments, constructive criticism? I am wholly expecting this to turn out to be not even close to the clever, balanced creation I imagined I was making, so have at me!
I'll post some race and breed specific feats in the next chunk.
I have found myself unemployed (booo) and so, with all this time on my hand have decided to get world-creaty. These Gnomes (or heck, you could call them Shmeerps if you want. They don't have much to do with traditional Gnomes) are one of the palyable races in my not-even-close-to-finished world. They're not very central but I sort of fixated on the idea so decided to whip them up in detail.
Note: I'm new to homebrew. This is my first ever attempt. I decided to go for it because of the whole unemployed thing. (booo) I don't actually expect this to get played, it's purely for fun to stretch my imagination muscles. That said, I'd still like it to be playable (and not horribly unbalanced) if the opportunity ever comes up. Oh yeah, this is made for Pathfinder, by the way.
So, I present to you: Gnomes, but different.
History
Gnomes are the living extensions of Antonal, God of Life, Fertility and Nature and began to appear all over the world shortly after Antonal’s spontaneous creation. The original Gnomes, coming into life spontaneously, just as their Divine Father did, emerged from the forests of ancient world in the midst of a peaceful golden age. The Gnomes were created from a Life God and so they spread life wherever they went, causing population surges worldwide and were welcome with open arms by all civilized races of the time. For 180 years the Gnomes enjoyed this freedom until the Daemon Invasion shattered their golden age.
In an attempt to create a weapon to stave off the fiends, the Eloi captured a large group of Gnomes and performed arcane experiments on them, warping them into the bestial, sub-human goblinoids. Antonal raged at this affront to his very being and withdrew his blessing from the Eloi. No Gnome was to set foot within their lands. This caused the Eloi population, already dwindling from Daemon siege, to plummet, but it also meant the Gnomes had to abandon the only nation that could have protected them from the fiends. The Daemon army rampaged freely through their population, and Gnomes became all but extinct.
Almost 1000 years later, after the fall of the Daemons and the coming of Dragons, Mankind rose to prominence, and with their rise came the return of the Gnomes, walking happily out of the forests as though they had always been there.
Appearance
Gnomes are varied as wildly as life itself and come in a plethora of different breeds. The only commonality between these types of Gnomes is their small size and general humanoid shape. Few Gnomes are taller than three feet but their weight varies depending on their breed. Avians have been known to weigh as little as 15lbs fully grown while Deeps and Draconics can get up to 55lbs.
Most Gnome breeds appear as anthropomorphic animals or very small humanoids. The two most human Gnomes in appearance are the Common and Deep Gnomes.
Common Gnomes regularly resemble miniature versions of the humans they live among while deep gnomes are hairless and pale, adapted for living in sunless caverns.
The less human types of Gnome include Vulpine, Feline, Amphibious, Serpentine, Verminous, Simian, Boreal, Avian and Draconic.
There are eleven known modern breeds but rumours abound that countless others live in the unexplored wilderness.
Society
Gnomes have no central government or Gnome-exclusive settlement. They live wherever life abounds, except those places shunned by Antonal, and are generally welcome by all benevolent races, though the more disturbing breeds like Verminous and Boreal are less welcome than others.
While the first Gnomes were created by Antonal from whole cloth, this is by no means their usual method of creation anymore. Gnomes make sure they are great examples of the fertility they spread through the world and proliferate rapidly. While some spontaneous creation still occurs in the wild places of the world, most Gnomes are born naturally. Their gestation is not much shorter than that of humans but twins births are very common for Gnomes and, once birthed, the parents waste no time on working on the next couple. A single child in a Gnome family is very much an oddity.
A Gnome’s parents’ breed is of no concern in determining that of their offspring. The manner of the child’s conception is the sole deciding factor. Usually this relies on the child being conceived in a certain location, but there are some other factors, like a specific event occurring immediately prior to the act.
While Antonal made his Gnomes prolific, they are not long-lasting. A Gnome comes to maturity at the age of 12 and few live past 50 years without arcane assistance. As such, they are always busy, trying to get as much living into the short years they have.
A Gnome is always up for an adventure and will leap at any chance for excitement. Once Gnome children fully mature they are urged by their parents to travel, to live life to the fullest. When coming to a fork in the road, a Gnome will wonder why he is bothering with roads and head off in a random direction through the bushes.
Alignment and Religion
All Gnomes are borne of Antonal and all naturally worship Him through the proliferation of their race, but few are active in spreading his word otherwise. Oddly enough for a race of such obviously divine origin, Gnomes are not an overly religious folk. Most believe making children and urging others to do so is service enough for their patron, and in this they are correct. Antonal is not a demanding God.
Gnomish clergymen are rare and as likely to be preaching the word of Antonal as that of any other deity. This is not out of disloyalty but out of the Gnomes’ skewed perspective of priorities: “Antonal is Life, Life is everywhere. This other God is good too, but he is not nearly as everywhere as life! I’ll help him out.” Despite this odd point of view, the idea that their worship is an act of altruism for the deity, Gnomes who find religion do so with the same fervor they treat anything else in life.
Being creations of life and nature, those are values all Gnomes hold highly and it would indicate something truly wrong with a Gnome for him to promote the ideals of any God of destruction, pestilence or death.
Most Gnomes are chaotic neutral, leaning to good.
Names
Gnomes traditionally ask a neighbor who is either with child or trying to become pregnant to name their children so Gnomish names can come from any culture of any race the Gnomes are living among.
Crunch
I built the race using this guide. (http://paizo.com/threads/rzs2knsd?PF-Race-Building-Guide#1)
Gnomes
Small Outsider (Native)
20 ft speed (-4)
Language: Common, Sylvan. A character with a high intelligence score can choose any language except for outsider or elemental languages and secret languages as bonus languages.
Many Forms: Gnomes come in many shapes. Choose one Gnome Type (see below) to determine your appearance, ability scores and additional racial traits.
Life Loving: Gnomes get a +2 racial bonus to saves vs. negative energy, death effects and constitution checks to stabilize when under 0 hp (2)
Gnome Shifting: Choose one other Gnome type besides Ancient Gnome. You can change into that Gnome type once per day. While in that shape you lose all racial traits specific to your gnome type and benefits of feats that require your gnome type as prerequisites and gain all racial traits specific to the chosen gnome type. This includes ability score bonuses and penalties. (if your second form is common gnome, choose which ability score and skill to put the +2 bonuses into at character creation. This bonus doesn’t change) Lasts 1min/character level. You can choose to revert back to your natural form any time before the duration expires. Any physical features not specific to your Gnome type carry over to your shifted type and people familiar with you can recognize you when you are shifted. Shifting is a full round action that provokes an attack of opportunity. Reverting back is a standard action that provokes an attack of opportunity. (5)
These are the general stats and traits that all breeds of Gnome share. (The numbers after the traits indicate the point cost using the guide linked above. General traits cost 3 points, each Breed's specific traits cost 7)
Thoughts: I really don't know if shifting is worth only 5 points. It seems like a pretty powerful ability. I recognize it makes things complicated. Pretty much necessitates keeping two separate character sheets, but the idea of changing between breeds is one of the things I really like about the race. Any thoughts on streamlining or what the actual point cost would be?
Common Gnome
Common Gnomes are called as such not because they are the most numerous type of Gnome but because they are the type most often seen living in human communities. They result when a Gnome is conceived in or near a populated center or inside the home of a human.
The specific appearance of a Common Gnome can be as varies as the Humans they emulate, with skin color ranging from pale pink to dark brown and hair from red and curly to straight and black.
Most communities welcome Common Gnomes as they are believed to bring good luck.
+2 racial bonus to an ability of your choice. Common Gnomes are as varied as the humans they live alongside.
Low light vision (1)
Lucky: +1 racial bonus to all saves (4)
Skilled: +2 racial bonus to one skill of your choice (2)
10 pts
Notes:Based on humans, obvious from their variable ability bonus.
Vulpine Gnome
Vulpine Gnomes are small, anthropomorphic foxes. They result when a Gnome is conceived at a particularly strong junction of the planet’s leylines.
They are a rare breed of Gnome with a strong affinity for arcane magic.
+2dex +2cha -2con. Vulpine Gnomes are nimble and friendly, but lack endurance.
Low light vision (1)
Natural attack: bite 1d4 (3)
Love of Magic: Any beneficial arcane spell cast on Vulpine Gnomes with a duration other than instantaneous has it’s duration increases by 1 unit (rounds, minutes, 10 minutes, etc). This increases by 1 unit at 3rd level and again every two levels thereafter. (2)
Bushy Tail: A Vulpine Gnome’s tail is so bushy, she can hold it close to her body to gain a +2 racial bonus to saving throws vs. negative effects of cold weather. She can also use her tail as a bedroll and blanket(1)
10 pts
Notes: Based on Kitsune. I was thinking of making the Love of Magic bonus increase each level but that might be too much at low levels. Bushy tail I just though was fun.
Amphibious Gnome
Amphibious Gnomes vary in appearance. Most look decidedly frog-like but there are some who look more like a slimy-skinned lizard or salamander. When a Gnome is conceived in a swamp or underwater, an Amphibious Gnome is the result.
+2dex +2wis -2str. Amphibious Gnomes are quick and intuitive but have slight frames.
25’ swim speed (2)
Darkvision 60ft (2)
Camoflauge: +4 racial bonus to stealth when in marshes and forests (1)
Amphibious: Can breathe both air and water (2)
Prehensile Tongue: Amphibious Gnomes have a tongue with a range of 10 feet. They may pick up light objects (5lbs) make slight of hand checks, perform steal or disarm combat menuevers, or make melee touch attacks with their tongues. (4)
Cold Blooded: Vulnerable to cold (-4)
10 pts
Notes: Verrrry loosely based on Grippli. Prehensile tongue is cool on paper. Anyone know how well it actually works? If it's too good I'll likely replace it (or just drop it and the cold vulnerability to balance)
Serpentine Gnome
Serpentine Gnomes have scaly skin and yellow or violet eyes. Their limbs often have hidden joints, allowing them to bend at odd angles.
Serpentine Gnomes are a very rare breed and are only born when conceived by a gnome who has recently overcome a venomous snakebite.
+2str +2cha -2int. Serpentine Gnomes are powerful and have a confidence borne of ignorance.
Low light vision (1)
Serpentine senses: +4 racial bonus to perception for detecting noises and aromas, +2 racial bonus to sense motive (2)
Immune to poison (2)
Constricting limbs: +4 racial bonus to CMB when grappling, +4 racial bonus to CMD vs grapple (2)
10pts
Note: I thought it'd be based on Nagaji but turned out nope. Is the +4 CMB and CMD to grapple worth the 2 points?
Verminous Gnome
Verminous Gnomes, also known as Rodent Gnomes, look like anthropomorphic rats or mice. They are not often welcome in human settlements as they are believed to bring plague and infestations with them.
Verminous Gnomes are conceived in areas of filth, such as landfills or sewers.
+2 dex +2 int -2 str. Verminous Gnomes are quick and clever but physically weak.
Darkvision 60ft (2)
Sharp Nose: Verminous Gnomes have the scent ability. (4)
Skulk: +2 racial bonus to stealth (1)
10 pts
Notes: Ratfolk. Thoughts on scent?
Simian Gnome
Simian Gnomes are covered in thick fur and their facial features appear unevolved. They are normally only found in the deep jungle or woodland where they must be conceived and rarely bother with human notions like clothing or good manners.
+2 dex -2 Cha (-2) Simian Gnomes are agile but often annoying.
30’ climb speed (4)
Low light vision (1)
Prehensile tail (4)
10 pts
Notes: Vanarans.
Feline Gnome
Feline Gnomes are graceful, anthropomorphic cats with slitted pupils and soft fur. They are often accepted into human society because of their strange, graceful beauty.
Feline Gnomes are another rare breed and only result when two Gnomes come together in an area of woodlands or plains to after an adrenaline-filled event like a great battle or chase to conceive them.
+2 dex +2 cha -2 wis. Feline Gnomes have fast reactions and quick wit but rarely think things through
30’ movement speed (4)
Low light vision (1)
Natural Hunter: +2 racial bonus to perception, stealth and survival (3)
Curious: -2 penalty to will saves vs compulsion to open things (-1)
10 pts
Notes: Catfolk. I think Curious is hilarious.
Avian Gnome
Avian Gnomes are covered in feathers that can have multiple hues and speak through a small beak that always results in a slight lisp. The beak can be an advantage though, as it doesn’t show much emotion, and, combined with their shap, small eyes, give Avian Gnomes some of the best poker faces around.
Avian Gnomes must be conceived at a dizzying height or on a precarious perch.
+2 dex +2 wis -2 con Avian Gnomes are fast and observant but fragile
Low light vision (1pt)
Glide: Avian Gnomes can use their feathered arms and legs to glide. They can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, they may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls(4)
Keen eye, clever tongue: +2 racial bonus to perception and bluff (2)
10pts
Notes: Tengu.
Draconic Gnome
Draconic Gnomes are one of the newer breed and, sadly, are often ignored or disdained by the creatures that had a hand in forming them. While they lack the mighty claws, wings and maws of their namesake, Draconic Gnomes maintain their dragon ‘sires’ energy affinity and scale color.
Whenever a gnome is conceived in any proximity to a dragon, a Draconic Gnome will be the result.
+2 dex -2 con -2 str (-4) Draconic Gnomes are fast but weak.
Darkvision 60ft (2)
Dragon scales: Choose a color for your scales. Gain resist 5 of the corresponding energy type. Black or copper: acid. Blue or bronze: electricity. Red or gold: Fire. White or silver: Cold (4)
Dragon Breath: Choose 15’ cone or 30’ line. Deal 2d6 energy damage of the same type chosen with Dragon scales with the chosen target type 1/day Reflex DC 10+character level+con mod for half(4)
Draconic Hatred: +1 racial bonus to attack vs evil outsiders (1)
Notes: Kobold. Breath weapon at first level, too much?
Boreal Gnome
Boreal Gnomes are a curiosity in that they cannot be conceived. Instead, they randomly spring forth from the undergrowth when the body of a deceased Gnome is buried in a heavily forested area. They rarely have dealings with other races, or even other Gnomes and can often be found living a hermit’s life, deep in the woods that birthed them.
Their appearance is based entirely on the vegetation surrounding the corpse they were fathered from. Some could appear as bark-skinned folk with twigs and foliage about, others may look like a humanoid mass of briars.
+2 dex -2 cha (-2) Boreal Gnomes are swift but strange and unnerving.
Darkvision 60ft (2)
Cannot Speak: Boreal Gnomes cannot speak. Their only starting language is Sylvan, which they understand but cannot verbalize. They gain bonus languages as normal. (but still cannot speak them) They cannot cast any spell that has a verbal component. (-4)
Plantlike immunities: Immune to mind affecting effects and sleep (6)
Plantlike body: DR 3/slashing or bludgeoning (4)
Camoflauge: +4 racial bonus to stealth when in thick vegetation (1)
10 pts
Notes: Vegepygmy. No idea what immunity to mind affecting effects is actually worth. Ditto DR. Slashing and bludgeoning is common, but still. Cannot speak requires any caster to take silent spell asap. (and improved silent spell, a homebrew feat I'll show you later)
Deep Gnome
Deep Gnomes are believed to be the youngest of the breeds. They began to appear just a few years after the allied Humans, Dwarves and Chromatic Dragons discovered the Deep Caves and started using them as a penal colony.
Deep Gnomes appear similar to Common Gnomes but differ in that they are completely hairless and have gray, mottled skin, adapted for living in sunless caverns.
It’s expected that Deep Gnomes result when a gnome is conceived near a human settlement in the Deep Caves but that is not certain, as the only Deep Gnomes to come forth so far have been of the spontaneous creation variety.
+2 wis -4 cha (-4) Deep Gnomes are insightful but surly and unpleasant.
Darkvision 120ft (3)
Spell Resistance 11+class level (6)
Deep Dweller: +2 racial bonus to stealth and survival. These bonuses increases to +4 when the Deep Gnome is underground. (3)
Light sensitivity (-1)
10pts
Notes: Watered down Svirfneblin
Ancient Gnome
Ancient Gnomes date back to a time before Antonal shunned the Eloi for twisting his Gnomes into goblinoid abominations. Their appearance and characteristics are based on those of the Eloi, the long dead progenitor race of the Elves.
No new Eloi Gnomes have been created since their race’s affront to Antonal and the Ancient Gnomes that still exist do so through prodigious use of arcane magic. They are rare in number and dwindling, usually hidden away somewhere they can sustain themselves with the longevity granting spells they need to survive.
+2 cha +2 int -2 wis -2str -2con (3) Ancient gnomes are forceful and intelligent but are filled with hubris and are physically weak.
Low light vision (1)
Skilled shifter: Choose one additional Gnome type. You can use your Shape Change ability to change into that gnome type as well. (4)
Ancient Magic: Ancient Gnomes have the following spell like abilities: 3/day Mage hand, 1/day Detect magic, light, prestidigitation (6)
Ancient Enmity: +1 attack v Strix and Evil Outsiders (2)
19 pts
Notes: More powerful than the other breeds. Probably won't be playable but make a neat Gnome BBEG?
So yeah. Ideas, comments, constructive criticism? I am wholly expecting this to turn out to be not even close to the clever, balanced creation I imagined I was making, so have at me!
I'll post some race and breed specific feats in the next chunk.