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Thread: Gnome Fan Club

  1. - Top - End - #31
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    Default Re: Gnome Fan Club

    Quote Originally Posted by NeoSeraphi View Post
    I love gnomes! The two people that I usually play with (My roommates) are preoccupied with appearances, and they say they prefer their elves to be more "Tolkienesque" so elves in their worlds are actually closer to seven feet tall and pretty boys, while gnomes don't exist at all.
    Remind them that Tolkien's original name for "Noldor" was "gnome"
    Resident Vancian Apologist

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    Quote Originally Posted by NineThePuma View Post
    Find me a role for them that Halflings and Dwarves don't do better other than the random 'Illusions!' schtick.
    I went the other route and made gnomes a dwarf-halfling hybrid:

    Ancient Land Gnomes
    • +2 Constitution, -2 Strength
    • Small size
    • Base land speed: 20 ft.
    • Low-light vision
    • +4 dodge bonus to AC against large size and larger humanoids, monstrous humanoids, and giants.
    • +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    • +2 racial bonus on Craft (alchemy) and Listen checks.


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    Gnomes of the Ancient Lands are short humanoids standing up to 4 feet tall with broad shoulders and round faces. Their skin is an earth-like tan color and their eyes are usually brown, grey, or blue. Almost all gnomes have hair ranging from light to very dark brown and males often have short beards. They are quite long living, often reaching 200 years of age.
    Gnomes are at home in hills and forests and usually build most of their homes underground, with only doors, chimneys and a few windows at the outside and most of the living space located underground. While most gnomes tend to their fields and herds outsides, homes, workshops, inns, and shrines are usually completely underground, but its very uncommon for any gnomes to stay inside for more than a few days during summer. However in winter, most villages are mostly locked up with only hunters and woodcutters setting foot outside, as well as those checking on the stables and barns. Everyone else stays inside, using the underground tunnels and common halls that serve as streets and squares. Gnome villages usually range from two hundred to up to a thousand gnomes, but larger settlements are rare.

    Being at home spending most of their time living and working underground, gnomes are also the most experienced miners. While most villages are self reliant and consists mostly of farms, some settlements are entirely devoted to mining and metalworking. These mines are often not much more than one large gate in the side of a hill, behind which the bulk of the village is located. Behind and below the village start the actual mines. Though many gnomish smith produce high quality goods, the real profits are made in producing and exporting quality steel. While bronze is a common material for most weapons and tools, the market for quality steel is almost entirely in gnomish hands, providing them with a great deal of power and influence. This is mitigated by the fact that most mines are village enterprises and consists only of a few hundred miners, so every mine produces only a relatively small output of metal, which is where the great metal trade companies come into play that negotiate distribution and prices with the customers.
    Only in a very small handful of cases do gnome settlements grow to larger sizes, which are usually the main markets for metals and valuable rocks. Many of these towns resemble mining villages, but on a much larger scale and instead of being governed by a council of elders are ruled by the heads of the towns major families.

    Gnomes are generally hospitable people, but usually settle in isolated places that don't see much travelers so they mostly keep out of the affairs of other people. It's different of course for the market cities, which see a lot of visitors, but those are mostly confined to visitor quarters between the outside gates and the city proper. While the visitor quarters are often very lively towns in their own right, the cities barely see any foreigners unless their are personal guests of the residents.
    In addition to being well known for their skill at mining and refining metal, gnomes are also highly reknown herbalists and alchemists. While there's barely any export of those goods, gnomish alchemists are often consulted by healers and witches from other races for their extensive records on rare and unusual reagents and mixtures.
    We are not standing on the shoulders of giants, but on very tall tower of other dwarves.

    Spriggan's Den Heroic Fantasy Roleplaying

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    Default Re: Gnome Fan Club

    Since Gnomes live underground I usually think of them as having pale skin, and blue-green, blue, purple or red eyes. In my mind they also have light hair, but this does vary from tribe to tribe.

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

    Excellent gnome scribe avatar to match my username by licoot.

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    Colossus in the Playground
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    The main gnome city in my world has elegant, naturally pale (but often coloured) spire-like skyscrapers that plunge as far into the earth as they do up into the sky, connected with haphazard bridges and laneways, and covered in flowers and gardens. I was quite fond of it.

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    One of my campaign settings had no gnomes. They didn't exist, and had never existed. That's all silly rumours, really. They had no flying cloud cities, no hidden palaces below the sewers, and no agents disguised with illusions.
    Resident Vancian Apologist

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    Steelform Earthcaster


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    ”The earth empowers our footsteps, but need not hold them down. The earth hides our movements, and shows our enemies a different story. The earth is our brother, our sister, our mother, and our protector. We must honor the earth, and all it has to offer us.”
    -Holar Goodbrush, Steelform Earthcaster.

    The Steelform Earthcasters are gnomish spell casters who combine the powers of the nine swords with those of illusions. They are the special forces of gnomish armies, or what you may have of a gnomish army. They use their cunning and wizardry in order to defend the earth and gnomes.

    BECOMING A STEELFORM EARTHCASTER

    ENTRY REQUIREMENTS
    Base Attack Bonus: +5
    Skills: Knowledge (Arcana) 7 ranks, Balance 7 ranks
    Feats: Earth Spell
    Spells: Able to cast any three Illusion spells of Second level
    Maneuvers: Able to initiate two Stone Dragon maneuvers each of Second level or higher, and one Iron Heart maneuver of Second level or higher
    Race: Gnome
    Special: Battle Ardor (Critical Confirmation) class ability
    Special: Must have been indoctrinated into the Steelform Earthcasters

    Class Skills
    The Steelform Earthcaster's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge (arcana) (Int), Martial Lore (Int), Move Silently (Dex), Profession (Wis), and Spellcraft (Int).
    Skills Points at Each Level: 4 + int

    Hit Dice: d10

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

    1st|
    +0
    |
    +0
    |
    +2
    |
    +2
    |Earthen Power|

    2nd|
    +1
    |
    +0
    |
    +3
    |
    +3
    |In Song and Silence|+1 level of existing spellcasting class

    3rd|
    +2
    |
    +1
    |
    +3
    |
    +3
    |Earthen Smite|+1 level of existing spellcasting class

    4th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |Power of Mind|+1 level of existing spellcasting class

    5th|
    +3
    |
    +1
    |
    +4
    |
    +4
    |In Storm and Blood|+1 level of existing spellcasting class

    6th|
    +4
    |
    +2
    |
    +5
    |
    +5
    |Stance of Stone and Strength|+1 level of existing spellcasting class

    7th|
    +5
    |
    +2
    |
    +5
    |
    +5
    |Earthform Stride|+1 level of existing spellcasting class

    8th|
    +6
    |
    +2
    |
    +6
    |
    +6
    |In Tome and Torment|+1 level of existing spellcasting class

    9th|
    +6
    |
    +3
    |
    +6
    |
    +6
    |Cascade of Steel|+1 level of existing spellcasting class

    10th|
    +7
    |
    +3
    |
    +7
    |
    +7
    |Bespelled Earth and Solemn Steel|+1 level of existing spellcasting class[/table]

    {table=head]Level|Maneuvers Known|Maneuvers Readied|Stances

    1st
    |
    1
    |
    0
    |
    0
    |

    2nd
    |
    0
    |
    1
    |
    0
    |

    3rd
    |
    0
    |
    0
    |
    0
    |

    4th
    |
    1
    |
    0
    |
    0
    |

    5th
    |
    0
    |
    0
    |
    0
    |

    6th
    |
    0
    |
    1
    |
    0
    |

    7th
    |
    1
    |
    0
    |
    1
    |

    8th
    |
    0
    |
    0
    |
    0
    |

    9th
    |
    0
    |
    0
    |
    0
    |

    10th
    |
    1
    |
    1
    |
    0
    |[/table]

    Weapon Proficiencies: The Steelform Earthcaster gains proficiency with any gnomish weapon (a weapon with the word “Gnome” in the name). She does not gain proficiency with any armor or shields.

    Spellcasting: At each level of Steelform Earthcaster besides first, the Steelform Earthcaster gains additional spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class she belonged to before he added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, familiar progression, etc etc).

    Maneuvers: The Steelform Earthcaster gains a new maneuver known from the Stone Dragon or Iron Heart disciplines at first, fourth, seventh, and tenth level, and a new maneuver readied at second, sixth, and tenth level. She gains a new stance from the Stone Dragon or Iron Heart disciplines at seventh level. The Steelform Earthcaster’s Steelform Earthcaster levels count for initiator levels as full, instead of half.

    Earthen Power (Su): The Steelform Earthcaster becomes more powerful whilst casting on the ground, and her illusions become stronger. Whenever the Steelform Earthcaster casts a spell of the Illusion school and she is touching the ground with some part of her body, she gains a bonus to caster level equal to her Initiator level. This bonus to caster level may not cause her caster level to exceed her hit dice (thus, a Warblade 3/Illusionist 4/Steelform Earthcaster 1 who used this ability would gain a +6 bonus to caster level, causing her total caster level to become 8).

    In Song and Silence (Su): The Steelform Earthcaster’s Illusions empower her melee strikes. Starting at second level, whenever the Steelform Earthcaster initiates an Iron Heart or Stone Dragon strike on a creature that is currently under the effects of an Illusion spell cast by the Steelform Earthcaster, that target takes a -2 stacking penalty to all Will saves versus an Illusion cast by the Steelform Earthcaster, and the Steelform Earthcaster adds her Intelligence modifier to the attack roll for the strike.

    Earthen Smite (Su): The Steelform Earthcaster may empower her attacks with mystical energy, giving them further power. Starting at third level, the Steelform Earthcaster may expend a spell or spell slot, and deal an additional 1d6 damage per spell level of the spell or spell slot expended on all melee attacks for 2 rounds. This damage bypasses Damage Reduction, and is not subject to any resistances.

    Power of Mind (Su): The Steelform Earthcaster may lose some martial prowess in order to power her spells. Starting at fourth level, the Steelform Earthcaster may expend a readied maneuver. The next Illusion spell she casts gains a bonus to the DC equal to one half of the level of maneuver she expended (rounded up, minimum 1), and lasts for an additional number of rounds, if it has a duration, equal to the level of maneuver expended.

    In Storm and Blood (Su): The Steelform Earthcaster may channel her Illusions through her attacks. Starting at fifth level, the Steelform Earthcaster may cast an Illusion spell of her class level or lower that she knows as a swift action whenever she successfully hits with a melee attack. The Illusion spell only affects the creature upon which the melee attack was made. The melee attack that triggers this ability may not be part of a Strike or maneuver.

    Stance of Stone and Strength (Ex): The Steelform Earthcaster’s extensive training with opponents larger than herself has given her the ability to become incredibly strong, like the earth. Starting at sixth level, the Steelform Earthcaster may, as a swift action, lose the benefits of her current stance and gain the benefits of the Stance of Stone and Strength. For the duration of the stance, the Steelform Earthcaster gains a +8 bonus to Strength, and Damage Reduction equal to twice her Steelform Earthcaster levels. In addition, whenever she is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Steelform Earthcaster is treated as three sizes larger if doing so is advantageous to her. She is also considered to be three sizes larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. The Steelform Earthcaster can use weapons designed for a creature three sizes larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this stance stack with the effects of powers, abilities, and spells that change the subject’s size category.

    Earthform Stride (Su): The Steelform Earthcaster may stride through the ground, going places that would have been otherwise impenetrable for her. Starting at seventh level, whenever the Steelform Earthcaster is under the effects of a Stone Dragon stance, she gains a Burrow speed equal to her base land speed.

    In Tome and Torment (Su): The Steelform Earthcaster has learned to cast her spells while using her martial powers. Starting at eighth level, whenever the Steelform Earthcaster Initiates a strike of the Stone Dragon or Iron Heart disciplines, she may cast an Illusion spell she has access to as a free action. She may only use this ability once per encounter.

    Cascade of Steel (Su): The Steelform Earthcaster may thrust herself forward, thrown by the earth, and strike each opponent. Starting at ninth level, the Steelform Earthcaster may Initiate a strike of the Stone Dragon or Iron Heart disciplines, and expend a spell of the same level. She may make an attack roll, if it is part of the maneuver, and use that attack roll against every opponent within a 30 foot line. If her attack roll exceeds the Armor Class of an opponent on the line, that opponent is affected by the strike. After all of the strikes resolve, she teleports 30 in the direction of the line. If the space where she would teleport is currently occupied, she is teleported to the nearest not occupied space.

    Bespelled Earth and Solemn Steel (Su): The Steelform Earthcaster has learned the ultimate powers of her order, able to wield the earth like a weapon itself. Starting at tenth level, as long as the Steelform Earthcaster is standing on the ground, she may create an Earth Weapon as a move action. The Earth Weapon deals a base 3d6 Bludgeoning, Piercing or Slashing damage, and has a critical hit chance of 20/x3. The Earth Weapon counts as a Discipline weapon for Iron Heart and Stone Dragon maneuvers and abilities associated with Discipline weapons. The Earth Weapon has an enhancement bonus of one half of the Steelform Earthcaster’s Steelform Earthcaster levels. Any strike initiated from the Stone Dragon or Iron Heart discipline while wielding the Earth Weapon have their variable components maximized. Any spell of the Illusion school that has material components worth up to the Steelform Earthcaster’s Steelform Earthcaster level times 50 gp that the Steelform Earthcaster casts while wielding the Earth Weapon are ignored, and the Steelform Earthcaster may use their Earth Weapon as a focus for Illusion spells, instead of the regular focus necessary for a spell.

    PLAYING A STEELFORM EARTHCASTER
    Steelform Earthcasters are a very... special sort of gish. Unlike many martial spell wielders, they do not focus on buffing themselves, or dealing damage, but rather on misdirection and stealth, to a certain degree. They are, by necessity, lightly armored, and as such use their Illusions for both misdirection as well as defense. They use their maneuvers in order to fill out their offensive capabilities.
    Combat: Steelform Earthcasters tend to start combat with Illusions. They create Illusions in order to confuse opponents, and then use the confusion in order to gain combat advantage. Even opponents who are aware of the Illusions’ false nature is still at a disadvantage, thanks to In Song and Silence. After that, they go to town, attacking whatever targets seem like the largest danger.
    Advancement: There are relatively few options for a Steelform Earthcaster. One could go one of three ways; enhance melee capabilities, enhance spell casting, or go with a Maneuver/Spellcasting Prestige Class, such as Jade Phoenix Mage.
    Resources: As defenders of Gnomish society, the Steelform Earthcasters actually have a relative dearth of resources that they can rely on. Most Gnomish settlements would arm, equip, and allow the Steelform Earthcaster rest without payment, although demands that are too frequent or too demanding may cause some doubt in the Steelform Earthcaster’s intent. The Steelform Earthcasters themselves are relatively wealthy, and able to provide for most of whatever the Steelform Earthcaster might need.

    STEELFORM EARTHCASTER IN THE WORLD
    ”His face was covered by a strange mask. It almost seemed to be made of granite, and it glittered strangely. His eyes were a deep, deep green. He waved his sword at me, and I started to... well, I am not truly sure what happened after that. It felt like I was hallucinating, but it all felt so real! I saw my mother... she had died nine years ago, you know, when the Gnomish Hordes first started invading. She was murdered...

    Well, when I stopped hallucinating, the man was gone. The duke was lying in a pool of his own blood, a small “g” carved into his forehead...”

    -Ebindar Zariat, Captain of the Ducal Guard

    The Steelform Earthcasters, for all their militant outlook, tend to be well received. To those who know of their exploits, the Steelform Earthcasters seem to be like vigilantes, of a certain form. To be certain, the gnomes who do underground or espionage acts tend to be Steelform Earthcasters, especially if such acts would need some extra muscle, however, the Steelform Earthcasters also function as a regular military group.
    Daily Life: Most Steelform Earthcasters spend some part of their day meditating for spells, exactly as a regular spellcaster might. Their other activities are basically up to them, after that fact, however. Some might practice weapons, if they are off duty, some might be fighting for in a company of Steelform Earthcasters, some might adventure in order to spread the name of the Steelform Earthcasters, or to gain wealth for a gnomish community.
    Notables: The first Steelform Earthcaster was Kirrirar Oshank, who was a master warrior-turned wizard. He used his powers of Illusion to further his martial capabilities, and then retired and taught others the arts he had learned.
    Organizations: The Steelform Earthcasters are their own organization, highly dedicated to the advancement of gnome-kind.

    NPC Reaction
    Most NPCs know of the Steelform Earthcasters as gnomish militant wizards. Those who are most intimately connected to the acts that those in the espionage side of the Steelform Earthcasters might know them as spies and thugs in the employ of the gnomish government. Gnomes almost always treat the Steelform Earthcasters with respect, and vice-a-versa.

    STEELFORM EARTHCASTERS IN THE GAME
    The Steelform Earthcasters are a combination of Tome of Battle and spellcasting. They do not, or at least are not well able to, excel at both the martial arts and spellcasting, focusing on one or the other, rather. This choice is usually made after leaving the prestige class, and pretty much makes the decision of the strength of the class. Steelform Earthcasters who focus on melee tend to be less strong when compared to those who focus on spellcasting, solely because of how strong spellcasting is. However, because of their mix of both arts, they are able to be functional with either discipline of combat.
    Adaptation: The Steelform Earthcasters could easily be adapted for Dwarves, or any other earthdwelling creature, even humans who have a particular affinity for the ground. In fact, the class could be adapted without even being race specific, simply as a group of casters who utilize Illusion and who are connected to the earth.
    Encounters: Most encounters with the Steelform Earthcasters will be either while the Steelform Earthcaster is doing work for the Gnomish government, in which case it may or may not be violent, depending on what the Steelform Earthcaster is doing, or in a Gnomish settlement, in which case the encounter will more likely than not be peaceful.
    Last edited by unosarta; 2011-09-17 at 07:16 PM.
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  7. - Top - End - #37
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    Default Re: Gnome Fan Club

    Gnomes are THE BEEEEEEEEEEEEEEEST!!!!!!!!!!!!

    My first character was a Gnome Druid 10/Bard 2/Wizard 1/Dragon Disciple 10 (Epic)

    He acciderntaly blew someone of a cliff with Gust of Wind, and they died, so he brought them (a dwarf fighter) back with reincarnate as a grizlly bear.

    And gnomes rock. In my campaign, gnomes have different subraces:
    Burrowclan (Pretty much normal gnomes, except a burrow speed and some other weird things, Earth Genasish)
    Waveclan (Water Genasi+gnomes)
    Galeclan (Air genasi+gnomes)
    Magma Clan (Fire Genasi+ Gnomes+Superspeed)
    Citygoers (Exile gnomes that live with humans)
    and last but not least...
    DEATH GNOMES!!!!!!!!!!!!!!!!!!!!!! BOMBOMBOMBOM!!!!!!!!!!!!!!! (living undead, like the gnomes from taladas except EBIL!)

  8. - Top - End - #38
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    Quote Originally Posted by unosarta View Post
    Steelform Earthcaster


    Steelform Earthchaser
    Wow. Huge-sized gnomes? I approve of this. The class itself really blends a gnome's connection to the earth with their illusions, and I never thought of using the Stone Dragon discipline for a racial class (Even though now I remember they did something with it for dwarves in the actual book)

    The earth magic/maneuver theurge is done well. I like it a lot. And welcome to the fan club, by the way.

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    Quote Originally Posted by NeoSeraphi View Post
    Wow. Huge-sized gnomes? I approve of this. The class itself really blends a gnome's connection to the earth with their illusions, and I never thought of using the Stone Dragon discipline for a racial class (Even though now I remember they did something with it for dwarves in the actual book)
    Well, they gain the functional benefits of being Huge, but none of the penalties, and their size stays the same. So, basically, they become gnomes as strong as Huge sized creatures.

    Quote Originally Posted by NeoSeraphi View Post
    The earth magic/maneuver theurge is done well. I like it a lot. And welcome to the fan club, by the way.
    Thanks! Although, to be honest, I was always part of the fanclub.
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    I would change "Able to initiate two Stone Dragon maneuvers of Second level, and one Iron Heart maneuver of Second level"
    to
    "Able to initiate two Stone Dragon maneuvers each of Second level or higher, and one Iron Heart maneuver of Second level or higher"

    Haven't looked at most of the class.
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    Quote Originally Posted by Eldan View Post
    One of my campaign settings had no gnomes. They didn't exist, and had never existed. That's all silly rumours, really. They had no flying cloud cities, no hidden palaces below the sewers, and no agents disguised with illusions.
    In mine, they're extinct. I couldn't find a role that humans or dwarves didn't already fill. Unfortunate implications in that the humans just got done with a genocidal war...
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    Quote Originally Posted by DracoDei View Post
    I would change "Able to initiate two Stone Dragon maneuvers of Second level, and one Iron Heart maneuver of Second level"
    to
    "Able to initiate two Stone Dragon maneuvers each of Second level or higher, and one Iron Heart maneuver of Second level or higher"

    Haven't looked at most of the class.
    Is there any reason for this change? But I digress, a minor change in wording isn't a problem, I can change it.
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    Quote Originally Posted by Lix Lorn View Post
    NOTHING is simple. NO EXCEPTIONS. No, not even that.

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    The change let's it be taken after, you know, 3rd level. When people stop carrying 2nd level stuff.

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    Quote Originally Posted by NineThePuma View Post
    The change let's it be taken after, you know, 3rd level. When people stop carrying 2nd level stuff.
    Or more importantly to KEEP it after people stop caring about 2nd level stuff. Which happens to be at least character level 5 since that is when you start getting the level 3 stuff.
    Last edited by DracoDei; 2011-05-30 at 12:04 AM.
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    Quote Originally Posted by unosarta View Post
    Steelform Earthcaster
    Very cool. I'm afraid I don't have the tome of battle myself, and so am unable to comment on the balance, but you seem to have put a reasonable amount of work into it and some of the abilities just reek of awesome.

    Gnomish Architect
    Prerequisites: Gnome, Cha 15, Knowledge (architecture and engineering) 8, Able to cast Summon Nature's Ally II or Animal Messenger or any other spell second level or above which lets you control animals
    Benefit: You can control burrowing animals around you to help you to create tunnels in the earth, usually for use in an underground Gnomish settlement. For every level of spell slots you expend (0-level spells count as 1/2 a level), you can create 50 cube feet. It takes one hour for the animals to create 25 cube feet tunnel. The tunnels can only be in earth. Tunnels created in certain conditions may collapse, and can be used to weaken the foundations of buildings.

    I just whipped this up and made it up as I went along. What do you think? It's quite powerful but has limited use, so I'm not sure about the balance.

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

    Excellent gnome scribe avatar to match my username by licoot.

  16. - Top - End - #46
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    Default Re: Gnome Fan Club

    Quote Originally Posted by NineThePuma View Post
    The change let's it be taken after, you know, 3rd level. When people stop carrying 2nd level stuff.
    Quote Originally Posted by DracoDei View Post
    Or more importantly to KEEP it after people stop caring about 2nd level stuff. Which happens to be at least character level 5 since that is when you start getting the level 3 stuff.
    Oh, okay, I guess that makes sense.
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    Only the most douchebaggy DM ever would likely take away a class simply because of a wording mistake, but better to not cause that issue, eh? =3

  18. - Top - End - #48
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    Default Re: Gnome Fan Club

    Quote Originally Posted by TheLonelyScribe View Post
    Gnomish Architect
    Prerequisites: Gnome, Cha 15, Knowledge (architecture and engineering) 8, Able to cast Summon Nature's Ally II or Animal Messenger or any other spell second level or above which lets you control animals
    Benefit: You can control burrowing animals around you to help you to create tunnels in the earth, usually for use in an underground Gnomish settlement. For every level of spell slots you expend (0-level spells count as 1/2 a level), you can create 50 cube feet. It takes one hour for the animals to create 25 cube feet tunnel. The tunnels can only be in earth. Tunnels created in certain conditions may collapse, and can be used to weaken the foundations of buildings.

    I just whipped this up and made it up as I went along. What do you think? It's quite powerful but has limited use, so I'm not sure about the balance.
    Eh, I like it. I wouldn't have animal messenger as a prerequisite, though.
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  19. - Top - End - #49
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    Default Re: Gnome Fan Club

    Quote Originally Posted by NineThePuma View Post
    Only the most douchebaggy DM ever would likely take away a class simply because of a wording mistake, but better to not cause that issue, eh? =3
    Good point.

    Quote Originally Posted by Solaris View Post
    Eh, I like it. I wouldn't have animal messenger as a prerequisite, though.
    Animal Messenger isn't really a prerequisite. It is a possible prerequisite, but there is also Summon Nature's Ally, or any spell that controls an animal.
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    Song of the Gnome
    Prerequisites: Gnome, Bardic music class feature, Perform 9 ranks
    Benefit: If you sing or otherwise perform as part of the casting of an illusion spell, the duration of the spell is doubled (as if the Extend Spell feat had been applied to it, but without increasing the spell's effective level), and your caster level for that spell is treated as one higher. Spells with an instantaneous duration are not affected. If you perform while making a Craft (alchemy) check, you get a +4 racial bonus to your Craft check.
    Special: Using this ability counts as one of your daily uses of bardic music

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

    Excellent gnome scribe avatar to match my username by licoot.

  21. - Top - End - #51
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    Quote Originally Posted by TheLonelyScribe View Post
    Song of the Gnome
    Prerequisites: Gnome, Bardic music class feature, Perform 9 ranks
    Benefit: If you sing or otherwise perform as part of the casting of an illusion spell, the duration of the spell is doubled (as if the Extend Spell feat had been applied to it, but without increasing the spell's effective level), and your caster level for that spell is treated as one higher. Spells with an instantaneous duration are not affected. If you perform while making a Craft (alchemy) check, you get a +4 racial bonus to your Craft check.
    Special: Using this ability counts as one of your daily uses of bardic music
    Does using the Song of the Gnome feat increase the casting time of the illusion spell (As applying metamagic normally does) or in any other way consume an action?

  22. - Top - End - #52
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    Well, I was basing it off a feat from the Eberron book, but it doesn't say there, so I would guess yes, as it specifies that it doesn't increase the level but doesn't specify any other differences from Extend Spell.

    Other stuff: Does this dress make me look like a DRAGON? Rules for Glamerweaving

    Excellent gnome scribe avatar to match my username by licoot.

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    Great stuff. I would add stuf, but i kinda am grokunded, so hmmmm...

    SOON

  24. - Top - End - #54
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    Default Re: Gnome Fan Club

    Sound Bubble
    Evocation
    Level: Sor/Wiz 0
    Components: S, M
    Casting time: 1 standard action
    Range: Personal
    Area: 5 feet radius emanation centered on the caster
    Duration: 1 round (the next round after the spell has been cast)
    Saving Throw: none
    Spell Resistance: Yes(Harmless)

    Upon casting this spell an invisible 5 feet radius spherical force surrounds the caster. During the next round, all words spoken by the caster cannot be heard beyond the spell’s area of effect.
    Precisely, all sound deriving from the caster’s vocal cords is contained within the volume of the sphere, no matter how loud the caster speaks, yells or screams.
    Any other sound made by the caster or another person/object within the sphere cannot be blocked and is normally heard beyond the spell’s range.
    Thus, if the caster chooses to cast a spell with a verbal component, the spell takes effect normally since the correct words are spoken loud and clear within the sphere’s volume,
    only that the sound of his voice does not travel further than 5 feet since it is clogged by the invisible sphere.
    This spell does not overcome the effects of silence, nor does it allow the caster to speak in an environment or under any circumstances
    that would normally deprive him of speech (e.g. underwater, polymorphed etc.). It simply contains the caster’s voice within the spell’s area of effect.
    Material Component: A pinch of compressed wool.

    Lore:This spell was created by the great gnome jokester Fallalimalous Fillelsterm for a simple use:To prevent others from ease dropping and hearing and stealing his jokes. By the use of this spell, Fallalimalous could tell the same joke to a group of dozens of people and other use tricks.

  25. - Top - End - #55
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    BlueWizardGirl

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    Default Re: Gnome Fan Club

    Gnome Nose (Racial Feat)
    Your nose is as sensitive then normal.
    Prerequisite: Gnome, Con 14+
    Benefit: The gnome gains a limited version of the scent ability. He can detect opponents by sense of smell, within 30 feet. If the opponent is upwind, the range is 60 feet or 15 feet if downwind. He detects strong scents such as smoke or putrefaction at twice the ranges noted above and overpowering scents, such as skunk musk or troglodyte stench, at three times these ranges. As a standard action, he detects another creature’s presence but not its specific location, only its direction. If he moves within five feet of the scent’s source, he can pinpoint that source. He cannot track another creature by scent, but he can identify individual smells with a Wisdom check (DC 15).
    Special:This feat may only be taken at first level.

  26. - Top - End - #56
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    RedWizardGuy

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    Default Re: Gnome Fan Club

    False Glamer
    illusion(Glamer
    Level: Brd 0, Sor/Wiz 0
    Components: V, S, M
    Casting time: 1 standard action
    Range: Touch
    Effect: Visual figment that is attached to a creature or object smaller than a 10-ft. cube.
    Duration: 1 round/level (D)
    Saving Throw: Will disbelief (if interacted with)
    Spell Resistance: no

    This simple illusion will cause a solid object or creature to flicker and blur faintly, as if it were a flawed image. Failed attempts to disbelieve the illusion will appear to succeed, giving the object or creature the false appearance of a translucent outline.

    Material Component: A handful of desert sand.

  27. - Top - End - #57
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    Quote Originally Posted by bloodtide View Post
    False Glamer
    illusion(Glamer
    Level: Brd 0, Sor/Wiz 0
    Components: V, S, M
    Casting time: 1 standard action
    Range: Touch
    Effect: Visual figment that is attached to a creature or object smaller than a 10-ft. cube.
    Duration: 1 round/level (D)
    Saving Throw: Will disbelief (if interacted with)
    Spell Resistance: no

    This simple illusion will cause a solid object or creature to flicker and blur faintly, as if it were a flawed image. Failed attempts to disbelieve the illusion will appear to succeed, giving the object or creature the false appearance of a translucent outline.

    Material Component: A handful of desert sand.
    Not the first time I have seen such a spell.... but since the only other time was for SECOND edition, I think this is very good to have around.
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  28. - Top - End - #58
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    Default Re: Gnome Fan Club

    Quote Originally Posted by DracoDei View Post
    Not the first time I have seen such a spell.... but since the only other time was for SECOND edition, I think this is very good to have around.
    This fits great for a gnome spell. First as they are know illusionists they would have a use for this, after all everyone knows they are illusionists and this spell uses that against foes. If gnomes are around, most people will likely think that 'everything' is an illusion.

    Even better though, it's a great 'joke' spell.

  29. - Top - End - #59
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    DruidGuy

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    Quote Originally Posted by Serpentine View Post
    Gnomes are to Dwarves what Leonardo da Vinci is to Henry Ford.

    This is probably the most accurate statement made about the difference between Dwarven ingenuity and Gnomish ingenuity. Bravo Serpentine, bravo.

  30. - Top - End - #60
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    GNOMES!!!!!!!!!!! I like them. I am now making a gnome character.

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