Author Topic: The Savage Gnome - a Gnomish Variant  (Read 171 times)

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Offline Johan

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The Savage Gnome - a Gnomish Variant
« on: July 28, 2005, 03:52:32 PM »
Maccabeus comes from a race that we've (Wildfire and I) dubbed the "Savage Gnome".

Philosophy:
The savage gnome is one that belongs in the wilderness, surviving through craftiness and knowledge of the land. Maccabeus's people are specificaly wed to forrested areas.

In the world to which Threshold belongs, as you likely are aware, arcane magic is rare. Because of this, some of the traditional Gnome racial benefits did not make sense. Specifically, a gnome's ability to cast "Dancing Lights" or "Prestidigitation" once per day.

These two elements, sewn together, led us to substitute the three "once-per-day" 0-level arcane spells for three "once-per-day" 0- level druid spells.

Specific Differences:
Although this variant is very much similar to the traditional gnome, the race has a few variations on that well-grown parent:

The traditional gnome has a racial benefit where it is granted a +2 to saves versus Illusions.

For the savage gnome, this is modified to a +2 racial bonus on saves versus Elemental-based magic (burning hands, lightning bolt...)

The TG gets +1 on thier DC to Illusions cast.
The SG gets +1 DC to Nature-based Domain spells cast.
This, I think, is a nice balance; for the TG, it assumes that you're going to be able to cast arcane spells, and for the SG it assumes that you're going to be able to cast divine ones, although it would apply only to domain spells (which, I think makes a lot of sense).

TG: Weapon Familiarity - Gnome Hooked Hammer
SG: Two-weapon Fighting

TG: +1 Attack vs Kobolds & Goblinoids
SG: +1 Attack vs Orcs & Giantkin (They are far more prevalent in the world where Maccabeus lives; the specific beast could be changed to suit any campaign)

TG: +2 Craft (Alchemy)
SG: +2 to Handle Animal

Spell-Like Abilities

TG: Speak w/ Animals 1/day (Burrowing)
SG: Speak w/ Animals 1/day (Canine)

My personal thinking on this, which I hadn't yet shared with Wildfire, is that you might be able to choose what type of creature you could talk to 1/day: Canine, Feline, Burrowing, Fish, Ovine, Equine...

TG: Dancing Lights 1/day
SG: 0-lvl Druid Spell 1/day (Once chosen, can never change)

TG: Ghost Sound 1/day
SG: 0-lvl Druid Spell 1/day (Once chosen, can never change)

TG: Prestidigitation 1/day
SG: 0-lvl Druid Spell 1/day (Once chosen, can never change)

In all other aspects, the savage gnome is just like the traditional gnome.

One of the things that I really like about this race is its flexibility. Given, for instance that you can decide before playing what the Druid 0-lvl spell might be, every character can be a little different than the next. Personally, were you to create a gnome character for one of my games, I would allow the Savage Gnome to be used as a race.

I would further submit that if you prefer the traditional gnome, you would be able to choose the 0-lvl arcane spells instead of taking the specified defauls in the PHB. You could also decide what type of animal you want to speak to 1/day.
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Offline Wildfire

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The Savage Gnome - a Gnomish Variant
« Reply #1 on: July 28, 2005, 05:58:52 PM »
Johan wrote:
Quote
I would further submit that if you prefer the traditional gnome, you would be able to choose the 0-lvl arcane spells instead of taking the specified defauls in the PHB. You could also decide what type of animal you want to speak to 1/day.


These variations that Johan detailed here can be considered a "house rule".
Wildfire

One should never underestimate the stimulation of eccentricity