Wild Gnomes

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Wild Gnomes are not so different from their Hakani cousins in many ways. If anything, they are even more zealously freedom loving, eshewing the comforts of urbanity to make their living among the hard wastes. Though they live in Gildenhome, most would consider their home simply to be "The Scar." They speak Gnomish, although a unique dialect, and maintain Gnomish traditions and customs, adapted for wilderness life. They wander in small, semi-nomadic bands of - at most - a dozen families. Hakani Gnomes look at their wild cousins with a mixture of bemusement and confusion. Gnomish cultural solidarity pretty much keeps Hakani Gnomes from outright disdaining the Grathel'feggn, but they certainly do not understand why they insist on fighting out a meager existence in the wastes when the restored homeland is always open to them.

Leaders of many of the larger bands of the Grathel'feggn are officially granted several representatives Paggebedalon, the Gnomish parlement, but only in time of great crisis to they make the trip. Their votes are held and used "in trust" by the Speaker for the Gnomes, one of the several "in trust blocs" that wield great authority in the Paggebedalon.

As Wild Gnomes have lived within the brutal Scarlands for many thousands of years, their culture and physiology differs enormously from their more refined cousins. Which group is closer to the Gnomes of Old Hakan is a subject of intense and sometimes pugilistic debate among Gnomish sages.


Game Information

Wild Gnomes are not tinkers or people of the city. The Scarlands are a brutal and unforgiving expanse, filled with hostile creatures and servitors, and the Wild Gnomes have adapted to their adopted homeland. These are not badger chatting forest dwellers, or mound living illusionists, either, but they share some of the wilderness characteristics of PHB Gnomes.

Wild Gnome characters should refer to the following during creation:

+2 Con, -2 Str: Wild Gnomes are physically small, and thus weaker on average than other humanoids. However, their harsh homeland has made the Wild Gnomes into a hearty and resilient race. While not as bright as their cousins, Wild Gnomes are still very clever, and enjoy vivid stories and riddle games, and maintain expansive oral histories.

Small: As small size creatures, gnomes get +1 to AC, +1 to attack rolls, and +4 to hide check (all "size" bonuses). They must also, however, use smaller and less damaging weapons, as well as having 75% the carrying capacity of a medium size creature. This operates as stated in the PHB/SRD.

A Wild Gnomes base speed is 20 feet.

Low-Light Vision.

Weapon Familiarity: Almost every gnome undergoes training with the Gnomish hook hammer, and so it is treated as a Martial Weapon rather than an Exotic weapon. This operates as stated in the PHB.

+2 saving throw vs. Illusion: Gnomes are often both cynical and perceptive, and are much more likely to see through illusions.

+2 racial bonus on Hide checks, which improves to +4 in the wilderness.

+1 racial bonus on attack rolls versus kobolds and goblinoids. Wild Gnomes have not regularly encountered humans in dozens of generations, at least, and long tradition of animosity with them has been largely replaced by the day-to-day struggle with servitors.

+4 Dodge AC bonus against "Giant" type monsters. This operates as stated in the PHB/SRD.

+2 racial bonus on Listen checks. This operates as stated in the PHB/SRD.

Wild Gnomes are keen and crafty survivalists. The receive a +2 racial bonus to Survival checks.

Spell Like Abilities: Pass without Trace (Su): A wild gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels. Part of the Wild Gnomes survival strategy is stealth and ambush, and are experts at covering their trails and throwing off pursuit from their larger, faster enemies.

Gnomes may not learn the language of woodland creatures.

Favored Class: Ranger.