Wild gnome
From Vanathul Wiki
For those wanting to play a more traditional gnome. The wild gnome is a mostly unaltered basic gnome. The Hatred and Defensive training racial traits have been pre-substituted for a set of more suitable choices, though if other trait replacements are needed, this change can be reverted.
Similar to the Urban gnome in appearance, but much more diverse in their talents and interests.
They are more connected with their fey origin, and express a stronger talent for magic than that of their urban siblings.
Origin
Created by an archfey of the Lords and Ladies during the first dark age for some reason unknown to even the gnomes themselves.
Description
Physical description
Society
Lives rurally. Mainly in the forests and plains along the coast in Hartminster from Milldon to Burwellshire
The gnome purists have a closer tie to nature and their fey heritage. They do not see the fey as negatively as most of human society, and are known to consort with lesser fey from time to time.
Relations
Humanity
Friendly enough. Humans are large, live short lives, so wild gnomes often pity them, but still admire their drive.
Urban gnomes
Friendly as long as conversation can be held away from the fey. They often avoid overt use of innate fey magic, as this can be a reminder of the foundational disagreements on the topic between the two subspecies.
The Fey
To a large degree wild gnomes revere the fey and their connection with nature. They embrace the gift of magic that lies in their lineage, and most of them can perform various magical tricks because of this.
Racial Traits
- Ability Score Modifiers: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
- Type: Gnomes are Humanoid creatures with the gnome subtype.
- Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
- Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from other languages. See the languages page for more information.
- Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
- Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
- Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
- Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
- Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
- Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Pick one
- Bond to the Land: Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed.
- Dirty Trickster: All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trick combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty Trick, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces keen senses.
- Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
- Fairy Catcher: Some gnomes are especially sensitive to the presence of fey and receive a +2 racial bonus on Perception, Sense Motive, and Survival checks against fey, a +2 racial bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of fey (this bonus stacks with the bonus granted by illusion resistance), and a +2 bonus on caster level checks to overcome the spell resistance of fey. The racial trait replaces keen senses.
- Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
- Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.
- Shadow Foe: Gnomes with this trait receive a +1 bonus on attack rolls and to their AC against humanoids of the dark folk and wayang subtypes, and outsiders native to the Shadow Plane.
- Stalker: Some gnomes become obsessed with specific individuals. Once per day, such a gnome can observe a creature for 10 minutes. After that, she gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature. She also gains a +1 bonus on weapon attack and damage rolls against that creature. These bonuses last for 1 day. This racial trait replaces obsessive.
- Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training.