Gnomes
a) History:
No deviation from standard D&D description. However, there are some organizational differences that describe how gnomes interact in this world. Gnomes live within 2 major civilizations. They either live within the Realmsmen capital city of Ironforge, or in their own capital city, gnomeregon.
B) Role Playing:
Gnomes are the most technologically advanced civilization of the realm. There are fantastic automations within gnomeregon that seem almost magical in nature. These technological wonders are a closely guarded secret by all tinkering technology gnomes. they also get along with all federation races, especially with Realmsmen and humans. however, they sometimes like to play harmless pranks on Realmsmen and humans.
C) Racial features: (These are in addition to standard racial features).
1) All Gnomes are naturally curious at heart, and study engineering from an early age. as such, all
gnomes get the engineering proficiency as a free nonweapon proficiency slot.
2) all gnomes are very attuned to the magical ley lines of the world. As such, all gnomes get the
spellcraft proficency as a free slot.
3) Due to their small size, gnomes are typically harder to hit. Gnomes are also well versed in
anticipating enemy moves and counter moves. As such, They have a natural armor class of 6.
4) all gnomes are naturally attuned to magic, they get a permanent +1 to saving throws vs spells.
5) Study their ways: Gnomes are well versed at calculating odds and finding enemy weaknesses
by studying their ways. As such, gnomes have a plus 1 to strike and damage against enemies
they've fight at least once before during their current level. This bonus becomes +2 if they've
fought the same enemy type at least once before at a previous level. this bonus becomes +3, if
the gnome has fought the enemy type at least once during each of their last 5 levels.
6) Gnomish Tinkering: Gnomish characters are granted a 2% additional armor penetration when
using a single specific spell, or a single specific weapon type. The character can choose a spell
or a weapon, not both. For weapons, the character must be at least specialized with it. For
spells, the spell must come from a school in which the character has major access.
D) Restrictions:
1) gnomes have no reverence towards the light or the void. they believe that technology and
academic pursuits are the pathway forward to the future, as opposed to gods. As such, they
rely on allies for spiritual guidance. gnomes get healing abilities from technology.
2) Alignment: Can be anything that is not Lawful. (NG, TN, NE, CG, CN, CE)
3) Allowable classes: warrior, Monk, bard, Thief, mage, warlock. (6 total)
4) Gnomes cannot begin play with exceptional strength.
E) Other:
1) Language: Realmspeak
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: Standard Gnome height.
4) Coloration and distinguishing marks: standard Gnome coloration.
5) Racial Specific: No deviation from standard D&D description.
No deviation from standard D&D description. However, there are some organizational differences that describe how gnomes interact in this world. Gnomes live within 2 major civilizations. They either live within the Realmsmen capital city of Ironforge, or in their own capital city, gnomeregon.
B) Role Playing:
Gnomes are the most technologically advanced civilization of the realm. There are fantastic automations within gnomeregon that seem almost magical in nature. These technological wonders are a closely guarded secret by all tinkering technology gnomes. they also get along with all federation races, especially with Realmsmen and humans. however, they sometimes like to play harmless pranks on Realmsmen and humans.
C) Racial features: (These are in addition to standard racial features).
1) All Gnomes are naturally curious at heart, and study engineering from an early age. as such, all
gnomes get the engineering proficiency as a free nonweapon proficiency slot.
2) all gnomes are very attuned to the magical ley lines of the world. As such, all gnomes get the
spellcraft proficency as a free slot.
3) Due to their small size, gnomes are typically harder to hit. Gnomes are also well versed in
anticipating enemy moves and counter moves. As such, They have a natural armor class of 6.
4) all gnomes are naturally attuned to magic, they get a permanent +1 to saving throws vs spells.
5) Study their ways: Gnomes are well versed at calculating odds and finding enemy weaknesses
by studying their ways. As such, gnomes have a plus 1 to strike and damage against enemies
they've fight at least once before during their current level. This bonus becomes +2 if they've
fought the same enemy type at least once before at a previous level. this bonus becomes +3, if
the gnome has fought the enemy type at least once during each of their last 5 levels.
6) Gnomish Tinkering: Gnomish characters are granted a 2% additional armor penetration when
using a single specific spell, or a single specific weapon type. The character can choose a spell
or a weapon, not both. For weapons, the character must be at least specialized with it. For
spells, the spell must come from a school in which the character has major access.
D) Restrictions:
1) gnomes have no reverence towards the light or the void. they believe that technology and
academic pursuits are the pathway forward to the future, as opposed to gods. As such, they
rely on allies for spiritual guidance. gnomes get healing abilities from technology.
2) Alignment: Can be anything that is not Lawful. (NG, TN, NE, CG, CN, CE)
3) Allowable classes: warrior, Monk, bard, Thief, mage, warlock. (6 total)
4) Gnomes cannot begin play with exceptional strength.
E) Other:
1) Language: Realmspeak
2) Life span: due to the death of yggdrassil - the world tree, standard human years.
3) Height: Standard Gnome height.
4) Coloration and distinguishing marks: standard Gnome coloration.
5) Racial Specific: No deviation from standard D&D description.