The Dragonlance Nexus

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Gnomes

D&D 3e (3.0/3.5) Rules

by Jeremy Forbing


Like many other races of Krynn, gnomes are divided into subraces. One of these, the so-called gnomoi or "mad gnomes," is identical to the traditional gnome (rock gnome) described in the Monster Manual and the Player's Handbook. They are known for their clear logic and common sense. On Ansalon, these gnomes are a minority, but they are known to rule sizable portions of Taladas and other lands.

The other race of gnomes, however, is called the minoi, or tinker gnomes, and are known for their convoluted logic and lack of common sense. They are much more obsessed with technology than other races, even their fellow gnomes, following "Life-Quests" centered around a new discovery or innovation. Popular belief states that they were once regular gnomes, but were cursed by the god Reorx for excessive pride in their ability to create. Since that time, no tinker gnome has created a device that functioned properly. Even the more successful of their inventions have excessive flaws and drawbacks.

Particularly unfortunate are those "mad gnomes" raised in tinker gnome society. Occasionally, a gnome free of the curse is born to tinker gnome parents. In a culture centered around constantly retesting and rebuilding everything they create, a gnome whose inventions actually work finds himself an outcast and a freak. Some push themselves to the limit, pursuing projects so dangerous or impossible that they are forced to spend as much time experimenting as the others do. Many tackle tasks they believe to be impossible only to find success and get themselves in trouble (such as the mad gnome who built a device that traveled through time and space and found himself in the Abyss). Others are unable to handle life as logical beings in a logic-free society, and experience mental breakdowns or outright insanity (hence the name "mad gnomes").

Tinker gnomes avoid magic, considering it too unscientific, and the curse (or the Graygem of Gargath, no gnome is sure, although there are many theories . . .) seems to have removed their propensity for illusion. In gnomoi dominated societies, such as the gnome kingdoms of Taladas, minoi often form the bulk of the armies.

Game Rules: While gnomoi/mad gnomes function precisely as described in the Player's Handbook, tinker gnomes (or minoi) are quite different. Tinker gnomes receive the normal -2 to Strength and +2 to Constitution all gnomes receive, but also a +2 to Intelligence and -2 to Wisdom. Their favored class is not illusionist. Whether they are PCs or NPCs, all tinker gnomes have as their favored class the Expert class described in NPC classes section of the Dungeon Master's Guide. At the DM's option, those minoi raised in a gnomoi dominated society may take fighter as their favored class instead, but this must be decided during character creation.

Fifth Age Note: It is rumored that the god Reorx rescinded the curse on the tinker gnomes before he was forced to leave Krynn, changing them into the so-called "thinker gnomes." At the DM's option, all Fifth Age gnomes can be considered gnomoi, and identical to Player's Handbook gnomes in all respects. Whether the former minoi retain their preferred class of expert is also optional.

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