D&D 3e (3.0/3.5) Rules
When the gods left Ansalon, Reorx lifted his curse from a small portion of the gnomish population. These gnomes are finally able to realize their race's dream of becoming masterful inventors. However, unlike tinker gnomes, thinker gnomes care not for large, complex, and zany inventions, preferring instead to spend their time refining smaller, more simplistic machines such as grandfather clocks, printing presses, and other such inventions.
Personality: Though caught up in their inventions, thinker gnomes are more down-to-earth than their tinkering cousins, realizing the plausability and safety issues behind the tremendous machines that tinkers are so famous for. However, the competence of this newer race of gnomes doesn't come without its price. They are a slow, methodical people that take their time to check what they did, then recheck it, then make sure the checked the recheck thoroughly, then check it once more to be safe.
Relations: Similar to afflicted kender, thinker gnomes have a higher regard than their cousin gnomes. Many people find the inventions of these diminutive humanoids to be quite useful, especially the spring-loaded contraptions that deal with locks and unlocking. As such, many rogues often find a thinker gnome to purchase inventions off of.
Gnomish Lands: Thinker gnomes are not based in Mount Nevermind like their tinker cousins. These gnomes are spread all throughout Ansalon, getting odd jobs where they may, and making a living off of whatever inventions they might happen to sell.
Names: Thinker gnomes who used to be tinker gnomes retain their overly long and complex names from before. However, born thinker gnomes are not given such long honorifics, instead often each is named after something dealing with inventions in some way or another. As such, like tinker gnomes there are no common names amongst thinkers.
Adventurers: Thinker gnomes don't often have a desire to go out into the world and explore about, being content to stay at home and invent. However, sometimes these types of gnomes will in fact pack up, and head where the road takes them, desiring to see the inventions of other gnomes, or find materials or parts that might help them in their inventions.
Racial Birth: 0 SC.
Thinker Gnome Racial Traits
+2 Intelligence, +2 Dexterity, -2 Strength, -2 Charisma. Gnomes are brilliant creatures that masterfully and carefully are able to manipulate machines. However, their slow methodical nature when inventing and doing other things can be frustrating to those around them as these gnomes attempt to get everything just right. Similar to tinker gnomes, thinkers live a rather sedentary lifestyle.
+4 racial bonus to Craft and Knowledge checks involving small and simple inventions inventions, instead of the bonus to creating large and complicated machinery that their tinker cousins make. However, any work to such machines takes twice as long as it normally would.
+1 racial bonus to Willpower Saving throws. Thinker gnomes are not used to the exploding inventions like their cousins gnomes, however their persistence and dilligence in their work shines through, allowing their mind to more fiercely resist being targeted.
Favored Class: Rogue. A gnome's rogue class does not count when determining whether he suffers an XP penalty to multiclassing. Thinker gnomes find their inventions to be useful when involved in roguish actions, however if they do use such inventions to steal, it's most often only temporary in order to help them fund their projects.
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