The Dragonlance Nexus

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Gnomish Weapons

D&D 3e (3.0/3.5) Rules

by André La Roche


Gnomes have few truly unique weapons for their own race. After all, invented weapons are only good for one thing—fighting, while there are so many inventions out there waiting to be discovered that are good for so many other uses. As such, gnomish weapons aren't exactly plentiful, nor are they elaborate. Thus, with the exception of the altered gnomish pick, the gnomish grenades below are considered simple weapons instead of exotic ones.

When attacked, gnomes defend with whatever is handy: screwdrivers, hammers, frying pans, stools, flaming parchment, inventions, and so forth. When prepared, they use light crossbows, slings, short bows, darts, and throwing axes at a distance. In melee, they wield footman's maces, short swords, warhammers, and gnome picks.

Gnomes use the gnome pick as per specified in the Player's Handbook, however Ansalonian gnomes often modify their picks in strange and unusual ways. The following is a list of such oddities and how they augment the pick: hot coal chambers (burn off the wooden haft in 2d6 rounds), whirling chains (spin gnome around and create involuntarily attack on all in a 2' radius at -2 to hit), and spring-loaded pincers (do double damage but disarm the gnome).

Gnomish Grenades: These 6-inch hollow pottery balls carry ingredients that explode when the ball is cracked. Due to their lightweight, grenades may be thrown at a 20 foot range increment. If a gnome grenade is thrown against a hard surface, it must make a Fort. Save (DC 20) to avoid being exploding. Gnomish Grenades may be filled with various ingredients. What follows is a list of the most common ingredients in gnomish grenades.

Fire (Dmg 1d6; Area 1 ft. radius) Burns 2 rounds for 1d6 points damage. Upon exploding, unattended items are ignited. Those on a person must make a Fortitude saving throw (DC 15) or suffer a similar fate.
Flash (Dmg 0; Area 5 ft. radius) All within the area of effect must succeed a Reflex saving throw (DC 15) or be blinded for 1d4 rounds.
Gas (Dmg 1d4; Area 3 ft. radius) All within the area of effect must succeed a Reflex saving throw (DC 15) or be knocked unconscious for 1d4 rounds.
Pepper (Dmg 1; Area 3 ft. radius) All within the area of effect must succeed a Reflex saving throw (DC 15) or be incapacitated sneezing for 1d6 rounds.
Smoke (Dmg 0; Area 10 ft. radius) This type of gnomish grenade provides total concealment for anyone inside the cloud, or on a side opposite of viewer. (See the Player's Handbook for rules on Concealment).
Thunder (Dmg 1d4; Area 5 ft. radius) All within the area of effect must succeed at a Fortitude saving throw (DC 15) or become stunned for 1d4 rounds.

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