Shadow Gnome (Pathfinder Race)

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Unseelie Gnomes[edit]

Unseelie Gnomes, also known as Shadow Gnomes by the common people. This race is a subrace of gnomes. Simliar to the Dread Gnomes, Gear Gnomes, Lava Gnomes & Traveler Gnomes. This subrace of Gnomes, have a deeper connection to the fey landscape, specifically the Unseelie court.

Physical Description[edit]

As with all gnomes, hair colour, skin colour & facial features is as versatile as the colours of the rainbow. Though Unseelie Gnomes typically have some kind of sign signifying their mark of the feywild. It could be mushrooms growing somewhere on their body, unblinking eyes, flower sprouting in their tracks. As with gnomes coloring, this mark has little regard for heredity.

Society[edit]

Unlike most races, gnomes do not generally organize themselves within classic societal structures. Gnome cities are unusual and gnome kingdoms almost unknown. Further, gnomes have no particular tendency to gather in specific neighborhoods even when a large number of them live among other races. While specific laws meant to contain the potential impact of gnomes on a society may require a “gnome quarter,” and societal pressure sometimes causes all non-gnomes to move away from areas with high gnome populations, left to their own devices, gnomes tend to spread evenly throughout communities that allow them.

However, even when gnomes are common within a community as a group, individual gnomes tend to be always on the move. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. If a gnome does settle in an area or stay with a group for a longer period, it is almost always the result of some benefit that area gives to a vocation or obsession to which the gnome had dedicated himself.

Relations[edit]

Gnomes have difficulty interacting with the other races, on both emotional and physical levels. In many ways the very fact other races see gnomes as odd is itself the thing gnomes find most odd about other races, and this leads to a strong lack of common ground upon which understanding and relationships can be built. When two gnomes encounter one another, they generally assume some mutually beneficial arrangement can be reached, no matter how different their beliefs and traditions may be. Even if this turns out not to be the case, the gnomes continue to look for commonalities in their dealings with each other. The inability or unwillingness of members of other races to make the same effort when dealing with gnomes is both frustrating and confusing to most gnomes. This is even more true for Unseelie Gnomes, who share an innate connection to all other Unseelie Gnomes, as well as any creature from the feywild.

Alignment and Religion[edit]

Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. What may seem a malicious act to a non-gnome is more likely an effort to introduce new acquaintances to new experiences, however unpleasant the experiences may be. Gnomes are prone to powerful fits of emotion, and find themselves most at peace within the natural world. They are usually neutral good, and prefer to worship deities who value individuality and nature.

Racial Traits[edit]

  • "+2 Intelligence, +2 Constitution, −2 Strength.":
  • Humanoid (Gnome)
  • Small: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
  • Unseelie Gnomes have a base speed of 30 feet
  • Misfortune (9 RP): Through their deeper connection to the feywild, they can tap into that power to make their surrounding a tiny bit more mutable for just a moment. As an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day. This works an amount of times per day equals to your level plus charisma, intelligence or wisdom modifier (chosen at first level).

This ability replaces Defensive Training, Illusion Resistance, Keen Senses, Obsessive, Hatred & Weapon Familiarity

  • Gnome blood: You count as a gnome for all puropses relating to race.
  • Faerie Dragon Magic (1 RP): Some Unseelie gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. * Automatic Languages: Common, Gnome

Favored Class Options[edit]

Favored Class Options[edit]

  • Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
  • Arcanist: Increase total number of points in the arcanist’s arcane reservoir by 1.
  • Barbarian: Add 1 to the barbarian's total number of rage rounds per day.
  • Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
  • Bloodrager: Add 1/4 to the bloodrager’s effective class level when determining the power of her bloodrager bloodline powers.
  • Brawler: Increase the number of times per day the brawler can use martial flexibility by 1/4.
  • Cavalier: Add +1 to the cavalier’s mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.
  • Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power.
  • Druid: The druid’s animal companion gains 1/4 point of DR/cold iron (maximum DR 5/cold iron). If the druid replaces her companion, the new companion gains this DR.
  • Fighter: Add +1 to the fighter’s CMD when resisting a dirty trick or steal attempt.
  • Hunter: Add DR 1/magic to the hunter’s animal companion. Each time the hunter gains another level, the DR increases by 1/2 (maximum DR 10/magic). If the hunter replaces her animal companion, the new companion gains this damage reduction.
  • Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells.
  • Investigator: Add one extract formula from the investigator’s list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
  • Kineticist: Gain a +1/2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive skill checks against creatures with the elemental subtype matching the kineticist’s primary element.
  • Magus: Add 1/2 of an illusion spell from the sorcerer/wizard spell list that isn’t on the magus spell list to the magus’s spellbook. The magus treats this spell as if it were on the magus spell list at the same level as on the sorcerer/wizard list. This spell must be at least 1 level below the highest spell level the magus can cast.
  • Monk: Add +1 to the monk’s Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
  • Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
  • Psychic: Increase the total number of points in the psychic’s phrenic pool by 1/3 point.
  • Ranger: Add DR 1/magic to the ranger’s animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
  • Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
  • Rogue: Add 1/4 to the Perception and Disable Device DCs of traps the rogue creates. Source PZO1135
  • Shaman: The shaman gains 1/6 of a new shaman hex.
  • Skald: Add a +1 bonus on concentration checks when casting skald spells.
  • Slayer: The slayer gains 1/6 of a new slayer talent.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
  • Spiritualist: Add 1/6 to the shield bonus granted to the spiritualist while under the effects of either spiritual interference or greater spiritual interference.
  • Summoner: Add +1 hit point to the summoner’s eidolon.
  • Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
  • Vigilante: Gain +1/2 on Bluff checks when attempting to tell a lie that would be true from the point of view of the vigilante’s current identity.
  • Warpriest: Add 1/2 to the result of the warpriest’s channeled energy when healing creatures of the animal, fey, and plant types.
  • Witch: The witch gains 1/6 of a new witch hex.
  • Wizard: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood 40 Simple1 Moderate2 Complex3
40 years +4d6 --> +6d6 --> +9d6 -->
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
100 years 350 years 500 years 500+5d100 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3 ft. 0 in. 2d4 in. (3 ft. 2 in. – 3 ft. 8 in.) 35 lbs. +2d4 lbs (37 – 43 lbs.)
Female 2 ft. 10 in. +2d4 in. (3 ft. 0 in. – 3 ft. 6 in.) 30 lbs. +2d4 lbs (32 – 38 lbs.)

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