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==PC Tinker Gnomes== Minoi PCs have been availible in literally every single edition of [[Dungeons & Dragons]] from 1st until 4th. They haven't reappeared in 5th, but since the common Rock Gnome of 5e has absorbed more tinkery aspects to its fluff (building upon lore from AD&D that Krynnish tinker gnomes may be more of a specialist culture of rock gnomes than a true subrace), there's a good chance that they won't. ===Advanced Dungeons & Dragons=== Tinker Gnomes appeared in ''Dragonlance Adventures'' (1e), ''Tales of the Lance'' (2e) and ''The Complete Book of [[Gnome]]s & [[Halfling]]s'' (2e) for this edition. '''Dragonlance Adventures Stats:''' ::Ability Score Minimum/Maximum: Strength 6/18, Dexterity 8/18, Constitution 8/18, Intelligence 8/18, Wisdom 3/12, Charisma 3/18 ::Ability Score Adjustments: +2 Dexterity, -1 Strength (normal gnomes had no ASAs in this edition) ::Class Locked: A minoi can only take levels in the Tinker class, but its advancement in that class is unlimited. ::+1 racial bonus to saving throws vs. wands/staves/rods/spells per 3.5 points of Constitution. ::Infravision 60 feet ::80% chance to detect grade/slope in a passage. ::70% chance to detect unsafe walls, ceilings or floors. ::60% chance to determine approximate depth underground. ::50% chance to determine direction of travel underground. ::+1 racial bonus to attack rolls against [[kobold]]s and [[goblin]]s. ::-4 to Armor Class against [[gnoll]]s, [[bugbear]]s, [[ogre]]s, [[troll]]s, [[oni]], [[giant]]s and [[titan]]s. ::-5 racial penalty to ''all'' Non-Weapon Proficiency checks. '''Tales of the Lance Stats:''' ::Ability Score Minimum/Maximum: Strength 6/18, Dexterity 8/18, Constitution 8/18, Intelligence 8/18, Wisdom 3/12, Charisma 3/18 ::Ability Score Adjustments: +2 Dexterity, -1 Strength (unclear if this stacks with the normal gnomish +1 Int/-1 Wis) ::Class & Level Limits: [[Fighter]] 11, [[Illusionist]] 15, [[Cleric]] of the Holy Orders 9. [[Thief]] 13, Tinker Unlimited ::Can speak to burrowing mammals. ::+1 racial bonus to saving throws vs. wands/staves/rods/spells per 3.5 points of Constitution. ::Infravision 60 feet ::Whenever a minoi attempts to use a magical item that is not a weapon, armor, shield, illusionist item or duplicates thieving abilities, there is a 20% chance the item will not work at that first attempt. ::+1 racial bonus to attack rolls against [[kobold]]s and [[goblin]]s. ::-4 to Armor Class against [[gnoll]]s, [[bugbear]]s, [[ogre]]s, [[troll]]s, [[oni]], [[giant]]s and [[titan]]s. '''CBoG&H Stats:''' ::Ability Score Minimum/Maximum: Strength 6/18, Dexterity 8/18, Constitution 8/18, Intelligence 8/18, Wisdom 3/12, Charisma 3/18 ::Ability Score Adjustments: +2 Dexterity, -1 Strength, -1 Wisdom ::Infravision 60 feet ::Detect Underground Features: Sloping Passages (1-5 on a d6), Flawed Stonework (1-7 on a d10), approximate depth underground (1-4 on a d6) and approximate direction underground (1-3 on a d6). ::Gain a +1 bonus to save vs. spell for every 3.5 points of Constitution. ::-4 bonus to Armor Class against all [[Giant]] class creatures. ===3rd Edition=== Tinker Gnomes appeared in the ''Dragonlance Campaign Setting'' and ''Races of Ansalon'' sourcebooks for this edition. Both versions of their stats were identical. ::-2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom ::Small ::Base speed 20 feet ::Guild Affiliation: Choose between the Craft Guilds, Technical Guilds and Sage Guilds. Membership in the Craft Guilds grants you a +2 racial bonus to all Crafts checks, membership in the Technical Guilds grants you a +2 racial bonus to all Profession checks, and membership in the Sage Guilds grants you a +2 racial bonus to all Knowledge checks. ::+2 racial bonus on Craft (Alchemy) and Craft (Tinkering) checks. ::+2 racial bonus on Will saves. ::[[Favored Class]]: Special - A minoi's first class they take becomes their favored class. ''Races of Ansalon'' also introduced a new subrace of tinker gnome, originating from members of the biological science guilds that migrated to the Great Moors of Nordmaar. There, they have evolved into a culturally and physically distinct branch of the family tree, having changed their fixation from mechanical and chemical sciences to biological sciences. They manage to be even ruder than regular tinker gnomes, between their tendency to regard any non-Wild Gnome as another animal to study and their own coarse, bestial cultural traits. For a Wild Gnome in 3e, use the 3e Tinker Gnome profile above, with the following changes: ::Ability score modifiers are changed to -2 Strength +2 Constitution, +2 Intelligence, -2 Charisma ::Replace Guild Affiliation and racial bonuses to Alchemy and Tinkering with a +2 racial bonus on Handle Animal, Knowledge (Nature) and Survival checks. ::+2 racial bonus on saving throws against poison an disease. ::[[Favored Class]]: [[Ranger]] ===4th Edition=== Tinker Gnomes appeared in [[Dragon Magazine]] #422 for this edition. ::Ability Scores: +2 Intelligence, +2 Dexterity OR +2 Constitution ::Size: Small ::Speed: 5 squares ::Vision: Low-light ::Skill Bonuses: +2 Arcana, +2 Thievery ::Racial Power - Lab Conditioning: Once per encounter, as an Immediate Reaction to being missed by an attack, OR to being hit or missed by an Area or Close attack, you can halve the damage taken (if any) and shift half your speed. ::Quick Fix: When making Arcana checks to disable, identify or sense magical pheomena, or Thievery checks to pick locks, identify devices or disable devices, you can do so as a minor action instead of a standard action at the cost of suffering a -4 penalty to the check. ::Use What's At Hand: You have Proficiency with Improvised Weapons.
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