Artwork: Gnomes from the 13th Age core rule book by Aaron McConell

 

Regardless of what game you’re playing, if they have gnomes, they tend to be a little eccentric and whacky. 13th Age is no exception to that rule. The rumors suggest that gnomes are, in a way, evolutionary predecessors to halflings, although their demeanor is different. Gnomes take joy in interacting with the “big folk,” although said folk may not like interacting with them given the context. It’s a gnomish hobby of sorts to surprise them, usually through illusions or magic tricks. One thing that may be different from other games, 13th Age makes no mention of gnomes being industrious or mechanically inclined. They do, however, live underground, whether it be in nature or in the modern cities of the Dragon Empire. Basement apartments must be pretty cheap to find, I’d imagine.

Plot hooks:

  • A dinner party in a dwarven city has been city has been ruined. The wine brought as a gift was poisoned, though seemingly unintentionally. This wine is rare, and can only be made through alchemical means. Having only one alchemist in the city narrows down your options as to how this happened; Maillon Greenleaf, the gnomish alchemist is now missing.
  • There’s word of a great beast that dwells in the Bitterwood near Shadow Port. Many claim to have heard sounds and seen great footprints that don’t match any beast, mundane or magical. Your PC’s find a trinket near one of the footprints, but no sign of a struggle. Something’s fishy here…
  • Makeshift towns litter the dwarven ruins deep under the surface, many are inhabited by gnomes now. A scavenger, Aines Tink, has sent word to the surface.  She knows that the dangers of the deep aren’t to be taken lightly and is in need of someone to share an adventure. The letter says that she is in search of a dwarven automaton, likely destroyed by the war, with intent to restore it as an arcane guardian of her people. Price firm, tech skills preferred, adventure at your own risk.
  • Some of the gnomes in the underground towns have been losing their marbles, and not literally. There has been an influx of random acts of violence all over the place with seemingly no pattern. The gnomes are reaching for help to end this affliction.

 

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Artwork: Gnome Wyrm by Aaron McConell

Gnome Trickster

These guys like playing tricks in good fun, but when they’re threatened, the trick start to hurt.

2nd level spoiler [Humanoid]
Initiative: +5

Shiny dagger +7 vs AC – 5 damage
Natural roll is above target’s Wisdom (trapster): The gnome pushes the target into a trap. See the “trapster” ability in the 13th Age Bestiary (Kobolds section) or do an additional 4 damage (for the folks without the book).

R: Magic trick +4 vs MD (up to two nearby enemies) – 7 damage and the target takes a random condition, save ends.

Roll 1d4:

  1. Dazed
  2. Stuck
  3. Vulnerable
  4. Confused

Small: Gnomes have a +2 AC bonus against opportunity attacks

Confounding: Once per battle, when the gnome rolls a natural 16+ with an attack, it can also daze the target until the end of the gnome’s next turn.

AC: 17
PD:  15                  HP: 32
MD: 13

 

 

Gnome Illusionist

If you pretend that they’re not real, the spells don’t hurt anymore… right?

5th level blocker [Humanoid]
Initiative: +10

C: Paralyzing touch or gaze +8 vs MD (one nearby enemy) – 15 damage and the target believes they are paralyzed (helpless, save ends). If the helpless condition is a little too brutal for you, stunned hard save ends is a good alternative.

R: Blur – see the Wizard’s Blur spell from the core rules.
Limited use: 1/battle, as a quick action.

R: Is that… slime? +4 vs MD (one nearby enemy) – 20 acid damage and the target is stuck, save ends.

Small: Gnomes have a +2 AC bonus against opportunity attacks

Confounding: Once per battle, when the gnome rolls a natural 16+ with an attack, it can also daze the target until the end of the gnome’s next turn.

Minor Illusions: As a standard action, at-will, the gnome can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.

AC: 21
PD: 15                   HP: 65
MD: 19

 

Gnome Paladin

The size of this one doesn’t mirror the influence. Some learn this the hard way.

9th level leader [Humanoid]
Initiative: +13

Sword and passion +16 vs AC – 65 damage
Natural 16+: The gnome paladin can make an inspirational cry attack.

[special trigger] C: Inspirational cry +10 vs MD (up to three nearby allies) – The target(s) gain a +3 attack bonus against the target of the gnome paladin’s initial melee attack until the end of the gnome paladin’s next turn.

C: Healing word (one nearby ally) – The target heals 1/4 its maximum hitpoints.
Limited use: 2/ battle, as a quick action.

Small: Gnomes have a +2 AC bonus against opportunity attacks

Confounding: Once per battle, when the gnome rolls a natural 16+ with an attack, it can also daze the target until the end of the gnome’s next turn.

AC: 26
PD: 20                   HP: 165
MD: 22

 

Anything else you want to see out of the gnomes or any of my other Unconventional Enemies? Send me a Tweet, reach out on Facebook or leave a comment below!

 

Stay Metal \m/