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Wild Eye Gnomes

Wild Eye Gnomes can have the same concerns and motivations as members of other races, but just as often they are driven by passions and desires that non-gnomes see as eccentric at best, and nonsensical at worst. A Wild Eye may risk his life to taste the food at a giant’s table, to reach the bottom of a pit just because it would be the lowest place he’s ever been, or to tell jokes to a dragon—and to the Wild Eye those goals are as worthy as researching a new spell, gaining vast wealth, or putting down a powerful evil force. While such apparently fickle and impulsive acts are not universal among all gnomes, they are common enough to have earned a reputation for being impetuous and at least a little mad.  

Physical Description:

Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. The coloration of gnomes varies, their natural hues truly range over a rainbow of coloration. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, and gnomes with black, pastel blue, or even green skin are not unknown. Many have overly large mouths and eyes, an effect which can be both disturbing and stunning. Others may have extremely small features spread over an otherwise blank expanse of face, or may mix shockingly large eyes with a tiny, pursed mouth and a pert button of a nose. Gnomes rarely take pride in or show embarrassment about their features, but members of other races often fixate on a gnome’s most prominent feature and attempt to use it as the focus of insults or endearments.  

Society:

Wild Eyes 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. Whimsical creatures at heart, Wild Eyes typically travel alone or with temporary companions, ever seeking new and more exciting experiences. If a Wild Eye 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. Feeling no specific need to gravitate toward technology or nature, Wild Eye gnomes can integrate into one of the other more singular groups, but that is exceedingly rare.  

Relations:

Wild Eyes have difficulty interacting with the other races, on both emotional and physical levels. What they think is funny is often misunderstood by other folk. Their laughter is however incredibly infectious, and can bring even the most dour individual to crack a smile. Wild Eyes often take it upon themselves to ‘cheering up’ any given situation they walk into. Some races, such as dwarves or half-orcs often tire of a Wild Eye’s need to spread joy at every moment. In Sylphs the Wild Eye gnomes find fast friends and often partners in sneaky pranks and lightening spirits.  

Alignment and Religion:

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. Wild Eyes are prone to powerful fits of emotion, and find themselves most at peace within the natural world. They are usually neutral good or chaotic good, and prefer to worship deities who value individuality. Most notably they claim Desna as a patron and Cayden Cailean as an honorary gnome.  

Adventurers:

Wild Eye’s propensity for wanderlust, deep curiosity, and desire to find their next big thrill make them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Many gnomes see adventuring as the only worthwhile purpose in life, and seek out adventures for no other motive than to experience them. Their natural charms lend themselves toward being a Bard, but find themselves equally capable sorcerers or oracles if their strange blood calls them.  

Stats Block

Ability Score: (+2 Con, +2 Cha, -2 Str) Wild Eyes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.   Type: Wild Eyes are Humanoid creatures with the gnome subtype.   Size: Wild Eyes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.   Base Speed: Wild Eyes are surprisingly fast and have a base speed of 30 feet.   Languages: Wild Eyes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Grippli, Halfling, and Orc.   Illusion Resistance: Wild Eyes gain a +2 racial saving throw bonus against illusion spells and effects.   Keen Senses: Wild Eyes receive a +2 racial bonus on Perception checks.   Gnome Magic: Wild Eyes add +1 to the DC of any saving throws against illusion spells that they cast. Wild Eyes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the Wild Eye’s level. The DC for these spells is equal to 10 + the spell’s level + the Wild Eye’s Charisma modifier.   Silver Tongued: Wild Eyes gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.   Kneecapper: Wild Eyes gain a +4 racial bonus on combat maneuver checks to trip an opponent.   Weapon Familiarity: Wild Eyes treat any weapon with the word “gnome” in its name as a martial weapon.   Low-Light Vision: Wild Eyes can see twice as far as humans in conditions of dim light.  
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