Tell me about your Gnome Sorcerer...

Djeta Thernadier

First Post
I'm going to be joining a new gaming group and I think I might want to play a gnome sorcerer. Has anyone played a gnome? Has anyone played a gnome sorcerer? Tell me your tips, experiences, etc...

Thanks!
 

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I can tell you what not to do based on a previous gaming experience. We had a player who liked playing a shtick play a gnome sorcerer/loremaster with the mentality of a tinker gnome. He played his curiousity to the hilt. The character lasted all of 15 minutes when it ran away from the group (even with a strong DM hint saying that wasn't a good idea) and subsequently got nuked. Gnomes don't have to played like tinker gnomes from Dragonlance.
 

re

I played a Forest Gnome Wizard. It was the most amusing character I have ever played.

His name was Seebo Scheppen. He smoked a small wood pipe and dressed in green robes. The brave little gnome was the groups primary artillery. The image of him pointing his small finger at a group of enemies while they stared dumbly at him caused me to giggle maniacally on more than a few occasions. I don't know what it was, but the image of a two foot tall gnome blasting to bits groups of orcs and evil humans just tickled me.

My wizard was a serious gnome man that brought smiles to the faces of those who knew him. He was often underestimated because of this small size, but he more than carried his share of the load when adventuring.

Seebo was from a small village in the forest who left home to pursue his dream of becoming a wizard. His parents were still alive and he had a little gnome sister that he often visited.

Gnomes can be great fun if your DM plays up the oddity of a small person in a big person society. It also helps if your fellow players can truly envision your tiny character wandering around with them. Most players will act differently towards a tiny gnome than some bigger race.

I hope you come up with a fun character. Just remember to emphasize their smallness like having to literally climb up on a big person chair or reach up to face level to open a door, not to mention giants can pick you up and throw you. You can get them back when you get up with a Hold Monster spell. Gnomes can be very amusing.
 
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I played a gnome sorceror in a short-lived campaign of Teflon Billy's. He was part of a small gnomish minority in a human-dominated society; as such, he was alienated, ruthless and constantly trying to prove his toughness. He was named Ash Nazg Grimbatul but, suprisingly, no one got the reference.

I think we were playing some variant at the time, maybe even 2E, as we had meaner fumble rules. I recall us interrogating someone and getting nowhere so; my gnome had been trying to look tough and having no effect despite his considerable Charisma. Anyway, he decided to demonstrate his toughness by charging up a Shocking Grasp and saying, menacingly, something to the effect of 'do you want to see the consequences if you continue to resist us?' while bringing his sparking hand up to the prisoner's face. Even so, he seemed just as ridiculous and small as ever and so the prisoner continued to stonewall us. With a dramatic flourish, I decided to hit him with my scary, electrically pulsing hand and rolled two 1s in a row. I hit myself in the chest, did more points of damage than I had hit points and crumpled to the floor, unconscious. After the cleric healed me back to consciousness, I announced to the prisoner "that could have been you." Then he talked.

Anyway, I played the gnome as a figure desperate to be taken seriously, who specialized in damage-dealing spells and tried to effect a scary image -- all to no avail. Gnomes just can't be scary.

Hope this helps.
 


I'm about to start a gnome channeller in a Midnight campaign; he's taken the charisma-based tradition of channeling and so is pretty much a sorcerer. With the whopping +4 Cha bonus that Midnight gnomes get he's got Cha 20 as a first level character :) However due to the limits on spellcasting in the setting he also has little in the way of blasty magic (he has access to spells from the Universal, Transmutation and Lesser Conjuration schools in the setting, and has as his 1st level spells Cure Light Wounds, Entangle and Magic Weapon). Next school I intend to access is Illusion for some rather handy spells in that school.

Fact is, at the moment his only direct damage spell is Acid Splash. But the bardic-music-like ability that the charisma-based channeller has will hopefully make up for that and let him still play a useful role in combats. Being the only spellcaster in the party so far (consisting also of a barbarian, a rogue, two defenders and a wildlander) and also the only healer means he will hopefully also be well protected by the rest of the band!

Character-wsie, he's thus far a kinda 'front man' for a gnome group; he's not up to much as a sailor so when it comes to nautical matters on the vessels that the gnomes in Midnight travel around in, he's just a deckhand. But his huge Charisma, and high diplomacy and bluff skill ranks, means he's excellent at haggling etc - and the bonus to Appraise from his raven familiar further helps. His heroic path is Seer - he's a charismatic, friendly fellow with a hint of otherworldliness and wisdom about him, and has a fair few tricks up his sleeve :)

But he isn't really much like any gnomes I usually see played. He's no tinker gnome or some such silliness.
 

In one incarnation Orbril was a Scorcerer-Alchemist (he's an Alchemist in EVERY incarnation) who specialises in 'explosives grenade like weapons and magics' (daze, flare, flaming sphere etc)

I also boost his dex and give him some mean climb and tumbling abilities - so he becomes a acrobatic ranged attacker who will climb a wall, leap about and drop 'flaming death from above' (Orbril always carries a rope and grappling hook - so he can climb up onto the bar in human sized taverns).

Adding in a bit of Rogue for the stealth abilities and he became quite a deadly combatant - until he got caught in a flooded dungeon and was swept away....
 

Tonguez said:
Adding in a bit of Rogue for the stealth abilities

Gotta say, I'm pretty tempted to go for a level of rogue for my gnome channeller at some point too. Would probably work pretty well with the character concept.
 

fusangite said:
I played a gnome sorceror in a short-lived campaign of Teflon Billy's. He was part of a small gnomish minority in a human-dominated society; as such, he was alienated, ruthless and constantly trying to prove his toughness. He was named Ash Nazg Grimbatul but, suprisingly, no one got the reference.

Including me it would seem.
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I think we were playing some variant at the time, maybe even 2E, as we had meaner fumble rules.

No it was just 3E, but I use the mirror opposite of Criticals as fumbles ("If you roll a 1, roll again. Miss=Fumble)

Fumbles ususally involved uyou hitting yourself if nothing else was more appropriate.

I recall us interrogating someone and getting nowhere so; my gnome had been trying to look tough and having no effect despite his considerable Charisma. Anyway, he decided to demonstrate his toughness by charging up a Shocking Grasp and saying, menacingly, something to the effect of 'do you want to see the consequences if you continue to resist us?' while bringing his sparking hand up to the prisoner's face. Even so, he seemed just as ridiculous and small as ever and so the prisoner continued to stonewall us. With a dramatic flourish, I decided to hit him with my scary, electrically pulsing hand and rolled two 1s in a row. I hit myself in the chest, did more points of damage than I had hit points and crumpled to the floor, unconscious. After the cleric healed me back to consciousness, I announced to the prisoner "that could have been you." Then he talked.

For the record, the Intimidate rolls were done in the open. Fusangite was just snakebit for rolls that particular night.

Anyway, I played the gnome as a figure desperate to be taken seriously, who specialized in damage-dealing spells and tried to effect a scary image -- all to no avail. Gnomes just can't be scary...

Man, I had literally no idea you were trying to play him as a hardass:)

Gnomes aren't scary though--->
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Electrocuting yourself uncoscious to make a point: that is scary-->
zap.gif
 
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A quick cut and paste from the Rogues Gallery thread for Olgar Shiverstone's campaign. Sully is almost 8th level now.

The storyhour, by diaglo, is here: http://www.enworld.org/forums/showthread.php?t=22106&page=13&pp=25

Ozlo Sullygrub

Ozlo Sullygrub: Male gnome Sor4; CR 4; Small-size humanoid (gnome); HD 4d4+8; hp 21; Init +2; Spd 20 ft.; AC 13 (touch 12, flat-footed 11, Mage Armor 18, flat-footed Mage Armor 16, touch Mage Armor 15); Atk +2 melee (1d6-1/x2, club/cudgel), or +4 ranged (1d8/19-20 x2, light crossbow); SA +1 bonus to attack rolls against kobolds and goblinoids, cast dancing lights, ghost sound, and prestidigitation 1/day, speak with burrowing animals 1/day; SQ Low-light vision, +2 bonus on saves against illusions, +4 dodge bonus against giants, spells, familiar benefits; AL CG; SV Fort +3, Ref +7, Will +5; Str 8, Dex 14, Con 14, Int 14, Wis 10, Cha 14. Height 3' 5", Weight 42#, Age 58 yrs. Exp. 6000, Hero Points: 4.

Languages Spoken: Chondathan, Common, Gnome, Sylvan, Draconic.

Skills and Feats (ranks): Concentration +6 (4), Craft (Alchemy) +5 (1), Hide +6 (0), Knowledge (Local) +3 (1), Knowledge (Nature) +5 (3), Knowledge (Fey) +3 (1), Listen +5 (1), Spellcraft +3 (1), Spot +4 (2), Survival +2 (2), Profession (Cook) +2 (2); Spellcasting Prodigy, Extend Spell
Special Qualities: Familiar Benefits: Grants Alertness when within reach (already added above), share spells, empathic link (1 mile), familiar may deliver touch spells.
Spells Known (Cast 6/7/4; base DC = 13 + spell level, Caster level 4th.): 0--detect magic, detect poison, enchanting flavor, lesser charm, light, mage hand; 1st--color spray, mage armor, magic missile; 2nd--alter self.
Signature Possessions: Scrolls: alarm, expeditious retreat (2), grease, shield (2), sleep, endure elements, comprehend languages, detect thoughts, invisibility, minor image, mirror image; cure light wounds potions (3).

Red: Male fox familiar: CR 1/4; Small Animal; HD 1/2d8; hp 10; Init +4 (Dex); Spd 40 ft.; AC 17 (+1 size, +4 Dex, +2 natural); Atk +1 melee (1d4, bite); SQ scent; Face 5 ft. by 5 ft.; Reach 5 ft.; SV Fort +2, Ref +6, Will +1; Str 11, Dex 19, Con 11, Int 2, Wis 12, Cha 7. Skills: Hide +12, Listen +5, Move Silently +9, Spot +5, Swim +3. (Source: Dragon 291)

Background: The Sullygrubs have been in Hidden Vale as long as there have been gnomes in Hidden Vale. At least that's how Rollo Sullygrub tells it. And Rollo's son Ozlo believes everything his father tells him. For this Rollo is proud. Now if he could only have taught Ozlo a respectable trade, he would have been even more proud. Ozlo never took to the family business of alchemy and brewing. He seemed to be doing well as a cook, until he admitted that his secret ingredient was a simple spell to "spice" things up. The results were delicious, but it seemed like cheating to use magic every time, never learning the right way. His mother could work for hours, kneading dough, selecting and picking the perfect gorseberries, and mixing spices to make a fitting pie. Ozlo could just throw a few berries in a pie shell, sprinkle a pinch of whatever seasonings were on hand, and mumble a few words of Sylvan to bring the magic that made the best pies in the Vale.

For simple magic to come easy was normal for a gnome, so when Ozlo first started using spells to get through everyday life no one thought it strange. His earliest memories are of finishing his chores as quickly as possible, again with the use of a spell or two, and then dashing off to the woods to play. Ozlo loved to spend afternoons in the forest with his Auntie Pello. She always seemed to have time for a game or just to collect acorns and rocks. She knew the names of every creature and plant Ozlo could find. She was patient, answering his questions and teaching him new tricks now and again. But it was never like the illusions they tried to teach him in school. That was all about reading from books and memorizing words, carefully and endlessly preparing, just to cast a spell. When Auntie Pello would show him it was more like helping him remember how to do something he had done hundreds of times before. And he could do it over and over again, without any needless studying.

Ozlo never talked about the time he spent with Auntie Pello, he just assumed his parents knew where he was and what he was doing. But as he grew older he spent less and less time with her, and they grew apart. He was nearly a grown gnome when his mother asked him how he learned the spell that made the gorseberry pies so good. Surprised she did not know, he simply said "Auntie Pello taught me." Tears welled up in his mother's eyes, and she hugged him and held him for the longest time. Then she took him to his father as if she were giving the man bittersweet news. Rollo explained "Scrub, Pello Sullygrub's not actually your Aunt. She's a little too old for that. Pello was around long before the gnomes came to Hidden Vale, centuries ago. It's said she's fey-touched. I don't know what's true and what's not about that. If you believe the tales, and your mom certainly does, Pello fell in love with some fey creature, and he somehow made her fey. She went off to live with the faeries, and was happy there for longer than you or I will even live. But fey are immortal, or close to it, and that makes it hard for them to marry for life. Eventually, the fickle fey move on, leaving love behind. When Pello's love left her, she couldn't adapt to that way of life. It's said she'll never love another like that."

"She tried to come back and live with gnome-folk, and did okay for a couple of generations. Even had some children of her own. But watching her own young ones, as well as an entire community, be born, grow old, and die, then watching their children and their children's children do the same was too much for her. She left to ask the fey to make her mortal again, and either they can't do it or they won't. All she wants is to come back to the Vale and live a normal life, grow old herself and finally pass on."

That's when Ozlo learned that his innate spellcasting abilities were a gift from his Auntie Pello, his fey-touched ancestor. But the story did not end there. His father went on to explain that the fey are said to know how to make or find an elixir called the Blood of Time. Some call it the Kiss of Death. Any fey who drinks the potion loses their mortality. They simply start aging, and evenually die. One can see why this would be a closely-guarded secret, but Pello only wants it for herself. The fey know this, and so are too wary for her. She has given up searching directly, and instead watches over her kinfolk. Every few generations one such as Ozlo comes along, a gnome with enough fey to search for the elixir, but not enough that the fey themselves would suspect him. Because she calls herself their Auntie, these gnomes refer to themselves as Pello's nephews and nieces. Pello never directly asks for their help, but all know it is expected.

Ozlo accepted this news in his usual manner, taking it in stride. He had often dreamed of going out into the world and adventuring, so this was the perfect opportunity. And maybe he could even help his Auntie Pello, who taught him so much. He left the Vale less than a month later, inviting Red, his favorite fox, to come along, and has returned only once in the past four years. He brought gifts for his family and friends, and they presented him with a nice stack of written spells to help him on his way. Knowing that he could not learn spells in the traditional manner, each of them had written their favorite spell for him, so that he could use it later. His father had a nice leather scroll organizer made, to keep the spells safe, and Ozlo always thinks of home when he uses one of the gifts. His quest has been a slow one, but he knows that if he is to ever find the fey-folk, and trick the trickers out of one of their most hidden secrets, he will need many more experiences. So every adventure that presents itself is another chance to learn something new, about the world and about himself, and to get one step closer to honing his abilities to the point where he is ready to challenge the fey.

In meeting others around the Dalelands, Ozlo has been surprised by the expectation that he go by only one name. Gnomes love names almost as much as they love games, so Ozlo has taken to using all the names he has ever been given, and acquriing even more. In the Vale he was called Ozlo, Oz, Ozzie, Ozzie the Odd, Odzie, Sully, Grub, Grubworm, Sullyworm, the Nephew, the Pieman, Wormfox, Digger, and Jumpstick, among others. He is likely to give any name to strangers. If a "regular" name is expected by someone he sees on a regular basis he usually gives Oz or Sully. But only the first time he is asked, after that any name is fair game.JoeBlank has attached this image:
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