Personally, I'm of a mind that every race either already has or ought to have a perfectly good story for explaining every every race/class combo, especially the ones that are routinely rejected around here as impossible. Nothing is impossible. If there's one thing I've taken away from my time playing this game, it's that. Gnome paladins, druids, hunters and shamans, I can totally dig. All of those are stories waiting to be told. It would be nice to see goblins get a similar treatment though, since that's the side I'm stuck playing. But honestly, I think both of these races are going to continue to feel like they're missing something big without a tinker class thrown into the mix as well.
shibboleth /ˈSHibəliTH/ /-ˌleTH/ noun
A custom, principle, or belief distinguishing a particular class or group of people, especially a long-standing one regarded as outmoded or no longer important
B not a monster created by HP Lovecraft
But aside from all that, I've liked the idea of gnome druids for quite a long time. That thematic contrast has the potential to make a very interesting character. And they should have gotten shamans and hunters when goblins did. And once they got priests, that kind of tore down the only barrier they had from paladinhood. Keeping those last three classes from them feels mighty arbitrary.
robeast forms? Mecha-cat, cy-bear-netic organisms, metalkin, aluminum trees, midget subs and storm crows. Using a transforming mechanical shell to mimic the abilities of animals and plants, as would be the first approach any self-respecting gnome would take to the problem.
Race-Class Combo Gnome Druid. In it, I show the mechanical options to go with a couple of natural ones, using forms already in the game and preventing Blizz from having to make new skins.
In D&D it's sort of the main trope that the Gnome is a shape shifting Beast Druid with a companion beast. Of course the coolest type of D&D gnome is the Kender, but then if WOW copied the Kender Gnomes would be Druids, Shaman, Rogues, Priests, and Mages.
Here is a quote from the D&D wiki entry, it misses a few Subraces like Kender and Darksun Kender, which are now called Halflings for some reason Wizards of the Coast changed them to halflings instead of kender.
Gnomes in Dungeons & Dragons have been further divided into various subraces:
Rock gnomes are the standard gnome subrace of Third Edition. They live in burrows beneath rolling, wooded hills. Friends to animals, rock gnomes have a racial ability that allows them to speak with burrowing animals.
Tinker gnomes are the common gnomes of the Dragonlance campaign setting. In that fictional universe, they dwell in the Mount Nevermind in the world of Krynn.
Svirfneblin, or deep gnomes, dwell in cities deep underground. They are more dangerous than the common rock gnome.
Forest gnomes are smaller than rock gnomes. They are a shy, secretive folk, living deep in wooded areas.
River Gnomes are graceful and quick. They live in homes dug into the side of riverbanks and speak with river dwelling animals in place of burrowing mammals. They are non-magical but gain +1 to initiative and are proficient swimmers.
Arcane Gnomes are city dwellers. They generally keep to a small community within a larger city. Arcane gnomes are focused on the pursuit of knowledge making their populace, in large part, over-eager inventors or wizards.
Chaos gnomes are the most flamboyant gnomes. Brightly colored and rare, they are strongly inclined towards chaos, as their name suggests.
Whisper gnomes lack the jovial outlook of other gnome races. Sly and suspicious, they are creatures of stealth.
Ice gnomes dwell in the region of Frostfell in the Eberron campaign setting
Fire gnomes live on Bytopia, on the Outer Planes, where they help Flandal Steelskin, the Gnomish god of metal and crafting, in his work[original research?].
Sky gnomes appear in the Creature Crucible Top Ballista PC2 published in 1989. They are cunning engineers living in the flying city Serraine above the World of Mystara.
In the Forgotten Realms campaign setting, gnomes are also known as the "Forgotten Folk".
Note: Gnomes are a highly adaptable people. A gnome relocated to new environs may take on many of the characteristic features of another subrace. A relocated population of gnomes may adapt in as short a time as a generation
I'd like Gnome Paladins as some form of techno-paladin, but just having Gnome Hunters is fine enough. Their starting pet could just be a snow fox and I think that would fit well enough for them. Wouldn't be a creature that was out of place in Dun Morogh either.
New classes for a race is not new lore.
That said, Gnomes can be Warriors and they can be Priests, so why not Paladins? Gnome Hunters also make sense.
Gnome Druids and Gnome Shaman do not make sense. Goblin Shaman don't make sense either and should never have happened.
I think that Gnome Druids are conceptually stupid but that picture of them implying that they shapeshift into the mini pet models as their alternate form melted my heart.
I don't see any real need for more Gnome classes. But I'd love to see more general Gnome lore.
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Gnome-druid-build for AD&D 3.0.
Also - AD&D 2nd ed
Halflings (gnomes) could be certain branches of Druid.
Last edited by -Superman-; 2014-03-03 at 10:14 PM.