Gnomes trace their lineage back to the mysterious realm
of the fey, a place where colors are brighter, the wildlands
wilder, and emotions more primal. Unknown forces drove
the ancient gnomes from that realm long ago, forcing them
to seek refuge in this world; despite this, the gnomes have
never completely abandoned their fey roots or adapted to
mortal culture. As a result, gnomes are widely regarded by
the other races as alien and strange.
Physical Description: Gnomes are one of the smallest
of the common races, generally standing just over 3 feet
in height. Their hair tends toward vibrant colors such
as the f iery orange of autumn leaves, the verdant green
of forests at springtime, or the deep reds and purples of
wildf lowers in bloom. Similarly, their f lesh tones range
from earthy browns to f loral pinks, frequently with little
regard for heredity. Gnomes possess highly mutable
facial characteristics, and many have overly large mouths
and eyes, an effect which can be both disturbing and
stunning, depending on the individual.
Society: Unlike most races, gnomes do not generally
organize themselves within classic societal structures.
Whimsical creatures at heart, they typically travel alone
or with temporary companions, ever seeking new and
more exciting experiences. They rarely form enduring
relationships among themselves or with members of
other races, instead pursuing crafts, professions, or
collections with a passion that borders on zealotry. Male
gnomes have a strange fondness for unusual hats and
headgear, while females often proudly wear elaborate
and eccentric hairstyles.
Relations: Gnomes have difficulty interacting with
the other races, on both emotional and physical levels.
Gnome humor is hard to translate and often comes across
as malicious or senseless to other races, while gnomes in
turn tend to think of the taller races as dull and lumbering
giants. They get along well with half lings and humans, but
are overly fond of playing jokes on dwarves and half-orcs,
whom most gnomes feel need to lighten up. They respect
elves, but often grow frustrated with the comparatively
slow pace at which members of the long-lived race make
decisions. To the gnomes, action is always better than
inaction, and many gnomes carry several highly involved
projects with them at all times to keep themselves
entertained during rest periods.
Alignment and Religion: Although gnomes are impulsive
tricksters, with sometimes inscrutable motives and equally
confusing methods, their hearts are generally in the right
place. They are prone to powerful fits of emotion, and find
themselves most at peace within the natural world. Gnomes
are usually neutral good, and prefer to worship deities who
value individuality and nature, such as Shelyn, Gozreh,
Desna, and increasingly Cayden Cailean.
Adventurers: Gnomes’ propensity for wanderlust makes
them natural adventurers. They often become wanderers to
experience new aspects of life, for nothing is as novel as the
uncounted dangers facing adventurers. Gnomes make up for
their weakness with a proclivity for sorcery or bardic music.
Male Names: Abroshtor, Bastargre, Halungalom, Krolmnite, Poshment, Zarzuket, Zatqualmie.
Female Names: Besh, Fijit, Lini, Neji, Majet, Pai, Queck, Trig
Gnome Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and 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.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma 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 gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.