Gnomes are distant relatives of the fey, and their history tells of a time when they lived in the fey’s mysterious realm, 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. Though gnomes are no longer truly fey, their fey heritage can be seen in their innate magic powers, their oft-capricious natures, and their outlooks on life and the world.
Description
Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Despite their small frames, however, gnomes are extremely resilient, and not as weak as many of their foes assume. Though their diminutive stature reduces their ability to move quickly, gnomes often train to take advantage of their size, especially when fighting foes much larger than themselves.
The coloration of gnomes varies so wildly that many outsiders assume gnomes commonly use dyes and illusions to change their skin and hair tones. While gnomes are certainly not above cosmetic enhancement (and may wish to change their appearance just to see how outlandish they can look), 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. Gnomes’ coloration has little regard for heredity, with the color of a gnome’s parents and other kin having no apparent bearing on the gnome’s appearance. Gnomes possess highly mutable facial characteristics, and their proportions often don’t match the norm of other humanoid races. Many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual. 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.
Racial Traits
Ability Adjustment: +2
Constitution, +2
Charisma, and –2
Strength. Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Size: Small. Small creatures gain the following
Size Modifiers: +1 to AC and attack rolls, -2 to
Combat Maneuver Bonus and
Combat Maneuver Defense, and +4 to
Stealth checks.
Speed: Gnome base land speed is 30 feet.
Type: Humanoid (Gnome).
Age: Gnomes live significantly longer than humans, reaching adulthood at 40 and living anywhere from 200 to 500 years.
Vision: Low-Light Vision. Gnomes can see twice as far as humans in conditions of dim light.
Special Qualities
Defensive Training: Gnomes gain a +4
Dodge Bonus to AC against monsters of the giant subtype.
Illusion Resistance: Gnomes gain a +2
Racial bonus on
Saving Throws against
Illusion spells and effects.
Gnome Magic: Gnomes add +1 to the DC of any
Saving Throws against
Illusion spells that they cast. Gnomes with
Charisma scores of 11 or higher also gain the following spell-like abilities that can each be used once per day:
Dancing Lights,
Ghost Sound,
Prestidigitation, and
Speak with Animals. The
Caster Level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s
Charisma modifier.
Hatred: Gnomes receive a +1
Racial bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Keen Senses: Gomes receive a +2
Racial bonus on
Perception checks.
Obsessive: Gomes 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
Automatic Languages: Common, Gnomish, and Sylvan.
Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2
Racial bonus on any single
Knowledge skill. This racial trait replaces the obsessive racial trait.
Architectural Ingenuity: Some gnomes demonstrate incredible talent for building and adjusting structures. These gnomes gain a +2
Racial bonus on
Knowledge (engineering) checks and on
Craft and
Perception checks related to structures (including structural traps). This racial trait replaces keen senses and obsessive.
Artistic: Gnomes with this racial trait gain a +2
Racial bonus on a
Perform skill of their choice. This replaces obsessive.
Behind the Veil: Characters with this trait gain a +2
Racial bonus on
Bluff and
Sleight of Hand checks while benefiting from
Concealment or
Cover. Gnomes can take this trait in place of
Low-Light Vision.
Bond to the Land: Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2
Dodge Bonus to AC when in a specific terrain type selected from the
Ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Charming Diviner: Gnomes with this racial trait treat their
Caster Level as 1 higher for the purposes of divination spells they cast. Additionally, if the gnome has a
Wisdom or
Charisma score of 11 or higher, they also gain the ability to cast
Charm Animal as a spell-like ability three times per day. The
Caster Level for this effect is equal to the gnome’s level, and the DC for these spells is equal to 10 + the spell’s level + the gnome’s
Charisma modifier. This replaces gnome magic.
Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained
Darkvision with a range of 60 feet. This racial trait replaces
Low-Light Vision and keen senses.
Dimdweller: Whenever characters with this trait benefit from
Concealment or full concealment due to
Darkness or dim light, they gain a +2
Racial bonus on
Intimidate,
Perception, and
Stealth checks. Gnomes can take this trait in place of weapon familiarity.
Dirty Trickster: All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2
Racial bonus on
Dirty Trick Combat Maneuvers. They need not meet the
Intelligence requirement to select Combat Expertise, Improved Dirty Trick, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.
Dusksight: When making ranged attacks, characters with this trait can reroll the miss chance granted by
Cover to any target in dim light, and take the better of the two rolls. The miss chance for total
Concealment applies normally. Gnomes can take this trait in place of keen senses.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2
Racial bonus on
Saving Throws against
Fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2
Racial bonus on
Climb checks and checks for one
Knowledge skill of their choice. This racial trait replaces hatred and obsessive.
Fairy Catcher: Some gnomes are especially sensitive to the presence of fey and receive a +2
Racial bonus on
Perception,
Sense Motive, and
Survival checks against fey, a +2
Racial bonus on
Saving Throws against the spells, spell-like abilities, and supernatural abilities of fey (this bonus stacks with the bonus granted by illusion resistance), and a +2
Racial bonus on
Caster Level checks to overcome the
Spell Resistance of fey. The racial trait replaces defensive training, hatred, and keen senses.
Faerie Dragon Magic: Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a
Charisma score of 11 or higher can use each of the following spell-like abilities once per day:
Ghost Sound,
Grease, and
Silent Image. The
Caster Level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s
Charisma modifier. This trait replaces gnome magic.
Fell Magic: Gnomes add +1 to the DC of any
Saving Throws against necromancy spells that they cast. Gnomes with
Wisdom scores of 11 or higher also gain the following spell-like abilities that can each be used once per day:
Bleed,
Chill Touch,
Detect Poison, and
Touch of Fatigue. 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
Wisdom modifier. This racial trait replaces gnome magic.
Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2
Racial bonus on saves to resist death effects. This replaces weapon familiarity.
Fey Magic: Gnomes with this racial trait increase the DC of spells of the
Compulsion subschool they cast by 1. Additionally, if the gnome has a
Charisma score of 11 or higher, they also gain the following spell-like abilities that can each be used once per day:
Charm Person,
Dancing Lights,
Entangle, and
Prestidigitation. 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. This replaces gnome magic, illusion resistance, and obsessive.
Fey Thoughts: Select two of the following skills:
Acrobatics,
Bluff,
Climb,
Diplomacy,
Disguise,
Escape Artist,
Fly,
Knowledge (nature),
Perception,
Perform,
Sense Motive,
Sleight of Hand,
Stealth,
Swim, or
Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
Fey-Tongued: Gnomes with this racial trait gain
Haunted Fey Aspect and
Speak with Plants instead of
Dancing Lights and
Speak with Animals as spell-like abilities from the gnome magic racial trait. This racial trait alters the gnome magic racial trait.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1
Racial bonus on
Bluff and
Diplomacy checks, and they learn one additional language every time they put a rank in the
Linguistics skill. This racial trait replaces defensive training and hatred.
Inquisitive: Gnomes have a knack for being in places they shouldn’t be. Gnomes with this trait gain a +2
Racial bonus on
Disable Device and
Escape Artist checks. This racial trait replaces keen senses and obsessive.
Intrepid Settler: Some gnomes add to the thrill of living by settling in precarious places. These intrepid gnomes gain a +2
Racial bonus on
Saving Throws against
Fear effects and on
Acrobatics,
Climb, and
Swim checks. This racial trait replaces illusion resistance, keen senses, and obsessive.
Knack with Poison: Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2
Racial bonus on Fortitude saves against
Poison and a +2
Racial bonus on
Craft (alchemy) checks to make
Poison. The bonus on Fortitude
Saving Throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.
Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2
Racial bonus on
Saving Throws against such spells. Gnomes with
Charisma scores of 11 or higher also gain the following spell-like abilities that can each be used once per day:
Arcane Mark,
Comprehend Languages,
Message,
Read Magic. The
Caster Level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1
Racial bonus on
Disable Device and
Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Nature Affinity: Gnomes with this racial trait gain a +2
Racial bonus on Fortitude saves against diseases and poisons inflicted by fey, plants, and forest-related hazards. This replaces keen senses.
Nosophobia: Gnomes with this racial trait gain a +4 bonus on Fortitude saves against disease and
Poison, including magical diseases. This racial trait replaces obsessive.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the
Fire Domain, using the bloodline powers of the fire
Elemental Bloodline or the revelations of the
Oracle’s
Flame Mystery, and determining the damage of
Alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with
Charisma scores of 11 or higher also gain the following spell-like abilities that can each be used once per day:
Dancing Lights,
Flare,
Prestidigitation,
Produce Flame. The
Caster Level for these effects is equal to the gnome’s level; the DCs are
Charisma-based. This racial trait replaces gnome magic and illusion resistance.
Shadow Dodger: Gnomes with this trait gain a +4
Dodge Bonus to their AC against
Incorporeal creatures and partially real creatures and objects, such as those created by
Shadow Conjuration, but only if successfully disbelieved. This racial trait replaces defensive training and illusion resistance.
Shadow Foe: Gnomes with this trait receive a +1
Racial bonus on attack rolls and to their AC against humanoids of the dark folk and wayang subtypes, and outsiders native to the Shadow Plane. This racial trait replaces defensive training and hatred.
Shadowhunter: Characters with this trait deal 50% weapon damage to
Incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2
Racial bonus on
Saving Throws to remove
Energy Drain, and recover physical
Ability Damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Gnomes can take this trait in place of weapon familiarity.
Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1
Caster Level. Gnomes can take this trait in place of gnome magic.
Sound Mimicry: Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a
Bluff check opposed by the listener’s
Sense Motive check, and the gnome gains a +4
Racial bonus on
Bluff checks to mimic sounds (including accents and speech patterns) they have listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the
Sense Motive check. This replaces weapon familiarity.
Stalker: Some gnomes become obsessed with specific individuals. Once per day, such a gnome can observe a creature for 10 minutes. After that, they gain a +1
Racial bonus on
Bluff,
Knowledge,
Perception,
Sense Motive, and
Survival checks against that creature. They also gain a +1
Racial bonus on weapon attack and damage rolls against that creature. These bonuses last for 1 day. This racial trait replaces defensive training, hatred, and obsessive.
Student of the City: Gnomes of the city learn all they can from newcomers and tend to make contacts in all quarters. They gain a +2
Racial bonus on
Knowledge (local) checks, and can use that skill to gather information in place of
Diplomacy. This racial trait replaces obsessive.
Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any
Saving Throws against transmutation spells they cast. If their
Intelligence score is 11 or higher, they also gain the following spell-like abilities that can each be used once per day:
Mage Hand,
Open/Close,
Prestidigitation, and
Unseen Servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s
Intelligence modifier. This racial trait replaces gnome magic.
Vivacious: Some gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s
Caster Level (minimum 0). The extra healing does not apply to spells that grant
Fast Healing or similar effects. This racial trait replaces gnome magic and keen senses.
Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2
Dodge Bonus to AC against aberrations, oozes, and vermin, and a +1
Racial bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.
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