Gnome
- +1 Constitution, –1 Strength.
- Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Gnome base land speed is 20 feet.
- Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
- +2 racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Craft (alchemy) checks.
- Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
- Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Basic Information
Biological Traits
- Tinker Gnome
As a tinker gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.
- +1 Intelligence
- Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
- You have proficiency with tinker’s tools. Using those tools, you can spend 1 hour and 10 GP worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
- Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. The toy can be modified to move in a particular pattern rather than at random. Modification requires another 15 minutes and 5 GP worth of materials.
- Deep Gnome
Also known as svirfneblin. Guarded, and suspicious of outsiders, svirfneblin are cunning and taciturn but can be just as kind-hearted, loyal, and compassionate as their surface cousins.
- +1 Dexterity
- Darkvision: Deep gnomes can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep gnomes can function just fine with no light at all.
- Double your dexterity modifier to hide checks in rocky terrain.
- Valley Gnome
A valley that is home to any number of valley gnomes is full of music. Unlike their tinkering cousins, Valley Gnomes don’t build things by hand, but rather by mouth. They use their charm and wit to enchant their way through life.
- +1 Charisma
- Musical Spark: Valley gnomes receive the musical spark for free, but need to spend 2 APPL on the spellcord tree and the full APPL for ranking it up.
Average Height
2" - 4"
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