Background[]
Gnomes are related to Dwarfs but they are more social compared to Dwarfs. They often are specialists, illusionists or bards.
Mechanics[]
- -2 Strength, +2 Constitution
- Base land speed: 20 feet.
- Medium Size: small size (+1 size bonus to AC and Attack rolls. +4 size bonus to Stealth checks. Uses small weapons and has only 3/4 of the carrying capacity of a medium Character).
- Low Light Vision (30ft)
- + 2 racial Bonus to Illusion/Disbelief Safes
- Racial Feud (Kobolds & Goblinoids): +1 racial to Hit Bonus against Humanoids of Kobold or Goblinoid subtype.
- Racial Defense Training (Giants): +4 dodge Bonus to AC against Attacks made by Giants.
- Favored Skill: Perception.
- Special Language: A gnome can innately speak with a burrowing mammal (such as a badger, fox or rabbit). How ever communication is quite limited due to the nature of those creatures (see Spell description of Speak with Animals)
- Weapon Familiarity (Gnome): If you have Weapon Group (Picks and Hammers) you are considered proficient with Gnome Hooked Hammers as Exotic Double Weapon.
- Automatic Language: Common and Gnome.
- Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
- Favored Class: Bard.
A gnome gets the following three advantes individually if (s)he fulfills their prerequisites:
- Innate Alchemist: Gnomes that choose to dwell in Alchemy get a +2 racial bonus to all related checks.
- Innate Illusionist: Add +1 to the Safe DC of your Illusion Spells.
- Spell like Abilities: A gnome with a Charisma of 10 or more gets to cast each of these spells as 0-level spells (CL 1, Attribute: CHA) 1/day: dancing lights, ghost sound, prestidigitation.