Gnomes harbor a thirst for knowledge that can only be described as lust. They believe that every piece of information, no matter how trivial, may someday have value. Combined with a meticulous discipline, this love of knowledge makes gnomes superb librarians, accountants, bards, and alchemists, but this attitude has a sinister side as well. The same talents that make an accomplished bard can produce a skilled spy, and gnome society is filled with webs of intrigue and blackmail that often pass completely unnoticed by human eyes. Like the dwarves, the gnomes have no history of empire building, but their talents for diplomacy and espionage have allowed them to maintain their independence throughout the history of Khorvaire. In addition to their skill as alchemists, gnomes have mastered the art of elemental binding, which they use to power the ships and other vessels they construct in the dry docks and shipyards of Zilargo.
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 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, 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.
The gnomes’ homeland is Zilargo. Known for its stores of knowledge and schools of learning, Zilargo is also a significant trading power on the southern seas. The gnomes of Zilargo are expert shipwrights, and the mountains to the north and east hold fine gem mines.
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 halflings 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. Gnomes tend to worship the Sovereign Host, with Aureon and Olladra being the most worshipped out of the pantheon.
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.
The gnome House Sivis carries the Mark of Scribing, which grants magical abilities relating to the written word and translation. These abilities facilitate the house’s role in diplomacy, communications, and the production of secure documents.
Abroshtor, Bastargre, Halungalom, Krolmnite, Poshment, Zarzuket, Zatqualmie.
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.
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.
Alternate Racial Traits
Elementalist: Gnomes receive a + 2 bonus on Charisma-based checks made against elementals, due to their traditions of binding such creatures. This ability replaces Defensive Training and Hatred.
Item Adept: Whenever a gnome uses a magic item, increase the save DC for its effect by +1. This ability replaces Gnome Magic.
Spy: Gnomes receive a + 2 bonus on Sense Motive checks, Bluff checks made to pass secret messages, and Diplomacy checks made to gather information. This ability replaces Keen Senses and Obsessive.
Favored Class Bonuses
Gunslinger (Wandslinger Archetype): The gunslinger gains +1/3 points of grit.
Magus: Add +1/2 points to the magus’ arcane pool.
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