Race Information
Unlock:
- Free
Starting Ability Scores
STR: 6
DEX: 8
CON: 8
INT: 10
WIS: 8
CHA: 8
STR: 6
DEX: 8
CON: 8
INT: 10
WIS: 8
CHA: 8
Deities
- Aureon
- Blood of Vol
- Olladra
- Onatar
- Silver Flame
- Sovereign Host
Overview
Gnomes are small, clever, and insatiably curious, yet not as strong as others. They gain bonuses vs. giants, bonuses with and against illusions, are hard to hit due to their small size, and have a general affinity with magical devices.
Gnomes love magic, inventions, and secrets. Often skilled with illusions and mercantile ventures, many gnomes dabble in magic of one kind or another, though some are skilled with light hammers and similar weapons.
Racial Past Life Increases
- +1 Use Magic Device
- +1 Intelligence
- +1 Racial Action Point
Racial Traits
- +2 Intelligence
- –2 Strength
- +1 size bonus to Armor Class
- +1 size bonus on attack rolls
- +4 size bonus on Hide checks
- Carrying capacity is three-quarters of that of a Medium character
- -4 Intimidate penalty for each class that has a bigger size
- +2 racial bonus on Haggle and Use Magic Device checks
- Automatically proficient with the Light Hammer, Throwing Hammer and Warhammer
Background
Most gnomes take a scientific approach to everything they do; every action of the gnomish people as a whole has been premeditated in just such a fashion. This is not to say the emotion is discouraged; it is just considered to be subservient to logic, more of a factor to be rationally incorporated into one’s decision. It’s a very consequentialist view of the world, but it tends to work for them.
Despite their super-rational outlook, gnomes always seek to improve their knowledge base by assimilating new information. They are innately curious, sometimes to a fault, and are highly interested in just about everything under the sun (so long as they haven’t seen it before).