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GNOME

RACIAL FEATURES

+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.
Fey Fortitude:
Gnomes gain a +2 racial saving throw bonus against illusions and death 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: 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.

Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.

Obsessive: Gnomes receive a +4 racial bonus on a Craft or Profession skill of their choice except for checks made to craft items from combat or skill spheres.

Gnomish Weapon Training: Gnomes gain the Gnomish Heritage Equipment talent as a bonus talent at 1st level.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Goblin, and Orc.

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ALTERNATE RACIAL FEATURES

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.

Alchemical Training: Gnomish schools and universities commonly teach the art of alchemy, and many gnomes are fortunate enough to receive such an education. They gain the Alchemy sphere as a bonus talent at 1st level. This replaces gnome magic.


Bleachling: Gnomes who have survived the Bleaching are immune to effects of the Bleaching thereafter. These gnomes gain two favored classes: druid, and their choice of any other class. They lose all spell-like abilities granted by the gnome magic racial trait except speak with animals, but they can use their speak with animals spell-like ability three times per day. This racial ability replaces obsessive and alters gnome magic.

 

Fey Motes: Through natural talent or by training one aspect of their magic to the exclusion of other magics, some gnomes master their ability to create roving, trickster lights. They gain Basic Magic Training in the Light sphere as a bonus feat, with the Roving Glow drawback and Dancing Lights as their bonus talent. This replaces the obsessive and gnome magic racial traits.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This replaces gnomish weapon training.

Misunderstood Genius: Gnomes love to experiment and to find new ways to do old things, but a few gnomes can take this to the extreme, to the point that even other gnomes believe they are crazy. You can choose to roll twice on checks made with the skill you selected with the obsessive racial trait. If you do, you take the higher result unless either die roll is a natural 1, in which case the check automatically fails and is treated by a failure of more than 10 (this natural 1 cannot be rerolled, ignored, or altered through abilities such as Tug Fate from the Fate sphere). If you would use another ability to reroll any of the other die, you only roll 1 d20, not 2. This racial trait replaces the gnome magic racial trait.


Pyromaniac: Gnomes with this racial trait are add 1 to the DC of any saving throws against evocation spells they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/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.


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: 1/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.

RACIAL FEATS
 

Breadth of Experience [Background]

Although still young for your kind, you have a lifetime of knowledge and training.

Prerequisites: dwarf, elf, or gnome; 100+ years old.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Casual Illusionist

You can use your innate magic to create minor illusions that augment your efforts at trickery and deceit.

Prerequisites: gnome, gnome magic racial trait.

Benefit: As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all deception, Disguise, feint, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.

Special: This feat counts as the Deceitful feat for the purposes of all prerequisites.

Effortless Trickery

Your natural knack for illusion allows you to maintain at least one illusion spell with little effort.

Prerequisite: gnome.

Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.

Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.

Extra Gnome Magic [Background]

The raw magic that flows through your gnome blood is stronger than normal.

Prerequisites: Cha 13, gnome.

Benefit: You gain an additional three uses per day of your gnome spell-like abilities. You can use these in any combination.

Groundling [Background]

You can speak with burrowing animals.

Prerequisites: Cha 13, gnome, gnome magic racial trait.

Benefit: You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the like. You can still use your gnome speak with animals ability once per day to speak with any animal, as usual.

FAVORED CLASS BONUSES

Alchemist: Gain +1/8th of a new invention.

Armorist: Gain +1/4 bonus to the armorist’s caster level with the Creation sphere.

Barbarian: Gain +1 point of primal reserve.

Bard: Add +1/3 to the DC or one bardic masterpiece.

Cleric: Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.

Druid: The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).

Elementalist: Gain +1/6 of a magic talent.

Eliciter: Add +1/3 to the DC of the fascinate hypnosis.

Fey Adept: Increase the duration of all illusions by 1/4 of a round.

Fighter: Add +1 to the fighter's CMD when resisting a dirty trick or steal attempt.

Investigator: Gain a +1/4 bonus on all inspiration rolls.

Magus: Gain +1/2 to all Acrobatics checks made to avoid attacks of opportunity, and to Escape Artist checks made to escape a grapple.

Malefactor: Gain a +1/4 luck bonus to all Disable Device checks.

Monk: Add +1 to the monk’s Acrobatics check bonus gained by spending a ki pool point.

Occultist: Add +1/2 to all Disable Device and Use Magic Device checks made to control, manipulate, or sabotage a clockwork device or creature.

Oracle: Add +1/6 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.

Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2. If the ranger ever replaces his animal companion, the new companion gains this DR.

Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.

Sentinel: Add +1 to your CMD when resisting a disarm or sunder maneuver.

Shifter: Gain +1/2 bonus on Influence checks to change a creature’s attitude.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Soul Weaver: Increase the soul weaver’s channel energy save DC by +1/6.

Summoner: Add +1 hit point to the summoner's eidolon.

Witch: The witch gains 1/6 of a new witch hex.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

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