Establishing themselves as learned engineers and skilled craftsmen, the gnomes of Blackmoor earn their living working cooperatively with High Thonians and dwarven engineers. Gnomes love to solve puzzles and their mental and manual agility make them welcome company.
Personality: Gnomes are an open and trusting people whose lives revolve around their work. While kind to each other and their patrons, gnomes are easily annoyed by individuals who needlessly distract them from their precious work. The definition of need is of course up to the gnome in question. As such, gnomes are often chided for their blunt behavior. Nobles who need their skills tolerate them, but revel when they are free of them. Left to themselves and their work, gnomes are pleasant. They work hours at a time on their precious gadgets and are driven to complete every project they start.
Quote above taken from Dave Arneson's Blackmoor copyright 2004 Zeitgeist Games. Race information listed in this section are adaptations of the races created in that book. For additional details, pick up a copy of the source book.
+2 Dex or +2 Int
Small
Gnomes have a +2 AC bonus against opportunity attacks.
Confounding (Racial Power)
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Champion Feat: Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.
Minor Illusions
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.