Unless otherwise noted these gnomes apply most of what is already written in the core rulebook about gnomes to their cultures.
The gnomes of Alae Ignigena have formed a country and they have a driving desire to create machines. Their fey heritage shows in how little impact the technology has on nature and how much nature still exist in their country.
Tinkerer
+2 Dex, +2 Cha
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 (CMB) and Combat Maneuver Defense (CMD), 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
Master Tinker: These gnomes experiment with all manner of mechanical devices. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.
Clockwork Magic: These gnomes cannot speak with animals, however, they claim to understand the language of technology and gain a +4 racial bonus to Craft checks when repairing items by ‘listening’ to their complaints. They also gain a +2 racial bonus to Disable Device and Use Magic Device checks, which are always treated as class skills.
Steam and Fumes: These gnomes are quite used to dealing with foul-smelling substances. They gain a +2 racial bonus on saving throws against poisons and gasses.
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.
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.
Mystic
+2 Dex, +2 Cha
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 (CMB) and Combat Maneuver Defense (CMD), 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
Gift of Tongues: These gnomes love languages and learning about those they meet. They gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Magical Linguist: These gnomes study languages in both their mundane and supernatural manifestations. They add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. If they have a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Academician: These gnomes are more academically inclined than their kin. They gain a +2 bonus on any one Knowledge skill.
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.
Trickster
+2 Dex, +2 Cha
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 (CMB) and Combat Maneuver Defense (CMD), 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
Gnomish Humor: Once per encounter as a free action these gnomes can make a spontaneous remark about a situation and potentially break their opponent’s concentration as they are overcome with laughter. Their opponent must make a successful Will save (DC 10 + 1/2 the gnome’s character level + the gnome’s Charisma modifier) or the subject is nauseated by laughter for 1 round. A successful save makes the opponent immune to a gnome’s humor until the gnome gains an additional Hit Die.
Insulting Remark: These gnomes possess sharp tongues and quick wits that are so brutal that they can actually harm an opponent with words alone. Once per encounter they may, as a free action, insult an opponent with exceeding wit, issuing a brutal slight. The opponent must make a successful Will save (DC 10 + 1/2 the gnome’s Hit Dice + the gnome’s Charisma modifier) or suffer a -1 morale penalty to armor class, attack and damage rolls, skill checks, and saving throws. This penalty lasts one minute for every three Hit Dice the gnome possesses. A successful save makes the opponent immune to their insults until the gnome gains an additional Hit Die.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Irrepressible: These gnomes seem to have fortune on their side, or the deities take time off to look after them. Either way, they are protected by a combination of dumb luck and… more dumb luck. Every time they would fail a save or skill check which would potentially result in their death or destruction, they get to roll again and keep the highest result. This re-roll chance must be related to an act borne of curiosity.
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.