Gnomes are most lively and full of humor—often on the black side or practical jokes. They enjoy eating and can drink as much as dwarves do. They are sly and furtive with those they do not know or trust, and even somewhat reserved with most bigger folk such as elves or humans. (5)
Gnomes love all sorts of precious stones, and they are masters of gem polishing and cutting. In most other respects they are not unlike dwarves, but they enjoy the open world of growing things almost as much as their mines and burrows.
A gnome’s preferred habitation is an area of rolling, rocky hills, well-wooded and uninhabited by humans.
A character of the gnome race can select to be a fighter (maximum of 6th level), an illusionist (maximum of 7th level), a thief, or an assassin (maximum of 8th level). It is also possible for a gnome character to be two classes at the same time (a fighter/illusionist, a fighter/thief, or an illusionist/thief, for example). In the latter case, the character is restricted to the wearing of leather armor, regardless of which class combination he or she has chosen, unless only fighting is performed by the character.
As with any such multi-class character, gnomes with two character classes must always divide earned experience equally between levels, even though it might no longer be possible to advance upwards in level in one of the classes.
Most gnomes are wood brown, a few range to gray brown, of skin. Their hair is medium to pure white, and their eyes are gray-blue to bright blue. They wear leather and earth tones of cloth and like jewelry. The average gnome will live for 600 years. (MM, p.46)
[Cleric = 7th]
Fighter = 5th; Str 18+ = 6th
Illusionist = 5th; Int+Dex 17 = 6th; Int+Dex 18+ = 7th;
Thief = U
Assassin = 8th
Str 6/18/50 (17)
Int 7/18
Wis 3/18
Dex 3/18
Con 8/18
Cha 3/18
[Cleric]
Fighter
Fighter/Illusionist
Fighter/Thief
Illusionist
Illusionist/Thief
Thief
Assassin
Similar to their larger cousins, dwarves, the social organization of gnomes is based on clans, and these groups are likewise neither exclusive nor hostile to each other, although there does exist a rivalry wherein each tries to outdo the other groups. (MM, p.46)
Similar to their cousins, the dwarves, gnomes are highly magic resistant. A gnome player character gains a bonus of +1 for every 3½ points of Constitution ability score, just as dwarven characters do. A Constitution of 4 gains a +1, 7 gains a +2, 11 gains a +3, 14 gains a +4, and 18 gains a +5 bonus to saving throws versus magic wands, staves, rods, and spells.
Gnomes have infravision, the ability to see into the infra-red spectrum, so a gnome character is able to see up to 60 ft. in the dark, noting varying heat radiation.
In melee combat, gnome characters add +1 to their dice rolls to hit opponents who are kobolds or goblins.
When being attacked by gnolls, bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnome characters subtract 4 from their opponents’ “to hit” dice rolls because of the gnomes’ small size and their combat skill against these much bigger creatures.
Gnome characters are able to speak the following languages in addition to their alignment language and the “common tongue” of humanity: dwarvish, gnome, halfling, goblin, kobold, and they can also communicate with any burrowing mammal (such as moles, badgers, ground squirrels, etc.). Gnomes are unable to learn more than two languages in addition to those noted above, regardless of how high their Intelligence score is.
Being miners of exceptional merit, gnomes are able to detect the following facts when within 10 ft. of the area to be examined, or at any time with respect to determination of their approximate depth underground:
— Detect grade or slope in passage, upwards or downwards. 80% probability (or roll a d10, score 1-8);
— Detect unsafe walls ceilings or floors. 70% probability (or roll a d10, score 1-7);
— Determine approximate depth underground. 60% probability (or roll a d10, score 1-6);
— Determine direction of travel underground. 50% probability (or roll a d10, score 1-5);
It is important to note that the gnome must be actively seeking to determine the matter in question. The phenomenon does not otherwise become apparent to the character, for he or she must concentrate on the subject to get some form of answer.
Chance Of Hearing Noise: 4 in 20 (20%)
Gnomes are typically armored with leather armor which is ringed or well studded with metal and shield (armor class 5). They have the following typical weaponing: short sword and short bow (10%), short sword and spear (20%), club and sling (15%), club and spear (40%), club and short sword (15%).