Gnome

Gnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin. In the past Gnomish society imposed a concept of isolation on their population, now many gnome youngsters now question the wisdom of attempting to remain completely separate from other societies. Change within gnome communities is slower than In human ones, but more and more young gnomes are leaving home to live as travelers or adventurers. When Nex Mechas , the god of invention, appeared to the world in a gnomish settlement, many young gnomes took that as a sign that it was time for gnomes to invent a new way of life. These followers of Nex Mechas share the standard gnome distaste for joining organizations that are too big, so they tend to organize themselves into small groups of like-minded inventors rather than trying to remake gnome communities in their own image.

Gnome, Rock

Racial Attributes

  • Wound Points 1d10

  • Control Modifier +1

  • +2 Strength

  • +2 Charisma

  • -2 Wisdom

Size: Small

  • As a Small creature, a gnomes gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Base Speed: 20ft
Medical Class: Group I
-b: (Near Human)

Add +1 to the Difficulty Class for all saving throws against Genjutsu spells cast by gnomes.

+2 racial bonus on Techie(chemical) checks.

Low-Light Vision:

A rock gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

+4 on saving throws against Genjutsu.

+4 racial bonus on Perception

+2 racial bonus on attack rolls against Goblins, Mok'nathal(half-ogres[and full orge NPCs]) and Trolls

DM-RP:12

Ability Scores: Standard

Attributes: Spiritual +1

Hatred (1 RP)

Genjutsu Resistance II +2 RP

General Gnome abilities +3 RP

Perception Boon +4 RP

Low-light Vision +1

Gnome, Forest


Racial Attributes

  • Wound Points 1d12

  • Control Modifier +0

  • +2 Constitution

  • +2 Charisma

  • -2 Strength

Size: Small

  • As a Small creature, a gnomes gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Base Speed: 20ft
Medical Class: Group I-b
: (Near Human)

Add +1 to the Difficulty Class for all saving throws against Genjutsu spells cast by gnomes.

+2 racial bonus on Techie(chemical) checks.

Low-Light Vision:

A Forest gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

+4 on Saving throws against Poisons.

+4 racial bonus on Survival checks,

Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) for 3 Chakra.

DM-RP:12

Ability Scores: Standard

Attributes: Spiritual +1

Pass without Trace 1 RP

Poison Tolerance II +2 RP

General Gnome abilities +3 RP

Survival Boon +4 RP

Low-light Vision +1 RP

Gnome, Deep (Svirfneblin)

Racial Attributes

  • Wound Points 1d12

  • Control Modifier +0

  • +2 Dexterity

  • +2 Charisma

  • -2 Constitution

Size: Small

  • As a Small creature, a gnomes gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Base Speed: 20ft
Medical Class: Group I-b
: (Near Human)

Add +1 to the Difficulty Class for all saving throws against Genjutsu spells cast by gnomes.

+2 racial bonus on Techie(chemical) checks.

Dark-vision:

Svirfneblin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and svirfneblin can function just fine with no light at all.

+2 to Fire, Earth, Lightning Resistance

+3 racial bonus on Acrobatics

Stonecunning:

This ability grants a svirfneblin a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A svirfneblin who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a svirfneblin can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Svirfneblin have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.

DM-RP: 12

Stonecunning: 1 RP

General Gnome abilities +3 RP

Acrobatics Boon +3 RP

Darkvision +2 RP

Tri Elemental Protection: 3 RP