Gnomes start at zero level with four hit points. They can wear padded, hide, leather and studded leather types of armor. After level three they can wear scale and chain types of armor so long as it is sized correctly. Gnomes only grow to a height of three to four feet and shields larger than a buckler are to large and unwieldy for them. Gnomes may use the sling, light crossbow and short bow. Spears, javelins, lances and pole weapons are to large and heavy for them as are all types of two handed melee weapons used by larger folk. Gnomes may wield daggers, short swords, clubs, hammers, hand axes and the mace. They may wield a normal sword or battle axe but they must do so with two hands. Gnomes can fight with a dagger or hand axe and one other melee weapon in each hand without suffering a penalty. This is due to their quick actions and high natural agility and hand / eye coordination.
Keen Detection
Gnomes possess a keen sense for detecting mechanical traps in doors, locks and floors. They are also good at sniffing out ambushes and other hidden dangers. While the detection ability of a Dwarf is based more on observation and study the detection ability of a Gnome seems more akin to a natural danger sense. At level zero a Gnome can detect the presence of a trap or other hidden danger on a percentile roll of 25%. This chance increases by 10% at every odd level of character advancement so 35% at level one, 45% at level three, 55% at level five and so forth.
Master Herbalist
Gnomes have a masterful knack for gardening and the knowledge of growing things. At zero level they have a 30% chance of identifying the name and properties of any herb or plant. When gathering herbs a Gnome will always gather +1d4 more of the herb from the area where they are being collected than any other character type. Gnomes begin at level zero with three herb recipes. They may learn additional recipes as they discover them.
Locks and Mechanical Devices
At level zero a Gnome has a 20% chance to pick a lock or disable a mechanical trap. This chance improves by 05% at each level of character advancement. Gnomes are handy opening things but not so good as Dwarves. Given a set of lock-picks and tools a Gnome can enjoy a basic +05% bonus to their chance of success but higher quality sets of tools provide them with no additional bonuses, not like a well trained Dwarf.
Slight of Hand
At level zero a Gnome has a 15% chance of success at some action of slight of hand. This can involve swiping an object off of a vendors table without being noticed or picking a merchant's pocket. Not all Gnomes are thieves and often this knack for feats of legerdemain is employed in simple tricks with cards or feats of street magic, juggling or harmless entertainment. The Gnome gains a +05% increase to their slight of hand success at every level of advancement.
Stealth
Gnomes are sneaky and quiet. At level zero they already possess a base 50% chance to move with stealth. This chance improves by +10% at every even level of character advancement so 60% at level two, 70% at level four, 80% at level six and 90% at level eight. At level nine the Gnome gains a small bonus of +02% so 92% and at level ten a final bonus of +02% for 94% chance for stealth. This base chance can be made more difficult by the referee should the Gnome try to stealth when encumbered, in well lighted or well guarded areas or while wearing heavy types of armor and so forth.
Quick
Gnomes are good at dodging and they make small targets for archers. A gnome which is aware that they are the target of incoming attacks enjoys an automatic +1 bonus to AC versus melee attacks and a +2 bonus versus ranged attacks for this reason. This bonus does not apply to saving throws versus breathe weapon attacks as these tend to encompass an area of effect.