Small cousins of the dwarves, gnomes are friendly but reticent, quick to help their friends but rarely seen by other races. Gnomes are most lively and full of humor—often on the black side of practical jokes. Gnomes love all sorts of precious stones.
MAXIMUM LEVEL BY CLASS
Cleric = 7th
Fighter = 6th (8th if Primary Ability is 16+)
Illusionist = 7th (11th if Primary Abilities are 16+)
Thief = Unlimited
Assassin = 8th
Fighter/illusionist
Fighter/thief
Illusionist/thief
Surface-dwelling gnomes (also called “rock” gnomes, a title they abhor) stand some 3 ft. tall with a slighter build relative to a dwarf. They are brown or gray skinned with bright colored eyes (gem-like; commonly blues and greens). Male gnomes typically wear facial hair, although rarely the full beard as a dwarf. Gnomes are thought to have the blood of the fey in their veins. They live longer than other demi-humans, with the exception of elves, up to 750 years. Gnomes are clannish like dwarves but with smaller units led by Elders who work together with other clans almost as guilds do. Gnomes pay homage to a deity they call The Trickster.
Ability Scores. Minimums are a 6 Strength, 7 Intelligence, and an 8 Constitution. Maximums are an 18/50 Strength.
Age. Gnomes mature at the same rate as humans, and PCs begin when they’re in their 90s (unless a cleric, in which case this will be 325 years). Gnomes have a lifespan of approximately 750 years.
Alignment. Gnomes are most often good or neutral. Gnomes sometimes don’t understand how their actions will affect others or the size of the impact.
Size. Gnomes are Small humanoids, standing around 3-1/2 feet tall and weigh 60 lbs. Pay careful attention to weapon size rules ("SIZ") and gear bulk rules.
Speed. Your base walking speed is 90 feet per round.
Hear Check. [complex]—+20%.
Starting Languages. Common, Dwarf, Gnome, Goblin, Halfling, and Kobold. Gnomes can also communicate with burrowing mammals (creature type or sub-type—animal only), able to share rudimentary information. See the speak with animals spell for details.
Infravision. Accustomed to life underground, you have infravision in dark conditions. You can see in dim light outdoors out to 100 yards as if it were daylight.
Expert Miner. [complex] The character must be immobile and concentrate looking at all adjacent areas within 10 feet.
Detect grades or slopes in passages—80%
Detect unsafe stone construction or tunnels—70%
Determine direction underground—50%
Determine depth underground—50%
Giant-fighters. (giants, ogre magi, ogres, titans, trolls) You gain a +4 bonus to AC when fighting these large giant-type creatures.
Racial Hatred. (goblins, kobolds) You gain a +1 bonus to attack rolls when fighting these humanoids.
Resistance. [magic, poison] You gain a Constitution racial bonus on saves against poison and magic. See Constitution.
Ring Failure. Anytime you don a magic ring, you must make a resistance roll: 01-20 the ring will never work for you; 21-00 the ring will function some of the time. If functioning, continuous functions (protection, fire resistance) will always work but invoked functions (invisibility, feather falling) have a 20% chance per use of malfunctioning (not working). Additional invocation attempts may be made during each subsequent round (action type/time required as if using the item normally). See Magic Items, Rings.
Weapon Bonus. Gnomes gain a +1 bonus to attack rolls with picks.