Gnomes

Svirfneblin

• -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - blindness/deafness, blur, disguise self.
• Spell Resistance 12
• +2 racial bonus on saving throws against illusions
• +1 racial bonus on attack rolls against kobolds and goblinoids
• +2 racial bonus on Craft (alchemy) and Listen checks.
• Stonecunning: +2 racial bonus on checks to notice unusual stonework. Can find such by passing within 10 feet, and can find stonework traps as a rogue can. Can intuit depth.
• +2 racial bonus on all saves.
• +4 dodge bonus to AC.
• Favored Class: Rogue

Rock

• -2 Strength, +2 Constitution
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - speak with animals(burrowing)
• Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against illusions
• +1 modifier to the DC for all saving throws against illusion spells you cast.
• +1 racial bonus on attack rolls against kobolds and goblinoids
• +4 dodge bonus to AC against giants
• +2 racial bonus on Craft (alchemy) and Listen checks.
• Favored Class: Bard

Forest

Forest gnomes are considered an odd lot. They lack the technological drive of most gnomes, preferring to instead increase their knowledge of the natural world. They are most commonly found in the philosopher, herbalist, artist, and healer guilds. Forest gnomes are most easily identified by their green eyes. It is said that Forest Gnomes were the first gnomes, and thus are the origin of the gnomish ties to the land (their ability to speak with burrowing animals is offered as evidence of this)

• -2 Strength, +2 Constitution
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - speak with animals(burrowing)
• Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against illusions
• +1 modifier to the DC for all saving throws against illusion spells you cast.
• +4 dodge bonus to AC against giants
• +2 racial bonus on Craft (alchemy) and Listen checks.
• Pass without Trace(Su): You have the innate ability to use pass without trace (self only, as a free action).
• +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
• +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
• Favored Class: Illusionist

Ice

• -2 Strength, +2 Constitution
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - speak with animals(arctic)
• Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against illusions
• +1 modifier to the DC for all saving throws against illusion spells you cast.
• +1 racial bonus on attack rolls against kobolds and goblinoids
• +4 dodge bonus to AC against giants
• +2 racial bonus on Craft (alchemy) and Listen checks.
• Favored Class: Bard

Wavecrest

• -2 Strength, +2 Constitution
• Base land speed of 20 feet.
• Low-Light Vision
• Spell-like abilities: 1/day - speak with animals(sea birds)
• Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons, rather than exotic weapons.
• +2 racial bonus on saving throws against illusions
• +1 modifier to the DC for all saving throws against illusion spells you cast.
• +4 dodge bonus to AC against giants
• +2 racial bonus on Craft (alchemy) and Listen checks.
• +1 racial bonus on Attack rolls against locathah and sahuagin.
• Favored Class: Bard

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