Races: Gnome

Ethnicities


Jinglasei

Zhoulong

Nocklebuck

West Asteropa

Sunniluck

North Khaliram

Whismer

East Asteropa

Wintelvar

North Asteropa

Languages


Racial Traits


Standard Traits

  • Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
  • Type: Gnomes are Humanoid creatures with the gnome subtype.
  • Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
  • Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Offense Racial Traits

  • Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
  • Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Defense Racial Traits

  • Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Feat and Skill Racial Traits

  • Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
  • Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Magical Racial Traits

  • Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Senses Racial Traits

  • Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Alternate Traits

  • Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
  • Architectural Ingenuity: Some gnomes demonstrate incredible talent for building and adjusting structures. These gnomes gain a +2 racial bonus on Knowledge (engineering) checks and on Craft and Perception checks related to structures (including structural traps). This racial trait replaces keen senses and obsessive.
  • Artistic: Gnomes with this racial trait gain a +2 racial bonus on a Perform skill of their choice. This replaces obsessive.
  • Behind the Veil: Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Gnomes can take this trait in place of low-light vision.
  • Blended View: Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Gnomes can take this trait in place of keen senses.
  • Bond to the Land: Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
  • Charming Diviner: Gnomes with this racial trait treat their caster level as 1 higher for the purposes of divination spells they cast. Additionally, if the gnome has a Wisdom or Charisma score of 11 or higher, she also gains the ability to cast charm animal as a spell-like ability three times per day. The caster level for this effect is equal to the gnome’s level, and the DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This replaces gnome magic.
  • Darkvision: Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
  • Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Gnomes can take this trait in place of weapon familiarity.
  • Dirty Trickster: All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trick combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Deft Maneuvers, and any feat with Deft Maneuvers as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.
  • Dusksight: When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Gnomes can take this trait in place of keen senses.
  • Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
  • Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive.
  • Fairy Catcher: Some gnomes are especially sensitive to the presence of fey and receive a +2 racial bonus on Perception, Sense Motive, and Survival checks against fey, a +2 racial bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of fey (this bonus stacks with the bonus granted by illusion resistance), and a +2 bonus on caster level checks to overcome the spell resistance of fey. The racial trait replaces defensive training, hatred, and keen senses.
  • Faerie Dragon Magic: Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This trait replaces gnome magic.
  • Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Wisdom modifier. This racial trait replaces gnome magic.
  • Fey Fortitude: Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects. This replaces weapon familiarity.
  • Fey Magic: Gnomes with this racial trait increase the DC of spells of the compulsion subschool they cast by 1. Additionally, if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities: 1/day—charm person, dancing lights, entangle, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This replaces gnome magic, illusion resistance, and obsessive.
  • Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
  • Fey-Tongued: You gain haunted fey aspect and speak with plants instead of dancing lights and speak with animals as spell-like abilities from the gnome magic racial trait. This racial trait alters the gnome magic racial trait.
  • Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
  • Inquisitive: Gnomes have a knack for being in places they shouldn’t be. Gnomes with this trait gain a +2 racial bonus on Disable Device and Escape Artist checks. This racial trait replaces keen senses and obsessive.
  • Intrepid Settler: Some gnomes add to the thrill of living by settling in precarious places. These intrepid gnomes gain a +2 racial bonus on saving throws against fear effects and on Acrobatics, Climb, and Swim checks. This racial trait replaces illusion resistance, keen senses, and obsessive.
  • Knack with Poison: Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.
  • Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome’s level. This racial trait replaces gnome magic and illusion resistance.
  • Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
  • Nature Affinity: Gnomes with this racial trait gain a +2 racial bonus on Fortitude saves against diseases and poisons inflicted by fey, plants, and forest-related hazards. This replaces keen senses.
  • Nosophobia: You gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.
  • Poison Minion: Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance.
  • Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome’s level; the DCs are Charisma-based. This racial trait replaces gnome magic and illusion resistance.
  • Shadow Dodger: Gnomes with this trait gain a +4 dodge bonus to their AC against incorporeal creatures and partially real creatures and objects, such as those created by shadow conjuration, but only if successfully disbelieved. This racial trait replaces defensive training and illusion resistance.
  • Shadow Foe: Gnomes with this trait receive a +1 bonus on attack rolls and to their AC against humanoids of the dark folk and wayang subtypes, and outsiders native to the Shadow Plane. This racial trait replaces defensive training and hatred.
  • Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Gnomes can take this trait in place of weapon familiarity.
  • Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Gnomes can take this trait in place of gnome magic.
  • Sound Mimicry: Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check. This replaces weapon familiarity.
  • Stalker: Some gnomes become obsessed with specific individuals. Once per day, such a gnome can observe a creature for 10 minutes. After that, she gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature. She also gains a +1 bonus on weapon attack and damage rolls against that creature. These bonuses last for 1 day. This racial trait replaces defensive training, hatred, and obsessive.
  • Student of the City: Gnomes of the city learn all they can from newcomers and tend to make contacts in all quarters. They gain a +2 racial bonus on Knowledge (local) checks, and can use that skill to gather information in place of Diplomacy. This racial trait replaces obsessive.
  • Utilitarian Magic: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.
  • Vivacious: Some gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses. Source PZO9280
  • Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces defensive training and hatred.
  • Wright: Some gnomes prefer to use their natural talents with mechanisms to drive machines. These gnomes gain a +2 racial bonus on driving checks and on Craft checks to build or repair vehicles. This racial trait replaces hatred and obsessive.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Arcane School Spirit General Bluff 1 rank, arcane school class feature, gnome Bluff someone into reducing their save against your next spell.
Arcane Talent General Cha 10, elf, half-elf, or gnome Cast a 0-level spell 3 times per day as a spell-like ability.
Babble-Peddler General Appraise 5 ranks, Bluff 5 ranks, gnome Trick creatures into exchanging valuables for junk.
Bewildering Koan General Bluff 1 rank, ki pool class feature, gnome Confuse a creature by bluffing them with an impossible question.
Blood Ties General Bluff 1 rank, bloodline class feature, gnome Use Bluff instead of Diplomacy when influencing a sorcerous creature.
Breadth of Experience General Dwarf, elf, or gnome; 100+ years old +2 bonus on all Knowledge and Profession checks.
Caustic Slur General Bluff 1 rank, favored enemy class feature, gnome Bluff to insult your favored enemies into becoming overly angry.
Echoes of the First World Teamwork Knowledge (nature) 2 ranks, gnome subtype Gain DR 2/cold iron and count as fey instead of humanoid when near allies with this feat.
Effortless Trickery General Gnome Maintain concentration as a swift action with an illusion.
Enhanced Gnome Magic General Cha 13, Knowledge (nature) 3 ranks, gnome, gnome magic racial trait Gain an additional spell-like ability.
Extra Gnome Magic General Cha 13, Gnome Gain more uses of your gnome spell-like abilities.
Gnome Trickster General Cha 13, gnome, gnome magic racial trait Use mage hand and prestidigitation once per day.
Gnome Weapon Focus Combat Base attack bonus +1, gnome, proficient with all martial weapons You gain a +1 bonus on attack rolls with gnome weapons (weapons with “gnome” in the title).
Great Hatred Combat, Gnome Gnome, hatred racial trait You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.
Groundling General Cha 13, gnome, gnome magic racial trait Speak with burrowing animals as spell-like ability.
Haunted Gnome Combat Cha 13, gnome magic racial trait, Knowledge (arcana) 1 rank You add haunted fey aspect to your list of gnome magic spell-like abilities, and you can use this spell-like ability twice per day.
Haunted Gnome Assault Combat Haunted Gnome, Knowledge (arcana) 3 ranks Gain independent use of gnome magic.
Haunted Gnome Shroud Combat Haunted Gnome Assault, Knowledge (arcana) 6 ranks Gain additional use of gnome magic.
Helpless Prisoner General Bluff 5 ranks, Escape Artist 1 rank, gnome Make Bluff checks to convince captors of your harmlessness.
Illusive Gnome Style Combat, Style Int 13, Gnome Weapon Focus, Improved Feint, base attack bonus +1, gnome magic and weapon familiarity racial traits The chaotic, somewhat random design of your racial weapons makes it easy to combine them with illusions.
Invoke Primal Instinct General Bluff 1 rank, wild shape class feature, gnome Expend one use of wild shape, and make a Bluff check to cause all creatures within 30 ft. that fail a Will save to regard you as a figure of either fear or contempt.
Master of Wonders General Iron Will, gnome When you activate a rod of wonder, roll d% to determine what effect the rod would create. If you desire to do so, you can roll d% again and use this second result. You can only use this ability once per round.
Mirror Kin Teamwork Bluff 8 ranks, gnome, gnome magic racial trait You become difficult to distinguish from your allies, giving you a 20% miss chance due to concealment.
Tantrum Combat Bluff 1 rank, rage class feature, gnome Use the Bluff skill to feint while raging.
Twin Thunders Combat Flurry of blows class feature or Two-Weapon Fighting, Weapon Focus with wielded bludgeoning weapons, defensive training race trait, dwarf or gnome Substitute disarm, sunder, and trip for any of your attacks vs. giants
Vast Hatred Combat Gnome, hatred racial trait Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus from the hatred racial trait applies to creatures of the selected types (and subtypes).
Witty Feint Combat Bluff 1 rank, weapon training class feature, gnome When using feint gain a dodge bonus to AC instead of denying an opponent their Dex bonus.
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