Secular and brilliant, the gnomes are the most technologically advanced race on Seronia. They exist within a caste system that eschews gods and magic in favor of critical thinking and science. Two predominant factions exist within the gnomish castes: imperalists and anti-imperalists. The imperalists believe that the future for gomish society is to go out and invite other races (or conquer if they refuse) to experience gnomish society and uplift them with technology and intellect. The anti-imperalists believe non-gnomes will never be able to think or appreciate gnomish invention and should be left to their own devices, focusing their time and wealth on insular progression. 

Gnomes hold strict laws governing magic. Magic is seen as a shortcut for pure intelligence and is therefore not allowed to be used with their greatest creations: firearms. Anyone caught using magic to advance (but not necessarily enhance) firearm technology are arrested, citing endangering the welfare of the gnomish public. These strict laws have caused witch hunts among the gnomish elite, with jealous gunsmiths accusing rivals and competitors of using magic to cheapen costs, speed up the process of creating their wares, or aiding them in marksman tournaments.

Gnomes are between 3-1/2 and 4 feet tall. Skinny, almost gaunt creatures, gnomes rarely weigh more than 40 pounds. Their skin typically appears either darkly tanned or brown, but lighter colors are also known. Gnomes have gray, honey, green or blue eyes, but are rarely bright or striking in intensity. Their hair goes white at a very early age, but typically starts at any natural, non red pigment. Above eye or hair color, though, is a gnome’s nose. Even though gnomes don’t stand as tall as either dwarves or humans, their noses are often much bigger, a fact that they’re quite proud of. Many a discussion has ended in size comparisons, and both sexes consider a large nose to be a sign of beauty (though gnomish ladies are less likely to compare than gnomish men are). Adult gnomes are capable of growing extremely impressive amounts of facial hair, which is normally kept trimmed into large mustaches or neat, full beards. 

GNOME STATS

+2 Constitution, +2 Charisma, –2 Strength Gnomes are physically weak but surprisingly hardy, and are able to impose their will on others.

  • Small: Gnomes are Small creatures and 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.
  • Slow Speed: Gnomes have a base speed of 20 feet.
  • Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
  • Caste Member: Choose one of the following Gnomish castes. You gain the following benefits:
    • Iron- Once per day, when an effect would normally leave an Iron caste member fatigued or exhausted, they may ignore the fatigue or exhaustion effect. This ability activates the first time they are affected by fatigue or exhaustion in a day — you cannot “save” it to apply it to a specific effect. The military training has instilled discipline as well, granting a +1 bonus on Will saves. 
    • Noble- Noble caste members begin play with an additional 200 gp. In addition, at 10th level they gain a one-time 10,000 gp stipend.
    • Tinker- Tinker caste members receive a +2 racial bonus on a Craft of their choice and they are treated as proficient with any weapon they have personally crafted.
  • Skeptical: Gnomes receive a +2 racial bonus on Sense Motive and saving throws against illusion spells or effects.
  • Stubborn: Gnomes receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the gnome has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but can try one on the second round if the first reroll ability fails).
  • Weapon Familiarity: Gnomes are proficient in firearms and treat any weapon with the word “gnome” in its name as a martial weapon (gnomish gauntlet gun, gnomish spontoon, gnomish noble blade).
  • Languages: Gnomes begin play speaking Common and Gnomish.

MADNESS GNOME VARIANT

Renegades, known as “madness gnomes,” dare to mix arcane magics with technology in order to take it to unrestricted heights. Madness gnomes lose Caste Member, Skeptical, and Stubborn. Instead, they gain the following:

  • Gunmage: Madness gnomes receive the Gunsmithing feat for free at first level. In addition, with a Charisma of 11 or higher, a madness gnome gains access to the following spells: 1/day abundant ammunition, weapon wand, crafter's fortune
  • Paranoid Insight: Madness gnomes are automatically aware of scrying attempts targeting them and gain a +2 bonus on Perception checks made to locate a scrying sensor (if any) or to notice someone watching them. In addition, they gain a +2 bonus on Will saves made to resist spells and effects from the school of divination. Finally, the DC to Intimidate or demoralize a madness gnome increases by 2.
  • Engineer: A madness gnome always treats Knowledge (engineering) and Craft (alchemy) as class skills.


 
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