BETA — This site is under active development. Data may be incomplete or incorrect.
Gnome

Gnome

Favored class: Wizard

Gnomes are small, clever, and insatiably curious, yet not as strong as others. They gain bonuses vs. giants, bonuses with and against illusions, are hard to hit due to their small size, and have a general affinity with magical devices.

Gnomes love magic, inventions, and secrets. Often skilled with illusions and mercantile ventures, many gnomes dabble in magic of one kind or another, though some are skilled with light hammers and similar weapons.

<TextTooltip:IIDString:0:All characters have six primary ability scores, commonly called stats. These are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. A character's scores in each of these stats determine how successful that character will be in different classes and at different tasks.>Stat<TextTooltip> Notes:

Gnomes start with higher <TextTooltip:IIDString:0:Intelligence improves spellcasting for Wizards and Artificers, and provides more skill points for all characters.>Intelligence<TextTooltip> and lower <TextTooltip:IIDString:0:Strength measures your muscle power and affects your chance to hit with melee attacks and the damage you deal.>strength<TextTooltip>.

Strengths: Higher intelligence, improved dodge and magical device usage, and bonuses from their small size.

Weaknesses: Slightly lower strength and unarmed combat.

Str -2
Dex 0
Con 0
Int +2
Wis 0
Cha 0

Automatic Feats 5

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • You have some special bonuses due to your gnomish heritage.

    +2 Haggle
    +2 Use Magic Device
    Proficient with Light Hammers, Throwing Hammers, and Warhammers.
  • As a Small creature, you receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.
  • Proficiency: Light Hammer
    You do not suffer a -4 penalty on attack rolls when using a light hammer.
  • Proficiency: Throwing Hammer
    You do not suffer a -4 penalty on attack rolls when using a throwing hammer.
  • Proficiency: Warhammer
    You do not suffer a -4 penalty on attack rolls when using a warhammer.

Selectable Feats 1

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • The bloodline of House Sivis bestows on you a +2 bonus to your Use Magic Device skill. Activate this ability to scribe runes on your glove or gauntlet, casting the Shield spell.

Enhancements Full tree →

The Gnome tree. Hover a cell for what it does; the full page has every rank and description.

Sivis Dragonmark Focus 0/3
Sivis Dragonmark Focus
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Dragonmark Uses per day

+1 Use Magic Device
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 1 AP
+25% effectiveness from your wands, scrolls, and other items that cast spells, and +1 to the save DC of your offensive wands.
Keen Insight 0/3
Keen Insight
Ranks: 3 Cost: 1 AP Requires: 1 AP
+2 to Will Saving Throws vs. Illusions
Stealthy or Awareness 0/3
Stealthy or Awareness
Ranks: 3 Cost: 1 AP Requires: 1 AP
Pick from Stealthy or Awareness
Gnomish Weapon Training 0/1
Gnomish Weapon Training
Ranks: 1 Cost: 1 AP Requires: 1 AP
+1 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
Lesser Mark of Scribing 0/1
Lesser Mark of Scribing
Ranks: 1 Cost: 2 AP Requires: 5 AP
You may cast Mark of Flame as a spell-like ability. This spell acts as the Symbol of Flame spell, but with Illusion as its school and Will as its saving throw. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Against the Giants 0/3
Against the Giants
Ranks: 3 Cost: 1 AP Requires: 5 AP
Gnomes have passed their tactics for eluding Giants down over generations.

+2 to Saving Throws and Armor Class against Giants.
Color Spray 0/3
Color Spray
Ranks: 3 Cost: 1 AP Requires: 5 AP
Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Permanent Blur 0/1
Permanent Blur
Ranks: 1 Cost: 1 AP Requires: 5 AP
You gain a permanent Blur effect.

Blur: An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking that ally (due to concealment).
Gnomish Weapon Training 0/1
Gnomish Weapon Training
Ranks: 1 Cost: 1 AP Requires: 5 AP
+1 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
Greater Mark of Scribing 0/1
Greater Mark of Scribing
Ranks: 1 Cost: 2 AP Requires: 10 AP
You may cast Mark of Stunning as a spell-like ability. This spell acts as the Symbol of Stunning spell, but with Illusion as its school and Will as its saving throw. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Nimble Reaction 0/3
Nimble Reaction
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Armor Maximum Dexterity Bonus and Maximum Dodge Bonus
Racial Spell Focus: Illusion 0/3
Racial Spell Focus: Illusion
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 to Illusion DCs
Gnomish Weapon Training 0/1
Gnomish Weapon Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
+2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
Gnomish Favored Enemy 0/1
Gnomish Favored Enemy
Ranks: 1 Cost: 2 AP Requires: 15 AP
Gnomes have a history of racial enmity with several kinds of creatures. Choose a Favored Enemy feat for one of these.
Gnomish Weapon Training 0/1
Gnomish Weapon Training
Ranks: 1 Cost: 2 AP Requires: 15 AP
+2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.

+1 Competence Bonus to Critical Threat Range with the same weapons.
Core Enhancements
Gnomish Perseverance 0/1
Gnomish Perseverance
Ranks: 1 Cost: 1 AP
+1% Dodge

+1 Use Magic Device
Intelligence 0/1
Intelligence
Ranks: 1 Cost: 2 AP
+1 Intelligence
Gnomish Perseverance 0/1
Gnomish Perseverance
Ranks: 1 Cost: 1 AP
+1% Dodge

+1 Use Magic Device
Intelligence 0/1
Intelligence
Ranks: 1 Cost: 2 AP
+1 Intelligence
Scrolls: Retain Essence 0/1
Scrolls: Retain Essence
Ranks: 1 Cost: 1 AP
You gain a 15% Racial Bonus to your odds of retaining a copy of a Scroll when using it.

+2% Dodge

+1 Use Magic Device

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were a Gnome in a past life. You gain +1 to the Use Magic Device skill. This is the first of three Past Life: Gnome feats, each of which grants a different bonus.
  • You were a Gnome in a past life. You gain +1 to Intelligence. This is the second of three Past Life: Gnome feats, each of which grants a different bonus.
  • You were a Gnome in a past life. You gain +1 Racial Action Point. This is the final Past Life: Gnome feat.