Mortal Races - Gnomes

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Gnomes

From the originally three gnome races on Naboria, it seems that only one survived the Apocalypse. The Mountain Gnomes (as standard gnomes in PH) survived on Eastern Urite and fight now against the beholder that suppressed them for centuries. There are other small settlements on Loren and Nimur. The Island Gnomes perished all during the Apocalypse. The third race, the deep gnomes, seem to have disappeared too, or may be they only went deeper into the heart of Naboria and broke contact with other races.

[Mountain Gnomes] [Wood Gnomes] [Deep Gnomes] [Age, Height and Weight]

Mountain Gnomes

The mountain gnomes originally were found everywhere on Naboria living in small settlements in the mountains. Only in Urite the built large cities below the rulership of beholders. Their traits are:

  • +2 Constitution, +2 Strength.
  • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Gnome base land speed is 20 feet.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torch light, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
  • +2 racial bonus on saving throws against illusions.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
  • +1 racial bonus on attack rolls against beholder.
  • +4 dodge bonus to Armor Class against beholder aberrations. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks.
  • +2 racial bonus on Craft (alchemy) checks.
  • Automatic Languages: Pathdhani (4/5), Gnome (4/4).
  • Bonus Languages: Beholder, Dwarven, Elven. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
  • Spell-Like Abilities: 1/day - speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day - dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.
  • Favored Class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty.

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Wood Gnomes

These gnomes, also called Island Gnomes, live in light forests. Their largest settlements were situated on the islands between Loren and Urite, but were destroyed during the Apocalypse. They are shorter than mountain gnomes and less earth bound. Only very few wood gnomes survived the Apocalypse; probably not enough to assure the survival of their race. Wood gnomes have the same trait as Mountain Gnomes, except for:

  • +2 Constitution, +2 Dexterity.
  • no bonus against beholders.
  • Spell-like Abilities: 1/day - speak with animals (woodland creatures, duration 1 minute).
  • Automatic languages: Gnome, Local Language.
  • Bonus Languages: Sylvan, Wood Elf.
  • Favored Class: Ranger.

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Deep Gnomes (svirfneblin)

Svirfneblins are stealthy, reclusive creatures that dwell deep in the Underdark. These shy gnomes were almost impossible to see before the Apocalypse. Now, even 150 year after the Time of Darkness, they have retreated so deep into the hearth of the world, that nobody have seen one since then. Some scholars claim that they have disappeared forever. Deep gnomes have gray skin, gray hair and gray eyes. The males are generally bald. They have the same traits as mountain gnomes, except as follows:

  • -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma.
  • Darkvision, 120 feet.
  • Spell-Like Abilities: 1/day - blindness, blur, change self. Caster level like a wizard of the same level as the svirfneblin (save DC 10 + spell level).
  • Stonecunning: like dwarves.
  • Non-detection (Su): Svirfneblin have a permanent non-detection ability equivalent to the spell casted by a wizard of the same level.
  • SR 11 + character level.
  • +4 dodge bonus against every creature.
  • +2 racial bonus to all saving throws.
  • +2 to Hide checks / +4 in darkness.
  • Automatic Language: Gnome.
  • Bonus Language: Undercommon.
  • ECL: +3.

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Age, height and weight

Table 1: Aging Effects

Race MaturityMiddle AgeOldVenerableMaximum Age
Mountain Gnome60 100 150200 3d100
Wood Gnome 50 80 120170 2d100
Deep Gnome 100 150 250450 4d100

Table 2: Height and Weight

Race Base HeightModifierBase WeightModifier
Mountain Gnome, male 90 cm 2d10 18 Kg x0.5
Mountain Gnome, female85 cm 2d10 15 Kg x0.5
Wood Gnome, male 80 cm 2d10 15 Kg x0.4
Wood Gnome, female 75 cm 2d10 13 Kg x0.4
Deep Gnome, male 70 cm 2d10 20 Kg x0.6
Deep Gnome, female 65 cm 2d10 18 Kg x0.6

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