Upheaval in Zhaltssom
Brief Description: (This is where the race is described in ten words or less.)
Physical Description: (More significant details about the race’s visual appearance.)
Preferred Habitat: (Where does this race prefer to live?)
Culture and Society: (What is considered significant to this race and how do they generally govern themselves?)
History, Myths, and Events: (How long has this race existed? Do they believe in any myths? What events have occurred in the race’s history?)
Relations: (How is this race treated by other races?)
Preferred Classes: (What character classes does this race favor and why?)
As Player Characters: (What do players need to keep in mind when playing a member of this race?)
Racial Statistics: (The significant stuff that actually goes on the character sheet. Heights, weights, ages, and the race’s raw qualities and traits.)
Starting Ages: Between 44 and 94 years
Heights: Between 2’10" and 3’8"
Weights: Between 30 and 43 lbs.
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: Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose from the following: Elven, Dwarven, Draconic, Verem, Anura, Dyanast, and Soleno.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
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.
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, 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.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Master Tinker: Gnomes experiment with all manner of mechanical devices. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.