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  ·  .  .  ·  ·  . |          Help on:  Gnome          | .  ·  ·  .  .  ·
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Adjustments: +1 Piety, +1 Constitution, +1 Intelligence, -1 Dexterity, -2 Strength
Compatible Classes: Bard, Cleric (Kamira), Fighter, Mage, Monk, Rogue, Thief, 
                    Fighter/Mage, Mage/Thief, Thief/Mage

General
Gnomes are clever, curious, and endlessly inventive, known for their craftsmanship, 
quick wit, and keen intellect. While they are distantly related to dwarves, they have 
very little in common beyond their small stature. Unlike their stout, hard-headed 
cousins, gnomes prefer ingenuity over brute force, excelling in fine arts, invention, 
and mercantilism. They are tinkerers, scholars, traders, and tricksters, always eager 
to experiment, discover, or turn a profit. Gnomes are natural problem-solvers, spending 
countless hours unraveling puzzles, designing intricate devices, or crafting beautiful 
works of art. While dwarves may mine the stone and forge weapons, gnomes work with the 
delicate and the intricate, mastering jewelry-making, clockwork mechanisms, and enchantments.
Their love of learning and invention makes them excellent spellcasters, particularly 
mages and clerics. They tend to favor deities of luck and ingenuity, such as Kamira, 
the goddess of luck, and Jakar, the god of invention and mercantilism. Despite their 
bright minds, gnomes are physically frail. Their small size and lack of strength make 
them ill-suited for heavy combat, though they make up for it with agility, cunning, 
and magical prowess.

Physical & Mental Traits
Gnomes are small and wiry, standing around three feet tall, with large noses, expressive eyes, 
and no facial hair. Their features are often exaggerated, giving them an almost whimsical 
appearance. They tend to talk fast, think faster, and rarely stay focused on a single 
topic for too long. They are highly intelligent, with sharp minds and a natural talent 
for problem-solving. Unlike dwarves, who are stubborn traditionalists, gnomes are open-minded 
and experimental, always seeking new ways to improve, create, or innovate. Their natural 
curiosity sometimes leads them into trouble, as they have a habit of meddling in things 
they perhaps shouldn¿t. Though not physically strong, they are remarkably resilient. 
Their stubborn determination and ability to think their way out of problems make them 
surprisingly difficult to keep down. Gnomes possess infravision, allowing them to see in 
total darkness, which aids them in crafting, inventing, and exploring underground settlements.

Culture & Philosophy
Gnomes live in tight-knit communities, usually built into rolling hills or hidden among 
bustling trade towns. Unlike dwarves, who isolate themselves in mountain fortresses, gnomes 
prefer to interact with the world, establishing trade routes, workshops, and guilds where 
they can share ideas and profit from their craft. Their love for invention and curiosity 
means that most gnome settlements are filled with strange devices, experimental contraptions, 
and unfinished projects. If something moves, makes noise, or has gears, chances are a gnome 
is tinkering with it. Religion among gnomes is split between Kamira, the goddess of luck, 
and Jakar, the god of invention and mercantilism. Some gnomes believe that success comes 
from luck, while others argue that true success is crafted through ingenuity and hard work. 
Regardless of which path they follow, all gnomes value cleverness and quick thinking.
Gnomes have a love of humor and mischief, often playing harmless pranks on larger races. 
They find dwarves too serious, elves too slow to act, and humans too impatient. They tend
to despise goblins and orcs, as they find their destructive natures apalling. Moreso, they
cannot stand kobolds, as those creatures are also inventive, but they tend to use their 
creations for sinister deeds. Outside of this, they are pretty laid back and are usually 
willing to trade with anyone if there's profit to be made.

Racial Traits
-See in dark (Infravision): Yes
-Size class: Small

Racial Perks & Benefits
-Staff Proficiency: Bonus to hit with staves, as gnomes often favor arcane or scholarly weapons.
-Giant Dodger: Harder to be hit by giantkin, due to their small size.
-Sharp Minds: Naturally resistant to confusion and illusion effects, as their innate 
              intelligence allows them to see through deception.

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