Ruins of Adventure
- Ability Score Adjustment: +1 Intelligence, -1 Wisdom
- Class Level Limits: See Racial Level Limits
- Multi-Class Options: Illusionist + any one non-wizard, or Tinker + any one other
- Height (M/F): 38 in / 36 in +1d6
- Weight (M/F): 72 lbs / 68 lbs +5d4
- Starting: 60 +3d12 years
- Middle/Old/Venerable: 100 / 133 / 200
- Maximum: 300 +3d100
- Bonus Languages: Common, Gnim, Burrowing Mammals1
- Recommended Languages: Chuklian, Dethek, Luiric, Yip Yak, Undercommon
- Movement: 6
- Thief Skills:
- Pick Pockets: —
- Open Locks: +5%
- Find/Remove Traps: +10%
- Move Silently: +5%
- Hide in Shadows: +5%
- Detect Noise: +10%
- Climb Walls: -15%
- Read Languages: —
- Special Abilities:
- Like their cousins the dwarves, gnomes are highly magic resistant. This gives a bonus to gnomes’ saving throws against attacks from magical wands, staves, rods, and spells. This bonus is +1 for every 3½ points of Health score. These bonuses are summarized on the Dwarf page.
- In melee, gnomes add 1 to their attack rolls goblins, kobolds, or lizard men.
- Gnomes gain a +4 bonus to their AC against attacks made by ogres, trolls, giants, titans, or similar creatures.
- Gnomes have infravision to a range of 60 feet.
- Being tunnelers of exceptional merit, gnomes gain the following bonus “Detection Proficiencies”. See the entry for dwarves for details on detection proficiencies.
- Detect grade or slope in passage: Wis +4
- Detect stonework traps, pits, and deadfalls: Wis
- Determine approximate depth underground: Wis
- Determine direction underground: Wis
- Gnomish priests start out with a burrowing animal companion. This animal is the voice of the gnome’s god, and can only be heard by the priest. The animal offers advice and commentary, and when the priest uses Divination spells, the deity speaks through the animal.
- Special Restrictions:
- Gnomes are small-sized. They cannot use Large-sized weapons and must wield Medium-sized weapons in two hands.
- As small-sized creatures, gnomes have 2/3 the carrying capacity of a human of equal strength.
- Gnomes are much more comfortable with technological devices than with magical items, and suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities. This check is made each time the gnome attempts to use the device, or, in the case of continuous-use devices, each time the device is activated. Like dwarves, gnomes can sense a cursed item if the device fails to function.
Background: Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years.
Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of precious stones and are masters of gem polishing and cutting.
Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. Their diminutive stature has made them suspicious of the larger races—humans and elves—although they are not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but find their cousins’ aversion to surface dwellers foolish.
1 Gnomes can speak in a language of signs, grunts, and snorts that allows minimal communication with moles, badgers, weasels, and similar creatures, including giant versions.