Gnomes are small humanoids who embody the reckless unpredictabilty of magic. They tend to have short limbs and large heads with particularly bulbous noses and ears. The skin of a gnome is tough and naturally calloused, with some gnomes developing stone-like plates on some parts of the body. While gnomish skin tones are generally earthy or stone-like with occasional dull reds and blues, gnomish hair colors can be nearly any color - or combination of colors - imaginable, generally matching their large, bright eyes. Male gnomes tend to wear eccentric hats to cover early balding, and female gnomes often wear flamboyant hairstyles.
Gnomes rarely exceed 3 1/2 feet, and many stand well below 3 feet tall. Gnome men weigh about 50 pounds, and gnome women are slightly smaller at about 40 pounds. Gnomes reach adulthood at 30 years and live for about 300 years.
Rock gnomes are by far the most common type of gnome, to the point that many outsiders do not even know other types of gnomes exist. They are native to Alderia where most can be found in The Gnomeland, but many have migrated to Lydera and found a home there. Behind all the ridiculous hats, insistance on puns, and generally zany worldviews, gnomes tend to hold a deep respect for tradition that resonates well with dwarves and an industriousness that earns the admiration of humans. Of course, it can be very difficult to get past the outer layer of vapid shenanigans to actually know the gnome beneath, leading to an untrustworthy reputation. A long history of persecution also leads many gnomes to be skittish and untrusting themselves.
A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
+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 kobolds and goblinoids.
+2 racial bonus on Listen checks. +2 racial bonus on Craft (alchemy) checks.
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.
Svirfneblin, sometimes called dark gnomes or deep gnomes, are a greatly less energetic offshoot whose very souls are wells of twisted and impossible magic. Though taller than other gnomes, svirfneblin are also incredibly lanky, with a skin-and-bones frame being very common. They have slightly smaller heads and multi-pointed ears, and their skin and hair colors run a range of monochromatic greys. Their sunken eyes are often solid black, but some have a dull tint of color. Most wear minimal clothing and do little to style their wiry hair.
Svirfneblin generally stand around 4 feet, but they tend to weigh no more than 40 pounds, with little significant difference between men and women. Svirfneblin reach adulthood at 40 years, but there is no consistent maximum lifespan known - some live to 100 years, some to over 1,000.
Svirfneblin are most often found in secluded underground caves, generally in small family tribes, and are exceptionally rare on the continents. They are reclusive and silent, and little is known about their history. Part of this comes from a svirfneblin's inherent tendancy towards nonexistance - by all arcane reconing, they exist somehow slightly less than the rest of the world. They tend to be dour and skittish with little sense of determination or compassion. This drives many to take up aimless wandering, lazily drifting through the world undetected thanks to a natural ability to hide from view.
Svirfneblin are humanoids with the Shadowborn subtype. This grants the following traits:
A svirfneblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
+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.
If a divination is attempted against a svirfneblin, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the svirfneblin's character level.
+2 racial bonus on Hide and Move Silently checks.
1/day: blur, disguise self Caster level 1st.
Forest gnomes are an ancient branch of gnomes who live closer with the natural energies of the forest than of the mountains. They are remarkably short, even by gnomish standards, with slightly softer and more fey-like features. Their skin tones range from barky browns to leaf greens, with frequent calloused patches of bark-like skin along the shoulders, feet, and chest. They have a tendancy towards baldness among both men and women, but their hair colors can range from gentle floral pinks and purples to rich chestnut browns and leaf greens. Though eccentric clothing is not the norm, some forest gnomes will cultivate live plants and mosses on their own bodies.
Forest gnomes stand only a little over 2 feet tall on average, weighing rarely more than 30 pounds. They reach adulthood at 30 and live for around 350 years.
Forest gnomes are native to the northernmost parts of Alderia, but nowadays they are scattered throughout the continent. Of course, they are incredibly rare due both to low numbers and a tendancy for hiding. With a history of warfare and no homeland to speak of, forest gnomes often have surprisingly bleak outlooks on the world, and with how few actual communities they have, very few cultural generalizations can be made about them.
A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome's class levels.
Forest gnomes can speak a simple language that allows for basic communication with forest animals.
+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 goblinoids. +2 dodge bonus to Armor Class against goblinoids. 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.
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