Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange.

Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.

Unlike most races, gnomes do not generally organize themselves within classic societal structures. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. Male gnomes have a strange fondness for unusual hats and headgear, while females often proudly wear elaborate and eccentric hairstyles.

A gnome character can elect to be a fighter, a thief, a cleric, a magic-user, or an illusionist. A gnome can have two classes, but not three: fighter/ thief, illusionist / thief, etc.

Due to his upbringing, a beginning gnome character can choose to know the following languages, in addition to any others allowed by the DM: common, druidic, elven, gnome, halfling, goblin, giant, kobold, sylvan, and orcs. The actual number of languages a character begins with depends upon his Intelligence score (see Table 4) or the proficiency slots he allots to languages (if that optional system is used).

Due to their magical nature, gnomes gain a +2 bonus that applies to saving throws against magical wands, staves, rods, and spells.

In melee, gnome characters add 1 to their attack rolls to hit kobolds or gnolls. When gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans attack gnomes, these monsters must subtract 4 from their attack rolls because of the gnomes’ small size and their combat skills against these much larger creatures.

Gnomish infravision enables them to see up to 60 feet in the dark.

Gnomes gain the following spell-like abilities one of which may be used each day—dancing lights, audible glammer, cantrip, and animal friendship.

Gnome characters gain a +1 bonus to their Intelligence scores, to reflect their highly inquisitive natures. They suffer a - 1 penalty to Wisdom because their curiosity often leads them unknowingly into danger.

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