Average Height: 3’0”-3’6”
Average Weight: 35-70 lbs

Ability Scores: +2 Wis, +2 Dex or Con
Size: Small
Speed: 5 squares
Vision: Low-light

Languages: Common, choice of one other (Lilithai, Garaou, Kurothe, or dwarven)
Skill Bonuses: +5 Stealth, +2 Thievery or Arcana
Hard to Catch: Gnomes gain +1 to their Reflex defense.
Slippery Little Gnome!: All gnomes have +5 to saving throws to break free of grabs, grapples, and restraints.
Light: Gain Light as per the level 1 Wizard cantrip.
Ghost Sound: Gain Ghost Sound as per the level 1 Wizard cantrip.
Size Shift: Gain Size Shift power described below.
Now You See Me, Now You Don’t: Gain Vanishing Act power described below.
Make Whole: Gain the Make Whole power described below.
Guardian Spirit: Gain Guardian Spirit power described below.

Size Shift
You blink, and the gnome standing before you is now gone. Only a tiny set of sooty footprints leading behind the chair leg indicate he ever existed.
Target: Self
Minor Action
The gnome shrinks or grows. They may never grow larger than their original size or smaller than a gold piece. Their physical stats reflect their new stature (i.e. if you’re the size of a matchstick and try to pick it up, it will feel appropriately heavy). The gnome cannot Size Shift if grabbed, grappled, or restrained in any manner. Clothing, equipment, and any gear carried on the gnome will shrink with them.

Make Whole
Target: One non-magical object Large size or smaller, or one pound of food or water.
Standard Action
You designate an object – a non-magical piece of a companion’s armor, a broken tool, a cracked windowpane, a worn out pair of shoes – up to a pound of spoiled or stale food, or up to a pound of dank water. The object becomes repaired, the food unspoiled, or the water drinkable.
Lvl 10+: You may designate a magical piece of equipment and repair it (DM’s discretion).

Vanishing Act
Target: Self
Immediate Interrupt
Trigger: The first damage you take in an encounter
You disappear from your occupied square, taking no damage from the attack. You reappear within five squares of your original square.

Guardian Spirit
Typically gnomes pick entire families to protect. They are just as diligent with a chosen individual.
Ranged 10
Target: One ally in range
Standard Action
Target ally gains a bonus to all defenses equal to the gnome’s Wisdom modifier until the end of the gnome’s next turn.

Physical Qualities

Gnomes resemble small, often rotund humanoids with slightly exaggerated noses and stubby, surprisingly dexterous fingers. Males tend to grow stupendous beards, and women often wear their hair short or in elaborate pleats. Hair and eye color for gnomes fall into the same range as local humans. Gnomes age parallel to humans until age twenty, where they seem to cease aging completely. Though most live for hundreds of years, even the most venerable of their race often appear no older than a grandfatherly human. Their styles of dress, diets, and even their mannerisms tend to reflect the humans (or Kurothe, or whatever race they’ve chosen to adopt) around them. A gnome in a jolly household is a jolly gnome that brings good fortune. A gnome in an ill or violent household can devolve into a malicious trickster or abandon the dwelling and its inhabitants altogether.

Gnomish History

…is something of a joke. Gnomes claim, with a twinkle in their eye, that they’ve been around as long as the earth, and no one – human or otherwise – can really prove them wrong. Gnomes show up in the earliest recorded human histories, myths, and legends, and everywhere in between. Generations of human families or clans of Kurothe might have the same gnome or family of gnomes living in the same house or cave.

When a gnome picks a home, signs start popping up slowly. A child with a broken toy might wake up in the morning and find the toy mended. A ring of onions that had been spoiled by mildew might be good as new, or the knot of fishing line the home owners were just going to throw away suddenly arranged itself into a kink-free spool overnight. Offerings were often placed out for a newly-discovered gnome – food, small shiny objects like fish hooks or sewing needles – and if all went well, the gnome might introduce his or herself to the family soon after. Gnomes rely on humans for food and shelter, and humans rely on gnomes for help around the house and a little something extra. A house with a gnome might place a sprig of holly over the door mantle. Thieves know that holly over the door means rob another house.

What gnomes aren’t telling anyone is that before even the Lilithiul floated about the clouds in their flying cities, gnomes and folrick, malicious little rock-gremlins that often prey upon children that have strayed too far or single travelers that have lost their way, were one and the same. Certain groups of folrick befriended humans and Kurothe, children in particular, and turned against their brothers. The folrick that rebelled evolved into gnomes. And the rest, as they say, is history.

Playing a Gnome

Gnomes are thoughtful, diligent, curious, and loyal. Only true and repeated unsavory acts can cause a gnome to forsake their chosen dwelling. Sometimes a gnome might bond with an individual of the household, perhaps a child whom they watched grow into an aspiring adventurer. And who is to look after them when they leave the nest, mm? Most gnomes go out adventuring because “their person” has decided to take up the mantle. Others seek new homes, or perhaps befriended a motley crew and decided said moveable feast was in need of a gnome.

Gnomes appreciate a good meal, a good story, a good laugh, and a good draw on the pipe. Most gnomes are genial, though every gnome harbors a streak of real mischief. They may use their trickster gifts for the amusement and betimes safety of those in their self-appointed care, or those seeking to do their chosen harm might find themselves contending with an unforeseen, nigh-invisible foe.

Gnome Relations with Other Races

Humans: Gnomes have lived among and helped humans since time immemorial. Humans provide food and shelter, gnomes provide well-placed aid and a little something extra. Humans are also incredibly gullible and provide gnomes with hours of entertainment. Gnomes and humans are like bread and butter; you can have one without the other, but they’re better together.

Garaou: Gnomes knew that certain humans were anything but, and have kept a surreptitious eye on the Garaou tribes ever since the Fall. If a gnome-graced house had a young Garaou that underwent their first Change, the gnome (if they survived) would often indirectly aid other local Garaou in finding the youngster before the benyem. They don’t appreciate the Garaou’s mean streaks, but find that most Garaou give respect if granted it in kind. It doesn’t stop their inner trickster from putting a few pumped-up Garaou in their place.

Lilithiul: Gnomes do a lot of things, but they don’t fly so well. And Lilithiul magic is hard even for them to bypass. Needless to say, gnomes and Lilithiul remained somewhat distant from each other for the last several centuries. As Lilithiul continue to integrate into human culture, they’ve had to acclimate to gnomes. Gnomes find this hilarious, as Lilithiul aren’t at all wise to gnomish senses of humor. The Lilithiul don’t see what’s so funny.

Kurothe: Fewer gnomes adopt Kurothe caves, but the bond is no weaker than in human households. If anything, gnomes reveal themselves faster to Kurothe, who revere them as a form of primal spirit in the flesh. Gnomes don’t dispute the association, but they don’t go out of their way to confirm it, either. Given that the Kurothe are far, far fewer in number than humans, most Kurothe venturing from tribal territory often have a friendly gnome in tow. Whether they know it or not.

Dwarves: Gnomes associate with dwarves the same way they do humans and Kurothe. Far fewer gnomes make it into the depths of dwarven cities, but those homes blessed with gnomes always leave a bit of ale and fine sausage out for their diminutive companions. Given that dwarves are far more prone to their passions than humans or Kurothe, dwarven gnomes tend to emulate their stout hosts and have exaggerated personalities and a much greater penchant for their trickster nature.


Oros Milav Takinator