The Gnomes of Chronicle

Gnomes are creatures with an insatiable thirst for knowledge.  The children of Gib, the god of magic and science, gnomes are always pouring over research, looking for lost knowledge, or on the brink of a new discovery.  They would rather be holed away in a library or workshop than socializing.  As a result, gnomes are widely regarded by the other races as alien and strange.

 
 

 

Physical Description: Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward the usual browns and blacks, although it is not uncommon to spot a gnome with a radical hair color, most likely due to an experiment gone wrong. Similarly, their flesh tones range from pale pink to nut brown. 

Society: Unlike most races, gnomes do not generally organize themselves within classic societal structures. Gnomish society is divided into Bureaus of Knowledge.  These Bureaus cover every type of craft, knowledge, or profession conceivable.  After basic education (which all gnomes are given), a gnome chooses their field of expertise.  At that point, the gnome leaves its family behind and becomes part of its new Bureau. Even inside the Bureaus, they rarely form enduring relationships among themselves instead pursuing their field of expertise.

Relations: Gnomes have difficulty interacting with the other races, on both emotional and physical levels. Their main dealings with them are the imports of raw goods and the exports of their unique inventions.  For example, gnomes were the ones to invent gunpowder.  They keep the recipe a closely guarded secret and are currently the only source for gunpowder in the world.

Alignment and Religion: A typical gnome is Lawful Neutral.  Gnomes tend to adhere to a very strict order about life.  Rules and procedures make for efficiency and "keep the cogs greased."  However, gnomes have trouble relating to any sense of moral obligation.  This often frustrates other races.  

Many gnomes are non-religious, devoting themselves to their work above all else.  However, there are still just as many religious gnomes who mostly follow Gib, the god of Science and Magic.  Those that do are often rewarded for their devotion and their work is blessed by the clerics of Gib.

Adventurers: Studious creatures at heart, they typically travel alone or with temporary companions, ever seeking new knowledge and more fascinating discoveries.  Gnomes make excellent wizards (though mostly unaffiliated with the Brotherhood) and sorcerers.  

Gnomes were the first race to unlock the secrets of alchemy and gunpowder.  As such, they are more likely to be alchemists and gunslingers than other races.

In Chronicle, there are some differences between the races and their Pathfinder Core Rulebook counterparts.  Presented below is the Gnome race entry for the Chronicle Campaign Setting.

Gnome Racial Traits

+2 Constitution, +2 Intelligence, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules.

Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—arcane markcomprehend languagesmessageread magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces the gnome magic and illusion resistance racial traits.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge(engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial traits.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive Academician: Every Gnome chooses a field of study, which determines which Bureau they belong to.  Gnomes with this racial trait choose one Craft, Knowledge, or Profession skill that is always considered a class skill for that gnome. The gnome receives the Skill Focus feat for that Knowledge skill for free.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Racial Traits taken from the Pathfinder Game Reference Document and are printed here for use under the Open Game License.

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