Gnome

Overview
Gnomes were once a species of fey renowned for their obsessive natures, magical illusions, and inability to tell lies. However, as they interacted more and more with the growing civilizations of the world, they became intrigued by the amazing sights they saw - great buildings constructed using nothing more than wheels and rope arranged just so, or metal smelted into mechanisms that moved on their own with the mere turn of a handle. This curiosity drove them to learn more and more of the mortal world, until they were almost completely absorbed by its ways. Their very own fey nature was consumed by the desire to learn more of technology, and they became mortal themselves. Millenia later, gnomes are no less obsessive with either technology or magic, and have morphed their innate desire to reveal the truth into a love of pranks and jokes - for a good prank is nothing more than the truth delayed, veiled, and then dramatically revealed. Short in stature but nearly infinite in energy, gnomish life is a non-stop rush of movement, comedy, tinkering, and laughter.

Standard Racial Traits

 * Ability Score Modifiers: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
 * Type: Gnomes are Humanoid creatures with the gnome subtype.
 * Size: Gnomes are Small creatures and thus 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.
 * Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
 * Languages: Gnomes begin play speaking Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Defense Racial Traits

 * Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Feat and Skill Racial Traits

 * Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
 * Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.


 * 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.

Magical Racial Traits

 * Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Offense Racial Traits

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

Senses Racial Traits

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

Society
Gnomish society is a wild mishmash of talents, personalities, and occupations, often in such a mismatched manner as to result in a completely unsustainable settlement. As such, gnomes rarely tend to congregate solely with other gnomes save for situations of extreme luck where their desires perfectly align with their companions, and rely on other races for the mundane framework that allows civilization to flourish. This isn't to say that individual gnomes aren't capable of self- sufficiency, but a gathering of gnomes has such a wide variety of eclectic obsessions that drives them that it ends up being very unlikely that any free moment of their day won't be devoted to some personal project or planned hijinks. Because of this unpredictability, gnomes don't tend to gain political power or civil responsibility unless by accident, as it limits both their available time and their ability to switch from one obsession to the next. Due to the gnomish tendency to associate massively disparate concepts within a single train of thought, there's no telling when one may leave behind a previous life's calling in order to focus on the next, for a gnome sees little difference between the two.

Religion
Gnomes most frequently worship Zhihao Jin, whose progress first brought them into civilization and intrigues many to this day, as well as Petya Naumov and Vicenta Salcedo for their encouragement of new experiences and facets of life. Masik and Jolein Composed of Desire are frequently venerated by those practicing experimental science and scholarly research, respectively, although the definitions of both are notably wider when interpreted by a gnome. It is rare for gnomes to worship Fa'qamuu Twice-Heavenbound or Dowager Empress Kyouko because aesceticism and stiff royal lifestyles both seem far too constricting to adventurous spirit that makes gnome life worth living. Otherwise, gnomes' varied interests and lifestyles make it difficult to predict which gods one may follow - although it's nearly assured that their allegiances will change many, many times.

Relations
Gnomes find aasimar and tieflings interesting as companions and subjects of study, and the divinely-descended races are often slightly more patient towards gnomish pranks and quirks than others.

Aphorites find gnomes either extremely helpful, when their interests align, or extremely annoying, in all cases where they do not.

Changelings find gnomes to be friendly but nosy, and such relationships often end when a gnome oversteps the other's boundaries.

Gnomes have an abiding fear of dhampir, and the dhampir dismiss gnomes out of hand due to how familiar they are with such reactions.

Drelmans and dwarves find it difficult to get past the gnomish sense of humor and often leave, irritated, but those dwarves who encounter a gnome willing to work are always impressed with their drive to accomplish hard work. Duergar do not even begin to have the patience for gnomes, whose mere appearances tend to give the gray dwarves headaches.

Drow, idolized by gnomes, find it difficult to avoid feeling at least some endearment to the wacky race, and often end up becoming confidants and partners.

Ganzi and fetchlings both enjoy the localized chaos that follows gnomes and adds spice to their own lives.

Elves and suli often appreciate gnomish achievements and works, but find the hyperactive and silly mannerisms of gnomes to be beneath them.

Ghorans tend to find gnomes less threatening than other races, but far more confusing. Halflings, nagaji, and vanara love nothing more than gnomes during a festival, holiday, or celebration - and only during those times.

Grippli get along extremely well with gnomes, welcoming them into their settlements with ease and bidding them farewell when they go, easily accepting any strange requests or improvements that are made along the way.

A fierce rivalry exists between gnomes, kobolds, and ratfolk, each of them competing to master natural philosophy, alchemy, or similar pursuits.

Ifrits and vishkanya appreciate the free spirit of gnomes, especially when that free spirit leads to exciting danger - the ifrits will eagerly follow along for glory, while vishkanya wait for the perfect moment to make off with any resulting profit or fame.

Hobgoblins respect gnomes as tacticians, but find every other one of their endeavors to be a waste of time.

Orcs make no distinction, and consider gnomes a waste of time at best, a nuisance on average, and lunch at worst.

Lizardfolk have learned to fear gnomes, whose presence brings with it endless questions, disruptive snooping, and worst of all, technology.

Parmans and tengu enjoy gnomes at all times and for all reasons, and love to place gnomes as central characters in their cultural tales, legends, and fables.

Oreads and skinwalkers are willing to help out a gnome in need, but are quickly made uncomfortable if that gnome overstays their welcome or takes a single kind gesture as evidence of close friendship.

Undines, quite the opposite, don't especially enjoy being used to accomplish a gnome's aims but will gladly become resolute and unflagging friends of the small folk.

Sylphs and gnomes are a curious combination - when either are present, their focus is so strongly placed upon the other that all hope of completing a task becomes impossible.

Gnomes find that goblins offer hidden solutions and hints to whatever problem they're currently working on in their badly-rhyming songs, and goblins are eager to capitalize on the endless enthusiasm that gnomes have towards their performances.