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|Size/Type:||Small Humanoid (Gnome)|
|Hit Dice:||1d8+1 (5 hp)|
|AC:||16 (+1 size, +4 chain shirt, +1 small shield)|
|Attacks:||Short sword +2 melee; or light crossbow +2 ranged|
|Damage:||Short sword 1d6-1; or light crossbow 1d8|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Gnome traits, spells|
|Special Qualities:||Gnome traits, speak with animals|
|Saves:||Fort +3, Ref +0, Will +0|
|Abilities:||Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 11|
|Skills:||Listen +4, Spot +2|
|Feats:||Weapon Focus (short sword)|
|Climate/Terrain:||Any forest, hill, and underground|
|Organization:||Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 dire badgers)|
|Challenge Rating:||1/2 or 1 (svirfneblin)|
|Alignment:||Usually neutral good|
|Advancement:||By character class|
Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin or Kobold.
Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.
Spells: Gnomes with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st-level wizard (spell failure penalties for armor apply).
Speak with Animals (Sp): Once per day a gnome can use speak with animals as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.).
Gnome Traits (Ex): Gnomes benefit from a number of racial traits.
Small: Gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
Low-light Vision. Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
+2 racial bonus to saving throws against illusions.
+1 racial bonus to attack rolls against kobolds and goblinoids.
+4 dodge bonus against giants.
Skills: Gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell.
Speak Gnome, Common, Terran, and Undercommon. Most also speak the language of drow or kuo-toa.
The typical ability scores for a svirfneblin are Str 8, Dex 12, Con 10, Int 10, Wis 12, Cha 6.
Spell-Like Abilities: Svirfneblin have no special skill with or resistance to illusions, but they can use blindness, blur, and change self each once per day. These abilities are as the spells cast by a wizard of the svirfneblin's character level (save DC 10 + spell level).
Nondetection (Su): Svirfneblin have a continuous nondetection ability as the spell.
Svirfneblin Traits (Ex): These are in addition to the basic gnome traits, except where noted here.
Stonecunning: Like dwarves, svirfneblin receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Darkvision up to 120 feet.
Spell resistance of 11 + character level.
+2 racial bonus to all saving throws.
+4 dodge bonus against all creatures (no special bonus against giants).
Skills: Svirfneblin receive a +2 racial bonus to Hide checks, which improves to +4 in darkened areas underground.
In addition to Gnome, forest gnomes speak Elf, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals.
Forest Gnome Traits (Ex): These are in addition to the basic gnome traits, except where noted here.
Forest gnomes have the innate ability to pass without trace (as the spell).
+1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
Skills: Forest gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in a wooded area.
A gnome's favored class is illusionist.
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