Game Rule Information
The following changes have been made to the powers and abilities
of the Gnome. Any published rules for the gnome that do not directly
contradict the contents of this page still apply.
Racial Traits
Weapon Familiarity: Gnomish Hooked Hammers are not treated
as exotic weapons for gnomes. As long as the gnome as the Weapon
Group (Picks and Hammers) feat he may use the gnomish hooked hammer
without penalty. This ability does not grant that feat, it must
still be selected normally or gained as a bonus feat from the gnome's
character class. See the section on Weapon
Group Feats for details of new rules for weapon proficiencies.
Automatic Languages: The gnome automatically knows how to
speak Common and Gnome, or any two campaign-specific languages of
the GM's discretion. The gnome may select a number of additional
languages or alphabets equal to his intelligence modifier. Additional
languages may be purchased with skill-points. See the new rules
for Languages for more
information.
Spell-like Abilities: Once per day the gnome may cast the
equivalent of a speak with animals spell that is only usuable
on burrowing mammals. The duration of his ability is one minute.
Gnomes with a charisma score of 10 or more also have access to the
following cantrips: dancing lights, ghost sound and
prestidigitation. These cantrips can be conjured at will;
the caster level of the gnome is one. This caster level does not
stack with any class levels the gnome may subsequently gain.
Favoured Class: I do not use the rules for favoured classes.
Please disregard any rules pertaining to them.
See Also:
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