Ever the progressives of Aurorea, the Gnomes are known as tinkers and philosophers. Their constant need to try to perfect the newest and most impressive modern technologies has garnered them a reputation as dangerous neighbors, as one can never know when the newest inventions are safe or combustible in the extreme.

    The Gnomes innate genius might be tolerated if not for the fatal gnomish flaw: their love of improvement. This pursuit is so strong within gnomish society that a device with little or no room for improvement is often seen as a failure, a dead end to research that should not be tolerated. Anything that can be done simply should be done with at least four levers, two buttons, and around 22 gears. While this mindset is difficult for most outsiders to understand, one should also understand the inherent benefits of this philosophy. Gnomes aren’t just improving their gadgets ceaselessly, they are also improving themselves.

    Sometimes an aberration occurs in Gnomish society: an invention is made that is so perfect, so simple and elegant that it transcends the normal gnomish views on invention. Such a gadget is immediately integrated into gnomish society and sees heavy use. Unfortunately, the inventor is not seen in the same light as his invention. These inventors are outcast, sometimes exiled from gnomish society. These exiled Gnomes, seen as having given all they possibly could to Gnomish society, often find their way into communities of similar individuals, or setting up shop in foreign cities selling useful trinkets to the people there.

    As a race, only Humans and Halflings are hopeful, foolhardy and open-minded enough to attempt to incorporate gnomish inventions into their everyday lives. Those gnomish inventions that are (to the inventor’s mind) complete often find their way, in very stripped down versions, to the kingdoms of Humans. Those Human kingdoms that embrace gnomish t

Gnomish Gadgets

Autoflint: A contraption that can automatically strike a small flame in all but the most inclement weather.

Flashcapper: Creates a blinding flash that can be directed at a single target. Acts as Flare spell.

Skeleton Key: A small key with spring loaded teeth. +1 on Disable Device checks used to open locks.

Brightlamp: A small electrical lamp. Acts as Light spell.

Patch-it: A roll of thin cloth with a powerful adhesive on one side.

Ouch-stop: A small patch treated with unguent. +1 to Heal checks.

Lookit Glass: A glass circle that magnifies images when looked through. +1 to Perception when examining small details or Fine and smaller objects up close.

Hear-it-All: A gadget in the shape of a horn that increases the acuity of one’s hearing. +1 to Perception checks involving sound.

echnology will often have a “Gagdetmaster” in the ruler’s court to improve the countries tech level and military might.

Racial Properties:

Gnomes stand between 3 and 3½ feat tall and often weigh around 40 to 45 pounds. Their skin color tends towards tans light browns with eye color normally brown or green. Gnomes reach adulthood at age 40 and normally live till around 350 years old, or until their lab explodes, whichever comes first. 
  •  Gnomes gain a +2 to their Intelligence and Charisma, but a -2 to their strength.
  • Gnomes are a small race and gain a +1 size bonus to their AC and attack rolls, a -1 on Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 on Stealth Checks.
  • A Gnome’s base speed is 20 feet.
  •  Gnomes have low-light vision and can see twice as far as humans in low-light situations.
  • As master tinkers, Gnomes receive a +1 bonus on Disable Device and Knowledge (Engineering) checks. They are also considered proficient with any weapon they personally craft.
  • Gnomes with an Intelligence of 11 or higher gains access to Gnomish Gadgets and may select 4 for their use. Each gadget can only be used once per day, and gnomes are considered to always have enough random doodads on hand to recreate a gadget as a swift action in the event they need to replace one that is lost. Do to their highly customizable and finicky nature, gadgets may only be used by the gnome that created them.
  • Gnomes are doubters, and receive a +2 racial saving throw bonus against illusions. In addition, they are obsessive and have keen senses which grant them a +2 bonus to Perception checks, as well as a +2 bonus to a single Craft or Profession skill of their choice.
  • Gnomes treat any weapon with the word "Gnome" in it's name as a martial weapon. 
  • Gnomes begin play speaking Common, Gnome, and Babble (a quick paced cant of words that Gnomes use as short hand when working on a project). In addition, a gnome may know additional languages based on his or her Intelligence modifier.