Gnomes are the tinkers and inventors of Krynn. Fast thinking and fast speaking, their minds are forever fixed on cogs, gears, wheels, bells, whistles, and steam-powered engines. Despite the dangers inherent in their work, gnomes (sometimes called "tinker" gnomes) adore technology and continue throughout the ages to pursue and perfect their inventions.
Inventive, skillful, and enthusiastic, gnomes are devoted to making life easier through technology, though their complex inventions usually have the exact opposite effect. Science is a gnome's life, so much so that every gnome chooses a special Life Quest upon reaching adulthood. More important than family ties, the Life Quest defines the gnome. The Life Quest is always related to furthering knowledge or developing technology. The goal is specific and usually out of reach. It is not uncommon for Life Quests to be handed down from one generation to the next multiple times before it is achieved. Successful completion of a Life Quest ensures the gnome, and any forebear working on the same quest, a place in the afterlife with Reorx. Only one gnome was ever able to complete three separate Life Quests in his own lifetime, and he was deemed a mad gnome and cast out of Mount Nevermind for making everyone else look bad. The gnome dedication to knowledge and invention leaves them sadly lacking in the social graces, at least when it concerns other races. Gnomes are always eager to discuss projects and compare notes, and in their hurry to explain what they
mean, they often forget to be polite. Gnomes do care for other people's feelings, but they're typically focused on another matter entirely by the time it occurs to them that they were rude. The worse thing in the world (at least in the minds of other races) is a gnome apology. Believing that action speaks louder than words, a gnome making an apology will build an invention specifically for the injured party.
Race Size : Small
Ability Modifiers: Con +2 Int +2 Wis -2
Feats: tinker, artificer's lore, focused tinkering, illusion affinity, resistance to illusions, combat training vs giants, low light vision