Pathfinder Companion: Gnomes of Golarion
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Countless centuries ago the gnomes emerged into the world of the Pathfinder Chronicles from the First World, a mysterious other-realm of half-finished possibilities and relentless natural dangers. Scions of the immortal fey, the gnomes left their strange homeland behind and rooted themselves to the world of mortals - even if those roots have never been particularly strong. Gnomes of Golarion offers Pathfinder players more information than ever before about what many gamers consider the most unique and interesting of the standard player character races. From details on gnomish culture, equipment, and names to rules for the bizarre process known as the Bleaching, when a gnome's color begins to fade as he loses connection to the ephemeral world that spawned his kind, Gnomes of Golarion has everything you want to know about gnomes and how to play them effectively.
provides free to any outsiders staying overnight in his inn. Even the hardiest Ulfen stoics fall victim to the whiskey’s influence after a single glass, their drunken antics providing unparalleled entertainment to regular patrons and earning the gnomes the goodwill of their brusque neighbors. Each year, in homage to local traditions, the gnomes halt their work on the river to hold a mock linnorm hunt in Kalsgard’s central promenade. Iceferry’s mayor and chief ferry captain dons an elaborate
excessive drinking, and a whistling contest that can temporarily deafen the unprepared. The human populace often attempts to find something else to do for this week, sometimes renting their homes out to travelers and taking a week’s vacation elsewhere. Bards often speak of Whistledown’s true claim to fame: the town is home to some of the finest instrumentmakers on Avistan. Here masters of the craft toil in peace, making wind instruments for only the best players. Even the most tone-deaf
+1 size) hp 47 (5d10+20) Fort +7, Ref +2, Will 0; +3 vs. fear, +2 vs. illusions Defensive Abilities defensive training OFFENSE Speed 20 ft. Melee mwk bastard sword +10 (1d8+5/19–20) or heavy mace +8 (1d6+2) Ranged longbow +7 (1d6/[TS]3) Spell-Like Abilities (CL 5th; concentration +7) 1/day—dancing lights, ghost sound, prestidigitation, speak with animals CONSTRUCTION Requirements Craft Wondrous Item, detect magic; Cost 225 gp. Pugnan Longwater, “The Teakettle Knight” Pugnan devotes himself to
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and Owen K. C. Stephens. Gnome Racial Traits r Kalsgard +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. Major Gnome Settlements Small: Gnomes are Small creatures and 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. r Irrere Slow Speed: Gnomes have a base speed of 20