The gnomish relationship with nature and its creatures allows them to communicate with burrowing mammals (badger, fox, mole, rabbit, etc.). The communication is more telepathic and empathic than it is conversational, though posture and sounds can communicate emotions such as stress and fear. The information communicated must be relatively simple, taking place on the animal’s level of understanding and comprehension, not the gnome’s.
- Combat Expertise (Goblins, Kobolds)
Deep Gnomes have battled goblins and kobolds in the Deeps and in their mountain holds since the dawn of their race. Because of these frequent and bloody encounters, deep gnomes have developed special techniques for fighting goblins and kobolds. Gnomes receive a +1 bonus to hit kobolds and goblins using hand held weapons in melee combat.
Using missile weapons does not confer a bonus.
Deep gnome can see in complete darkness for up to 120 feet. Darkvision produces images that are in shades of gray, but it is otherwise like normal sight. Deep gnome can function well with no light at all. Bright lights, such as from a lantern or other light source, spoil darkvision. A deep gnome requires one turn to adjust his or her eyes when a light source is extinguished before gaining full use of darkvision.
Deep gnome are capable of spotting unusual or unique construction or stonework features including new construction, unfamiliar architecture, sliding walls, stonework traps, unsafe stone surfaces, unstable ceilings and secret or concealed doorways constructed or disguised as stone. A deep gnome passing within 10 feet of one of these features is entitled to a wisdom check at +2 to recognize the feature, as if actively looking for it. Should a deep gnome actively search for these features, the bonus to the wisdom check is +4. When examining a feature, a successful wisdom check reveals other bits of knowledge, such as which race created the feature, its approximate age, and if applicable, the approximate value of a stone or metal object.
Deep Gnomes have keen ears, often likened to those of a fox. No one knows whether this is due to gnome physiology, or if it is because gnomes are such close observers of their environment. Gnomes receive a +3 bonus to all listening checks.
A deep gnome has a continuous non-detection ability as the spell (caster level equal to class levels).
Deep Gnomes have an innate ability to cast the following spells once per day as a 1st-level caster:
blindness/deafness, blur, and disguise self. These innate spells are in addition to any spells available to gnomes of spellcasting character classes.
Undercommon, Gnomish, plus one per point of Intelligence modifier: Dwarvish, Drow Elvish, Giant, Goblin, Orc, Terran
Small
20 feet
Rogue, Illusionist, Druid, Bard
+1 Dexterity, +1 Wisdom, -1 Intelligence, -2 Charisma
- Ranger, Rogue and Assassin Modifiers
+3 listen
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