Exiled from the mysterious fey realm of the First World, gnomes are fundamentally alien to Golarion. Endlessly excitable, gnomes amuse and terrify other races with their strange obsessions and unconventional methods. Their childlike wonder—and sometimes innocent cruelty—are two sides of the same coin, and every coin the gnomes have is spent in pursuit of adventure, whether they like it or not. For the gnomes have a dark secret: should they ever stop seeking out new experiences, they fall prey to the Bleaching, a wasting disease that slowly sucks away their hold on the world, leaving them nothing but bones and dust.
Inside this Pathfinder Companion, you’ll find the following:
Details on the gnomes of Golarion—how they live, who they worship, their relations with other races, their strange obsessions, and more.
History and folklore of the gnome race.
Map and descriptions of the major gnome settlements.
New traits designed exclusively for gnome characters.
Rules for the Wonderseekers, a new faction dedicated to fending off the Bleaching.
Statistics for the Bleaching, as well as for those strange creatures known as bleachlings.
Bizarre new gnome weapons, spells, and feats.
By Colin McComb, Steven Schend, Sean K Reynolds, Owen KC Stephens, Mark Moreland, Jeff Quick, and Hal Maclean
Each bimonthly 32-page Pathfinder Companion contains several player-focused articles exploring the volume’s theme as well as short articles with innovative new rules for social, magic, religious, and combat-focused characters, as well as a persona section detailing helpful NPCs and traits to better anchor the player to the campaign.
ISBN-13: 978-1-60125-223-4
Other Resources: This product is also available on the following platforms:
Even more than the halflings, the gnomes have struggled to find a place in fantasy gaming. Big noses, illusions, inventions that fail disastrously, and talking to moles might make for good cartoon gags, but they don't exactly make for great heroes. Gnomes have never done anything that halflings or dwarves don't do better – at least nothing useful.
Until Pathfinder, that is. Gnomes are no longer annoying because they are pointless. Gnomes are annoying because that is how they stay alive and vibrant. A gnome that does not seek out new, exciting adventures can fall pray to bleaching. The Bleaching literally strips their color away and, eventually, their life. Gnomes have to regularly overturn their lives, and the lives of everyone around them, or they will slowly fade away.
The gnomes come from the fey First World. Were they migrants to Golarion? Escapees? Deportees? They don't remember and the fey aren't talking. Whatever their reason for leaving, the trip was one way. The gnomes are not a natural part of Golarion, but they are now a permanent part of it. Their otherworldly origin is an important part of their character. Gnomes make every attempt to fit in on Golarion, but they don't quite understand how mortal life works or how the races think.
All of the non-human player character races are literary descendant of fairies, or closely equivalent beings, from various European mythologies. Golarion gnomes gain some individuality and differentiate themselves from halflings and dwarves by reinstating this fey connection. Gnomes have always been more magical than the other two short races. This book gives a good explanation for that magic and gives the gnomes verisimilitude they haven't had before.
With the fey connection and the threat of bleaching, gnomes actually make sense as magic using practical jokers. Their high charisma helps them avoid some of the backlash they might otherwise receive for their behavior. More importantly, gnomish practical jokes are explicitly non-malicious. A gnome might play a practical joke on a paladin to bring his ego back down to earth, but he wouldn't do it out of cruelty. Annoying in a fun way – that's what the Gnomes of Golarion offers, as opposed to the annoying in an annoying way gnomes I've run into before at the gaming table.
If the book has any weakness, it's the sample characters. Upon reflection, I can see how they are whimsical and perfectly gnomish. The written descriptions, however, leave them seeming mostly... odd. One character gives away a magical copper coin away and then tracks it down and retrieves it by any means necessary. The other is Don Quixote-style knight who wears a tea kettle as a helmet and runs a constant monologue as he battles. They should seem a lot more silly and non-human than they do. They come off more as bad play actors than actual fey-touched gnomes.
But the sample characters are a small quibble. If you play gnomes, or wonder why anyone would play one, this is the book for you. No matter your game world, it will be a lot more colorful and interesting with these gnomes in it.
I was NOT excited for this book.... well, I was wrong and I'm proud to slap a 5 star rating in it. This is by and large my favorite of the Companion line to date. Interesting and useful new traits, spells, and equipment (you will enjoy gnome weaponry, I promise). There's something in here for everyone, even an ability that allows Gnome Barbarians to feint while raging (I.E. they look so ridiculous they catch the enemy off gaurd). Flavorful, witty, and most importantly fun.
I deeply crave this book. I've had three separate gnomes over the years, and they rank as my top three favorite PC/NPCs.
I will gladly give you every Bag of Tricks I own for an advance copy of this book. I will still offer at least three DAYS worth of pulls from my gray bag of tricks if advance copies are not permissible, forcing me to buy it on release. That's more weasels than you can shake a 10-ft pole at.
Gnomes > Halflings. Can't wait for this release, though the only thing that bothers me is their hair color. I know it's explained as fey influence, which is great and something I had always hoped for, but I don't think it should necessarily make an entire race look like the cast of a bad anime.
Inside this Pathfinder Companion, you’ll find the following:
...
Map and descriptions of the major gnome settlements.
I has a lair!
Sorry, couldn't resist. Can't believe that hadn't been said yet...
(walking by minding my own business...notices 4E gnome)
Me: ..."hmm?" "Oh, you're one of those 4E gnomes, right"
'gnome': "Yep. I've got a lair. Rowrr!"
Me: "Hm. What are you doing in Golarion?"
'gnome': (looks downcast) "I got lost. Hard to find current maps and not many knowledgable travelers. Points-of-light and all that."
Me: "Ahh." (nods head understandingly) "Say, I think there's a gnome settlement over that way."
'gnome': "REALLY? Is it a lair?"
Me: "Nah, it's a settlement. Gnomes are PCs around here, not monsters. That place is a little rough though, so it's kind of like a lair I guess."
'gnome': "Thanks." gnome shuffles off.
I walk away whistling to myself as the screams of the 4e gnome reach my ears and I envision the Golarion goblins that are gleefully hacking him to pieces with their dogslicers...
Does anyone know if the content is going to be legal in PFSoc by mid-July (let's say, by 16th July, hint, hint)?
Version 2.2 of the Guide to Pathfinder Society Organized Play lists the legal material from this book, so once you get a copy of it, in either print or pdf, you can use the listed elements.
That's awesome; I didn't expect tham to have pre-empted the content of product that hadn't been released yet. I was expecting a revised player's guide nearer Summer.
Well planned, everyone.
Now I just gotta sit back and wait to see what all those pre-approved options do!
It is somewhat appropriate that I have questions about the Bewildering Koan feat on page 30.
It says, "If the creature fails its check," but I'm not sure what check they have to make. Do they have to make a Bluff check, a Knowledge check, a Sense Motive check, or something else?
It then says that the target creature "loses its next action." Does that mean it loses it's next turn, that it loses a readied action, or that it loses a move or standard action during it's turn to contemplation?
It is somewhat appropriate that I have questions about the Bewildering Koan feat on page 30.
It says, "If the creature fails its check," but I'm not sure what check they have to make. Do they have to make a Bluff check, a Knowledge check, a Sense Motive check, or something else?
It then says that the target creature "loses its next action." Does that mean it loses it's next turn, that it loses a readied action, or that it loses a move or standard action during it's turn to contemplation?
Bluff is always an opposed check against the target's Sense Motive check.
Bluff is always an opposed check against the target's Sense Motive check. If the target fails, it loses its next turn.
Actually Sean, that isn't clear-cut. While that's what the first sentence of Bluff says, in actuality the uses are done as a check against a DC based on your opponent. For example, to feint someone, you make a check against DC 10 + foe's base attack bonus + foe's Wisdom modifier, or against a DC of 10 + foe's Sense Motive bonus. So it's not actually check vs check.
Attempting to deceive someone does seem to be opposed checks, but not everything is.
Bluff is always an opposed check against the target's Sense Motive check. If the target fails, it loses its next turn.
Actually Sean, that isn't clear-cut. While that's what the first sentence of Bluff says, in actuality the uses are done as a check against a DC based on your opponent. For example, to feint someone, you make a check against DC 10 + foe's base attack bonus + foe's Wisdom modifier, or against a DC of 10 + foe's Sense Motive bonus. So it's not actually check vs check.
Attempting to deceive someone does seem to be opposed checks, but not everything is.
Well, the feat says "if the creature fails its check," so it's clear that the target is making a check (as opposed to its stats setting a flat DC).
Blazej's question was "what kind of check is the target making?" and the answer to that is "a Sense Motive check."
I'm not arguing that the feat isn't 100% clear (it could say "You make a Bluff check against the target's Sense Motive check"), and that disappoints me (as I developed the text and felt it was clear enough), but the logic of
"the feat says the target makes a check"
combined with
"the Bluff skill says it's either against the target's Sense Motive check or a flat number"
leads to
"therefore it has to be a Sense Motive check"
The description of teh Flickmace seems to be missing. It sounds like it could be an interesting weapon.
It got cut for space when the body text ran long, but it remains in the table like an evil, gnome ghost. IIRC it was a mace with a built-in spring, allowing you to use an action to change it from a normal mace to a reach weapon.
It is somewhat appropriate that I have questions about the Bewildering Koan feat on page 30.
It says, "If the creature fails its check," but I'm not sure what check they have to make. Do they have to make a Bluff check, a Knowledge check, a Sense Motive check, or something else?
It then says that the target creature "loses its next action." Does that mean it loses it's next turn, that it loses a readied action, or that it loses a move or standard action during it's turn to contemplation?
Bluff is always an opposed check against the target's Sense Motive check.
If the target fails, it loses its next turn.
Alright, thank you. I am a tad concerned that at higher levels that the character might be able to often use it to consistently prevent enemies from acting for 10+ rounds each day. Although, honestly, it still is my favorite feat concept at the moment.
Again, thank you for the quick response to my question.
This is probably my favourite Companion so far, I really want to play a gnome now.
It looks like the table entry for the switchscythe was removed instead of the flickmace. And speaking of the switchscythe, it seems to imply that an opponent needs to make a bluff check to notice it is not a staff, either that or a paper maché disguise makes it more difficult to hide its true nature... without a paper maché it apparently takes a DC15 bluff check (either to notice it, or hide it, I'm not entirely sure either way), and with the paper maché it takes a DC20 bluff check. Should those DCs be reversed, or should they actually be perception checks?
Can't wait for this release, though the only thing that bothers me is their hair color. I know it's explained as fey influence, which is great and something I had always hoped for, but I don't think it should necessarily make an entire race look like the cast of a bad anime.
I agree. The poor Pathfinder Druid iconic is Gnome...poor, poor thing. Her art doesn't fit with the other iconics.
Having an outlook as poor man's anime second rate cast is what makes Gnomes of Golarion actually stand out from the "a little less fat than a halfling and a little shorter than a dwarf" crowd of generic D&D gnomes of yesteryear.
The Blog says it is out now. When does this ship for subscribers?
Most likely some time this week, mine is due to ship Thursday, but I think it varies depending on where you live and what bundling options you have chosen.
Grrr..logged on and this showed as being in my downloads..great I thought..went to my downloads and it wasn't there..went back to the product page to find it no longer showing in my downloads..Grrrrrrrr
Grrr..logged on and this showed as being in my downloads..great I thought..went to my downloads and it wasn't there..went back to the product page to find it no longer showing in my downloads..Grrrrrrrr
pah..Gnomes indeed..any off the lawyers out there want to help me sue Paizo for mental cruelty..I won't want much just say..ohh 10% of the company..j/k
Are the items listed under "New Gnome Weapons" considered martial for gnomes? The flavor text seems to imply so. They do not have "Gnome" in the name so it seems in question.
Flask Thrower: This weapon resembles a halfling sling staff, except that the cradle at the end is designed to hold and hurl flasks as well as stones or bullets. It significantly extends the range of thrown substances that deal splash damage, such as acid, alchemist’s fire, or holy water, as well as that of tools such as tanglefoot bags, thunderstones, or caltrops.
The Flask Thrower resembles a halfling sling staff, but does it have all of the functions of a sling staff, such as damage, crit multiplier, etc?
Is the range increment 20' for all of the weird equipment above, but for stones/bullets it has a 80' increment like with the sling staff?