Gnome
Gnomes are given to inventiveness and curiosity, and have managed to achieve a level of technology beyond even that of the humans of Argnon. Gnomes tend to be small in stature with wide features, and often have colorful hair and glowing tattoos. They are innately tough and intelligent, though lacking in wisdom - their extra resilience has saved the lives of more than one gnome when an experiment went wrong. Gnomes live up to 200 years, and are considered to be adults at 19. They reach middle age at 85, old age at 140, and venerable age at 170. The average gnome male is 3'10" tall and weighs 45 lb, while females average 3'8" and 40 lb.
Base Racial Traits
Ability Score Racial Traits: Gnomes are smart and tough, though lacking in foresight. They gain +2 Constitution, +2 Intelligence, and –2 Wisdom.
Size: Gnomes are Small creatures and gain a +1 size bonus to attack rolls and AC, a -1 penalty to CMB and CMD, and a +4 size bonus to Stealth checks.
Type: Humanoid (Gnome)
Slow Speed: Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Ippan and Terran.
Feat and Skill Racial Traits
Master Tinker (Ex): Gnomes gain a +1 bonus on Disable Device and Knowledge (engineering) checks, and are treated as proficient with any weapon they have personally crafted.
Quick Reactions (Ex): Gnomes gain Improved Initiative as a bonus feat.
Magical Racial Traits
Mender(Sp): Gnomes can cast the mending cantrip 3/day as a spell-like ability. They use their total hit dice as their caster level for this ability.
Skill Racial Traits
Poison Use (Ex): Gnomes are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Defense Racial Traits
Fearless (Ex): Gnomes gain a +2 racial bonus on saving throws against fear effects.
Hardy (Ex): Gnomes gain a +2 racial bonus on saving throws against poisons, spells, and spell-like abilities.
Senses Racial Traits
Darkvision (Ex): Gnomes can see in the dark up to 60 feet.
A gnome mechanic, creating the welds that bind.
Gnomes in Society
Gnomes originate from a highy technological society. Their culture revolves heavily around the invention and development of complex machines; research and creation of alchemical and pharmaceutical concoctions; and extensive augmentation with ironflesh prosthetics. Gnomes are generally appreciated among technical types for their innovative thinking and extensive skill. However, they are usually less welcome in polite society, where they tend to be bad at reading rooms and acting in what other cultures would consider a respectable fashion. They are blunt and have few (if any) filters, and typically run over others in conversation (a conversation among several gnomes often involves all of them talking at once and somehow understanding one another perfectly).
Gnomes take a dim view of magic. They have no Tonelico of their own and rejected the idea of having one erected on their world. They believe that technology should be directly to hand, not thousands of miles removed, and those among them who opt to pursue arcane studies, beyond their innate cantrip, usually find themselves shunned by their families and societies.
Additional Note: Gnomes can only be played when certain conditions are met in the campaign, or the campaign takes place after a certain point in time. See the DM's Guide for more detail.