Aus_Snow said:Oh, and +1 AC, +1 to attack rolls, and +4 to Hide checks. But never mind that, eh?
And you missed a few other things. . .
* Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
* +2 racial bonus on saving throws against illusions.
* Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
* +1 racial bonus on attack rolls against kobolds and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type.
* +2 racial bonus on Listen checks.
* +2 racial bonus on Craft (alchemy) checks.
Not to mention, the spell-like abilities are all actually quite useful, with the benefit of a bit of thought. And 10 Charisma is hardly demanding as a prereq, whether you're rolling or doing point buy.
Actually I didn't really miss any of these.
The spell like abilities require a non-dump stat in charisma and are "situational" in their application.
A small creature gains a +1 to hit, a +1 to AC and +4 to Hide but has a lot of really, really big penalties due to size alone that off set those. As I pointed out there is the weapon damage issue (which is pretty significant) there is also the penalties associated with using a weapon of the wrong "size" - which will come pretty often in a medium size oriented world (which most settings are assumed to be). Never underestimate that reduced speed either the quote that always comes to mind is:
"I don't have to be faster than the bugbear, I only have to be faster than you."
Alchemy is a skill that can only truely benefits spellcasters since the items that can be made with require the character to be a spellcaster. Very situational and class-oriented.
Racial familiar weaponry - is a good thing, but you must have martial weapon profiency in order to benefit from it. Which means to be a warrior - oriented class or take the martial weapon proficiency (specific weapon) feat for that weapon. A good color benefit, but really not that useful for a non-martial oriented character since it still requires a feat to use the weapon without penalty. Although by not requiring it to be exotic weapon proficieny a character doesn't have to met the +1 BAB prerequisite fot the feat.
The bonus to listen checks is good and generally useful most of the time.
The racial to hit and dodge bonuses fall back to good color benefits (which I said the race could benefit from already). But these are also situational.
The other benefits are likewise situational and very class oriented. They require casting (or resisting) Illusion spells.