The following post is released under the OGL.
Kilderkin gnomes are an offshoot of the gnome race regarded by some as naive, innocent, and joyous, and by others as troublesome, larcenous tricksters. Less overtly magical than most of their gnome kin, they blend their brethren's immense curiosity, mischeviousness, and wanderlust with generous and kind-hearted spirit. Although commonly viewed with suspicion due to their reputation as petty thieves and shoplifters, kilderkin gnomes are not motivated by avarice; they simply cannot resist their obsession with palming and collecting small, sparkly, glittery things, and just do not understand the conventions of personal property. When confronted about their pickpocketing, they shyly return what they have taken, but learn nothing that will prevent them from lifting items in the future.
Kilderkin Gnome Racial Traits
Gnomekin: Kilderkin gnomes are humanoids with the gnome subtype.
+2 Constitution, +2 Charisma, –2 Strength: Kilderkin are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Kilderkin 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.
Slow Speed: Kilderkin have a base speed of 20 feet.
Low-Light Vision: Kilderkin can see twice as far as humans in conditions of dim light.
Defensive Training: Kilderkin get a +4 dodge bonus to AC against monsters of the giant type.
Fearless: Kilderkin receive a +2 racial bonus on all saving throws against fear.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Kilderkin gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—know direction, ghost sound, detect poison, and detect secret doors. The caster level for these effects is equal to the kilderkin's level. The DC for these spells is equal to 10 + the spell's level + the kilderkin's Charisma modifier.
Infuriating: Kilderkin receive a +2 racial bonus on Charisma-based skill checks to taunt, insult, or irritate others, or otherwise make others more hostile.
Keen Senses: Kilderkin receive a +2 racial bonus on Perception skill checks.
Light-fingered: Kilderkin receive a +2 racial bonus on Sleight of Hand skill checks.
Weapon Familiarity: Kilderkin gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Kilderkin begin play speaking Common and Gnome. Kilderkin with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Sylvan.