Mekkfellow are the ancient race split off from the gnomes. Whereas gnomes maintain their connection to the fey and natural world, the Mekkfellow have become firmly rooted in the material world and technology. They lack the connection to animals and natural magic, and are much weaker than their northern cousins, but they make up for it with an innate understanding of machinery and quick minds. Also infrequently called Southgnomes, or derisively, boltheads.
+2 Dex, +4 Int, -2 Str
Small: Southgnomes are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.
Slow Speed: Southgnomes have a base speed of 20 feet.
Low-Light Vision: Southgnomes can see twice as far as humans in conditions of poor illumination.
Keen Senses: Southgnomes receive a +2 bonus on smell- and touch-based Perception checks.
Master Tinker: Southgnomes gain a +1 bonus on Disable Device and Knowledge (engineering) checks, and these are always considered class skills for them. Members of this race are also treated as proficient with any weapon they have personally crafted.
Mekkfellow Magic: Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day Mending, Prestidigitation, Arcane Mark, Expeditious Retreat. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Trap Resistant: Mekkfellow get a +2 bonus to find mechanical traps, as well as +2 to reflex save to avoid them, thanks to their innate understanding of mechanics.
Construct Familiarity: Mekkfellow get a +1 bonus on attack rolls vs. constructs.
Construct Affinity: Mekkfellow characters who have a mechanical, clockwork or construct creature as an "Animal Companion", familiar, humonculous or special mount treat it as if they were one level higher than normal for purposes of determining hit dice and special abilities.
Weapon Familiarity: Southgnomes treat steampunk and clockwork weaponry as martial weapons.
Languages: Southgnomes begin play speaking Southcommon, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose any of the following: Draconic, Dwarven, Elven, Giant, Halfling and Cyclops
Favored Class: The favored class of gnomes is Alchemist or Rogue. This choice must be made at 1st level and cannot be changed.