Gnome
13th Age, p.68
The Siege of Silverhold was a turning point in the war, thanks in no small part to the efforts of the allied gnomes, who conjured up a phantom army to distract the enemy and allow our forces to break through their lines.
A small and nimble race, known for their love of trickery, their affinity for illusion magic, and their skill at.
Racial Bonus
+2 Dex or +2 Int
Small
Gnomes have a +2 AC bonus against opportunity attacks.
Racial Powers
Confounding
Racial Power
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Champion Feat:
Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.
Minor Illusions
Racial Power
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.