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[Pathfinder] beastisrfrt

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Core Races 1

+1 bonus on Disable Device and Knowledge (engineering)

checks. They are treated as proficient with any weapon

they have personally crafted. This racial trait replaces

defensive training and hatred.

Pyromaniac: Gnomes with this racial trait are treated

as one level higher when casting spells with the fire

descriptor, using granted powers of the Fire domain, using

the bloodline powers of the fire elemental bloodline or the

revelations of the oracle’s flame mystery, and determining

the damage of alchemist bombs that deal fire damage (this

ability does not give gnomes early access to level-based

powers; it only affects the powers they could use without

this ability). Gnomes with Charisma scores of 11 or higher

also gain the following spell-like abilities: 1/day—dancing

lights, flare, prestidigitation, produce f lame. The caster level

for these effects is equal to the gnome’s level; the DCs are

Charisma-based. This racial trait replaces gnome magic

and illusion resistance.

Warden of Nature: Gnomes must often protect their

homes against unnatural or pestilential infestations.

Gnomes with this racial trait gain a +2 dodge bonus to AC

against aberrations, oozes, and vermin, and a +1 bonus on

attack rolls against them because of their special training.

This racial trait replaces defensive training and hatred.

Racial Subtypes

You can combine various alternate racial traits to create

gnome subraces or variant races, such as the following.

Dread Gnomes: Moodier, less forgiving, and often

crueler than other gnomes, dread gnomes trace their

heritage to the darker, more bloodthirsty lines of fey.

Though not all dread gnomes are evil, they all find humor

in watching others suffer, and have little use for the bright

colors and joyful pursuits of their more cheerful cousins.

Dread gnomes have the fell magic and knack for poison

alternate racial traits.

Gear Gnomes: Sometimes rather than a single gnome

becoming obsessed with a project, whole families of gnomes

undertake a project so massive it requires generations of

artisans to complete. Such projects often involve complex

clockwork devices (or entire clockwork buildings), and

those born into families dedicated to lifetimes of work on

them are known as gear gnomes. Gear gnomes have the

academician and master tinker alternate racial traits.

Lava Gnomes: Fascinated by the power of magma

and living in vast caverns beneath active volcanoes, lava

gnomes are considered hot-tempered and dangerously

unstable even by other gnomes. Lava gnomes have the

darkvision and pyromaniac alternate racial traits.

Traveler Gnomes: These gnomes were born on the move,

their families living on a ship or in a caravan wagon. These

gnomes have the magical linguist and either the explorer

or the gift of tongues alternate racial traits.

Favored Class Options

The following options are available to all gnomes who have

the listed favored class, and unless otherwise stated, the

bonus applies each time you select the class reward.

Alchemist: Add +1/2 to the number of bombs per day the

alchemist can create.

Barbarian: Add a +1/2 bonus to the barbarian’s trap sense.

Bard: Add +1 to the bard’s total number of bardic

performance rounds per day.

Cavalier: Add +1 to the cavalier’s mounted base speed. In

combat this has no effect unless the cavalier has selected

this reward five times (or another increment of five). If the

cavalier ever replaces his mount, the new mount gains this

bonus to its speed.

Cleric: Add +1/2 to the cleric’s channeled energy total

when healing creatures of the animal, fey, and plant types.

Druid: The druid gains energy resistance 1 against

acid, cold, electricity, or fire. Each time the druid selects

this reward, increase her resistance to one of these energy

types by +1 (maximum 10 for any one type).

Fighter: Add +1 to the fighter’s CMD when resisting a

dirty trick or steal attempt.

Gunslinger: The gunslinger reduces the amount of time

needed to restore a broken firearm using the Gunsmithing

feat by 5 minutes (maximum reduction of 50 minutes).

Inquisitor: Add a +1 bonus on concentration checks

when casting inquisitor spells.

Magus: Add one of the following weapon special abilities

to the list of weapon special abilities the magus may add

to his weapon using his arcane pool: defending, ghost touch,

merciful, mighty cleaving, vicious (Core Rulebook); allying,

conductive, corrosive, corrosive burst, menacing (Advanced

Player’s Guide). Once an ability has been selected with this

reward, it cannot be changed.

Monk: Add +1 to the monk’s Acrobatics check bonus

gained by spending a point from his ki pool. A monk must

be at least 5th level to select this benefit.

Oracle: Add +1/2 to the oracle’s level for the purpose of

determining the effects of the oracle’s curse ability.

Paladin: Add +1/2 hit point to the paladin’s lay on hands

ability (whether using it to heal or harm).

Ranger: Add DR 1/magic to the ranger’s animal

companion. Each additional time the ranger selects this

benefit, the DR/magic increases by +1/2 (maximum DR 10/

magic). If the ranger ever replaces his animal companion,

the new companion gains this DR.

Rogue: The rogue gains a +1/2 bonus on Disable Device

and Use Magic Device checks related to glyphs, symbols,

scrolls, and other magical writings.

Sorcerer: Select one bloodline power at 1st level that is

normally usable a number of times per day equal to 3 + the

sorcerer’s Charisma modifier. The sorcerer adds +1/2 to

the number of uses per day of that bloodline power.

33

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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