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