Gnomish

Culture Traits

 
Common Traits
  • Ability score modifiers: -2 Wisdom +2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Elvish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Aklo, Elven, Goblin, Halfling, and Sylvan
  • Local Knowledge: A character of the Gnome Culture can make knowledge (local) checks untrained so long as the check pertains to Gnomes and friendly fey creatures. In addition, they always roll such checks with advantage.
  • Gnomish Weapons: Characters with this culture treat all weapons with the word “gnome” in their name as though they were martial weapons.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Artistic: Characters with this trait gain a +4 cultural bonus on a Perform skill of their choice.   Dirty trickster: Gnomish culture entails a general love pranks, but some specialize in those improvised during battle. Characters with this trait gain a +2 cultural bonus on dirty trick combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty Trick, and any feat with Improved Dirty Trick as a prerequisite.**   Explorer: Many of gnomish culture are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. Characters with this trait gain a +2 cultural bonus on Climb checks and checks for one Knowledge skill of their choice.   Kleptomancy: Characters with this trait gain the following spell like ability 1/day - pilfering hand (Careful maneuver only)   Magical Linguist: The Gnomish study of languages reaches beyond the mundane into supernatural manifestations. Characters with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 cultural bonus on saving throws against such spells. Additionally, if characters with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the character's level.  
Master Tinker: A character with this trait gains +2 cultural bonus on disable device, knowledge(engineering), and one craft skill of their choice. In addition, when crafting items, the DC increase for exotic materials is reduced by 1 (minimum +0) and the DC for crafting items of complexity greater than advanced is reduced by 1 for each step beyond advanced.   Obsessive: Characters with this trait receive a +4 cultural bonus on a Craft or Profession skill of their choice.   Sound mimicry: Characters with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the character gains a +4 cultural bonus on Bluff checks to mimic sounds (including accents and speech patterns) they have listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.   Utilitarian Magic: Gnomish culture is rife with practical magic to assist them with their obsessive projects. Characters with this trait add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell’s level + the character's Intelligence modifier.  
 

Favored Class Options

Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.

Arcanist: Add 1/6 to the number of points the arcanist gains in her arcane reservoir each day.

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.

Bloodrager: Add 1/4 to the bloodrager’s effective class level when determining the power of her bloodrager bloodline powers.

Brawler: Increase the number of times per day the brawler can use martial flexibility by 1/4.

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’s animal companion gains 1/4 point of DR/cold iron (maximum DR 5/cold iron). If the druid replaces her companion, the new companion gains this DR. Source PZO1135

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).

Hunter: Add DR 1/magic to the hunter’s animal companion. Each time the hunter gains another level, the DR increases by 1/2 (maximum DR 10/magic). If the hunter replaces her animal companion, the new companion gains this damage reduction.

Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells.

Investigator: Add one extract formula from the investigator’s list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.

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

Magus: Add 1/2 of an illusion spell from the sorcerer/wizard spell list that isn’t on the magus spell list to the magus’s spellbook. The magus treats this spell as if it were on the magus spell list at the same level as on the sorcerer/wizard list. This spell must be at least 1 level below the highest spell level the magus can cast. Source PZO1135

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.

Rogue: Add 1/4 to the Perception and Disable Device DCs of traps the rogue creates. Source PZO1135

Shaman: The shaman gains 1/6 of a new shaman hex.

Skald: Add a +1 bonus on concentration checks when casting skald spells.

Slayer: The slayer gains 1/6 of a new slayer talent.

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.

Summoner: Add +1 hit point to the summoner’s eidolon.

Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.

Vigilante: Gain +1/2 on Bluff checks when attempting to tell a lie that would be true from the point of view of the vigilante’s current identity. Source PZO1134

Warpriest: Add 1/2 to the result of the warpriest’s channeled energy when healing creatures of the animal, fey, and plant types.

Witch: The witch gains 1/6 of a new witch hex.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.


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