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.
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Trait Descriptions
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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