Catfolk Noble Path
A catfolk’s noble path is represented by a moderate convergence
gained as early as 1st level and which can be improved upon at
3rd level and every 3 levels thereafter.
Darkvision (Ex): You gain darkvision out to 60 feet, or improve
your darkvision by +60 feet, to a maximum of 120 feet.
Lucky (Ex): You gain a +1 bonus on all saving throws.
Heightened Wisdom (Ex): You no longer take a penalty to your
Wisdom score.
Racial Spellcasting (Sp): You can use charm monster as a spelllike ability up to 3 times per day. The caster level of the spell is
equal to your character level.
Nimble Faller (Ex): You land on your feet even when you take
lethal damage from a fall. Furthermore, you gain a +1 bonus to
your CMD against trip maneuvers.
Terrifying Roar (Su): You gain the following supernatural ability:
Once per hour as a standard action, you can emit a thunderous
roar. Any non-catfolk creature must make a successful Will saving
throw (DC 10 + half your character level + your Charisma modifier)
or become shaken for 1d4 rounds. A target that successfully
saves cannot be affected by your terrifying roar for 24 hours.
Creatures that are already shaken become frightened for 1d4
rounds instead. This is a sonic, mind-affecting effect..
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Dexterity or Charisma.
Dalet Noble Path
A dalet’s noble path is represented by a moderate convergence
gained as early as 1st level and which can be improved upon at
3rd level and every 3 levels thereafter.
Dangerous Tentacles (Ex): You gain 2 natural, primary slam
attacks that are made with your tentacles. They deal 1d4
bludgeoning damage when you are Small size, and 1d6 when you
are Medium. At 9th level, they deal 1d6 (Small) or 1d8 (Medium)
damage instead.
Healthy (Ex): You gain a +4 bonus on Fortitude saves against
disease and poison, including magical diseases.
Heightened Charisma (Ex): You no longer take a penalty to
your Charisma score.
Steady Pace (Ex): Your base speed increases to 30ft. Your speed
is still never modified by armor or encumbrance.
Skin Alteration (Su): You gain immunity to petrification and
can use Stealth to hide, even while being observed.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Constitution or Intelligence.
Dalet Noble Path (Moderate)
116
Level/
Hit Dice
1
Trait
Dangerous tentacles (1d4)
Renown Value
(in gp)
—
3
Healthy
750 gp
6
Heightened Charisma
1,250 gp
9
Dangerous tentacles (1d6)
2,000 gp
12
Steady pace
2,850 gp
15
Skin alteration
4,000 gp
18
Inherent ability +2
5,875 gp
Catfolk Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Darkvision
Renown Value
(in gp)
—
3
Lucky
750 gp
6
Heightened Wisdom
1,250 gp
9
Racial spellcasting
2,000 gp
12
Nimble faller
2,850 gp
15
Terrifying roar
4,000 gp
18
Inherent ability +2
5,875 gp
Dwarf Noble Path
A dwarf’s noble path is represented by a moderate convergence
gained as early as 1st level and which can be improved upon at
3rd level and every 3 levels thereafter.
Thrift (Ex): You gain a 5% discount when supplying the material
cost to an item you craft. This discount increases to 10% at 9th
level.
Healthy (Ex): You gain a +4 bonus on Fortitude saves against
disease and poison, including magical diseases.
Heightened Charisma (Ex): You no longer take a penalty to
your Charisma score.
Steady Pace (Ex): Your base speed increases to 30ft. Your speed
is still never modified by armor or encumbrance.
Stonekin (Su): You gain your choice of immunity to petrification
or +1 to the caster level of any spells with the earth descriptor you
cast. You also gains the following spell-like abilities: constant—
nondetection; 1/day—magic stone, stone shape, stone tell. The
caster level for these abilities is equal to your character level.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Constitution or Wisdom.
Dwarf Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Thrift (5%)
Renown Value
(in gp)
—
3
Healthy
750 gp
6
Heightened Charisma
1,250 gp
9
Thrift (10%)
2,000 gp
12
Steady pace
2,850 gp
15
Stonekin
4,000 gp
18
Inherent ability +2
5,875 gp
Dwarrow Noble Path
A dwarrow’s noble path is represented by a moderate
convergence gained as early as 1st level and which can be
improved upon at 3rd level and every 3 levels thereafter.
Appraiser (Ex): You gain Appraise as a class skill and a +1 racial
bonus on all Appraise checks. This bous stacks with the greed
racial trait. At 9th level, you gain Signature Skill (appraise) as a
bonus feat.
Healthy (Ex): You gain a +4 bonus on Fortitude saves against
disease and poison, including magical diseases.
Crystalline Form (Ex): You gain reflective, crystalline skin that
grants you a +2 racial bonus to AC against rays. Once per day, you
can deflect a single ray attack targeted at you as if you were using
the Deflect Arrows feat.