Racial Spellcasting (Sp): Choose a 2nd-level or lower earth
spell. You can use this spell as a spell-like ability up to 3 times per
day. The caster level of the spell is equal to your character level.
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.
Dwarrow Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Appraiser
Renown Value
(in gp)
—
3
Healthy
750 gp
6
Crystalline form
1,250 gp
9
Signature skill (appraise)
2,000 gp
12
Racial spellcasting
2,850 gp
15
Stonekin
4,000 gp
18
Inherent ability +2
5,875 gp
Dworg Noble Path
A dworg’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.
Stonecunning (Ex): You receive a +2 bonus on Perception
checks to notice unusual stonework, such as traps and hidden
doors located in stone walls or floors. You receive a check to
notice such features whenever you pass within 10 feet of them,
whether or not you are actively lowking.
Lifebound (Ex): You gain a +2 racial bonus on all saving throws
made to resist death effects, saving throws against negative
energy effects, Fortitude saves made to remove negative levels,
and Constitution checks made to stabilize if reduced to negative
hit points.
Heightened Intelligence (Ex): You no longer take a penalty to
your Intelligence score.
Steady Pace (Ex): Your base speed increases to 30ft. Your speed
is still never modified by armor or encumbrance.
Vardatch Focus (Ex): You gain Weapon Focus (vardatch) as a
bonus feat, even if you don’t meet the other prerequisites.
Vardatch Specialization (Ex): You gain Weapon Specialization
(vardatch) as a bonus feat, even if you don’t meet the other
prerequisites.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Strength or Constitution.
Elf Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Darkvision
Renown Value
(in gp)
—
3
Spell resistance
750 gp
6
Heightened Constitution
1,250 gp
9
Racial spellcasting
2,000 gp
12
Camouflage
2,850 gp
15
Leafkin
4,000 gp
18
Inherent ability +2
5,875 gp
Elf Noble Path
An elf’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.
Spell Resistance (Ex): You gain spell resistance equal to 11 +
your character level.
Heightened Constitution (Ex): You no longer take a penalty to
your Constitution score.
Racial Spellcasting (Sp): Choose a 2nd-level or lower spell that
does not attack a creature or deal damage. You can use this spell
as a spell-like ability up to 3 times per day. The caster level of the
spell is equal to your character level.
Camouflage (Ex): Choose one ranger favored terrain. You can
use the Stealth skill to hide in that terrain, even if the terrain
doesn’t grant cover or concealment.
Leafkin (Su): You gain immunity to electricity damage and a
+2 racial bonus to save against mind-affecting effects. This bonus
stacks with elven immunities.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Dexterity or Intelligence.
Dworg Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Stonecunning
Renown Value
(in gp)
—
3
Lifebound
750 gp
6
Heightened Charisma
1,250 gp
9
Vardatch focus
2,000 gp
12
Steady pace
2,850 gp
15
Vardatch specialiazation
4,000 gp
18
Inherent ability +2
5,875 gp
117