Elfling Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Elfling Skill
Renown Value
(in gp)
—
3
Spell resistance
750 gp
6
Heightened Wisdom
1,250 gp
9
Lucky
2,000 gp
12
Elfling Skill
2,850 gp
15
Sociable
4,000 gp
18
Inherent ability +2
5,875 gp
Elfling Noble Path
An elfling’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.
Elfling Skill (Ex): Choose up to two Knowledge skills. You gain
those skills as class skills. At 12th level, you gain Signature Skill
(knowledge) in one of those skills as a bonus feat.
Spell Resistance (Ex): You gain spell resistance equal to 11 +
your character level.
Heightened Wisdom (Ex): You no longer take a penalty to your
Wisdom score.
Lucky (Ex): You receive a +1 racial bonus on all saving throws.
This stacks with halfling luck.
Sociable (Ex): When you attempt to change a creature’s
attitude with a Diplomacy check and fail by 5 or more, you can
try to influence the creature a second time even if 24 hours have
not passed.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Strength or Charisma.
Energivore Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Curiosity
Renown Value
(in gp)
—
3
Spell resistance
750 gp
6
Heightened Intelligence
1,250 gp
9
Curiosity
2,000 gp
12
Electricity resistance
2,850 gp
15
Dance of Ruin
4,000 gp
18
Inherent ability +2
5,875 gp
Energivore Noble Path
An energivore’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.
Curiosity (Ex): Knowledge (history) and Knowledge (local)
become class skills for you. If you choose a class that has either
of these Knowledge skills as class skills, you gain a +2 racial bonus
on those skills instead. At 9th level, you gain a +4 bonus on
Diplomacy checks to gather information.
Spell Resistance (Ex): You gain spell resistance equal to 11 +
your character level.
Heightened Intelligence (Ex): You no longer take a penalty to
your Intelligence score.
Electricity Resistance (Su): You gain resist electricity 5, or
118
increase your resistance by +5.
Dance of Ruin (Su): You gain Dance of Ruin 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 Constitution or Wisdom.
Fiari Noble Path
A fiari’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.
Sneak (Ex): Sleight of Hand and Stealth become class skills for
you. If you choose a class that has either of those skills as class
skills, you gain a +2 racial bonus on those skills instead.
Surprise Attack (Ex): Attacks you make against flat-footed
targets during a surprise round deal +1d6 damage. This increases
to +2d6 at 15th level. This damage is precision damage.
Heightened Constitution (Ex): You no longer take a penalty to
your Constitution score.
Racial Spellcasting (Sp): Choose a 2nd-level or lower illusion
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.
Fire Resistance (Su): You gain resist fire 5, or increase your
resistance by +5.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Wisdom or Charisma.
Fiari Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Sneak
Renown Value
(in gp)
—
3
Surprise attack +1d6
750 gp
6
Heightened Constitution
1,250 gp
9
Racial cpellcasting
2,000 gp
12
Fire resistance
2,850 gp
15
Surprise attack +2d6
4,000 gp
18
Inherent ability +2
5,875 gp
Gnome Noble Path
A gnome’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.
Fast Movement (Ex): Your base speed becomes 30 feet.
Fey Damage Resistance (Ex): You gain Damage Reduction 5/
cold iron.
Heightened Strength (Ex): You no longer take a penalty to your
Strength score.
Racial Spellcasting (Sp): Choose a 2nd-level or lower illusion
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.
Master Tinker (Ex): You gain a +1 bonus on Disable Device
and Knowledge (engineering) checks. You are also treated as
proficient with any weapon you have personally crafted.
Catch Off-Guard (Ex): You gain Catch Off-Guard as a bonus feat.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Constitution or Charisma.