Gnome Noble Path (Moderate)
God-Blooded Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Fast movement
Renown Value
(in gp)
—
Level/
Hit Dice
1
Trait
Read magic
Renown Value
(in gp)
—
3
Fey damage resistance
750 gp
6
Heightened Strength
1,250 gp
3
Resistance
750 gp
6
Titan foe
1,250 gp
9
Racial spellcasting
2,000 gp
9
Signature Skill (diplomacy)
2,000 gp
12
Master Tinker
2,850 gp
12
Resistance
2,850 gp
15
Catch Off-Guard
4,000 gp
15
Tongues
4,000 gp
18
Inherent ability +2
5,875 gp
18
Inherent ability +2
5,875 gp
Goblin 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.
Cobbled Explosive (Ex): Once per day, you can create and
throw a bomb as an alchemist of half your character level. At
15th level, you can do this twice per day.
Heightened Charisma (Ex): You no longer take a penalty to
your Charisma score.
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 Strength or Intelligence.
Goblin Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Thrift (5%)
Renown Value
(in gp)
—
3
Cobbled explosive
750 gp
6
Heightened Charisma
1,250 gp
9
Thrift (10%)
2,000 gp
12
Fire resistance
2,850 gp
15
Cobbled explosive
4,000 gp
18
Inherent ability +2
5,875 gp
God-Blooded Noble Path
A god-blooded’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.
Read Magic (Su): You gain a constant read magic effect as a
supernatural ability that you can suppress or activate as a free
action.
Resistance (Su): You gain resistance 5 to your choice of
positive or negative energy damage. At 12th level, this resistance
increases to 10 and applies to both.
Titan Foe (Ex): You gain a +2 dodge bonus to AC against
creatures size Large or larger and a +2 racial bonus on combat
maneuver checks made to grapple those creatures.
Signature Skill (Ex): You gain Signature Skill (diplomacy) as a
bonus feat.
Tongues (Su): You gain a constant tongues effect as a
supernatural ability that you can suppress or activate as a free
action.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Constitution or Wisdom.
Halfling Noble Path
A halfling’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.
Lucky (Ex): You receive a +1 racial bonus on all saving throws.
This stacks with halfling luck.
Swift as Shadows (Ex): You reduce the penalty for using Stealth
while moving at full speed by 5, and reduce the Stealth check
penalty for sniping by 10.
Heightened Strength (Ex): You no longer take a penalty to your
Strength score.
Shadow Walk (Sp): Once per day, you can cast shadow walk,
targeting only yourself. The caster level of the spell is equal to
your character level.
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.
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