Half-Orc Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Human skill
Renown Value
(in gp)
—
3
Unflinching valor
750 gp
6
Heightened Charisma
1,250 gp
9
Ferocity
2,000 gp
12
Human skill
2,850 gp
15
Battle hardened
4,000 gp
18
Inherent ability +2
5,875 gp
Human Noble Path
A human’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.
Human Skill (Ex): You gain 1 class skill of your choice. At 9th
level, you gain 2 additional class skills and a +2 racial bonus to
one class skill of your choice.
Eternal Hope (Ex): You gain a +2 racial bonus on saving throws
against fear and despair effects. Once per day, you can reroll a
natural 1 on a d20.
Heightened Constitution (Ex): Increase your Constitution
score by +1.
Battle-Hardened (Ex): You gain a +1 bonus to CMD.
Human Training (Ex): You gain your choice of weapon training,
as the fighter class feature, or a metamagic feat that increases
the spell level by 2 or less. Once per day, you can apply your
metamagic feat to a prepared or cast spell without increasing its
spell level.
Inherent Ability: You gain a +2 inherent bonus to one ability
score of your choice.
Human Noble Path (Moderate)
Improved Change Shape (Sp): You can use change shape to
become any humanoid as a swift action. This can be done a
number of times per day equal to half your character level, after
which you can still use change shape as normal.
Inherent Ability: You gain a +2 inherent bonus to your choice
of Dexterity or Charisma.
Kitsune Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Duplicitous
Renown Value
(in gp)
—
Level/
Hit Dice
1
Trait
Human skill
Renown Value
(in gp)
—
3
Scent
750 gp
6
Heightened Strength
1,250 gp
3
Eternal hope
750 gp
9
Duplicitous
2,000 gp
6
Heightened Constitution
1,250 gp
12
Trickster’s mind
2,850 gp
9
Human skill
2,000 gp
15
Improved change shape
4,000 gp
12
Battle hardened
2,850 gp
18
Inherent ability +2
5,875 gp
15
Human training
4,000 gp
18
Inherent ability +2
5,875 gp
Kitsune Noble Path
A kitsune’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.
Incanter (Ex): You gain Use Magic Device as a class skill and a
+1 racial bonus on all Use Magic Device checks. At 9th level, you
gain Signature Skill (use magic device) as a bonus feat.
Scent (Ex): You gain the scent ability out to 60 feet.
Trickster’s Mind (Ex): You gain a +2 racial bonus on saving
throws against mind-affecting effects. Once per day, you can
reroll a failed saving throw against a mind-affecting effect, but
must take the new result even if it is worse.
Heightened Strength (Ex): Increase your Strength score by +1.
Leporine 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.
Acrobat (Ex): You gain Acrobatics as a class skill and a +1 racial
bonus on all Appraise checks. At 9th level, you gain Signature Skill
(acrobatics) as a bonus feat.
Darkvision (Ex): You gain darkvision out to 60 feet, or improve
your darkvision by +60 feet, to a maximum of 120 feet.
Heightened Strength (Ex): You no longer take a penalty to your
Strength score.
Lucky (Ex): You receive a +1 racial bonus on all saving throws.
This stacks with halfling luck.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Dexterity or Wisdom.
Weapon Specialization (Ex): You gain either Weapon
Specialization for all bows or your deity’s favored weapon,
even if you don’t meet the other prerequisites.
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