Leporine Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Acrobat
Renown Value
(in gp)
—
3
Darkvision
750 gp
6
Heightened Strength
1,250 gp
9
Acrobat
2,000 gp
12
Lucky
2,850 gp
15
Weapon specialization
18
Inherent ability +2
Elusiveness (Ex): Your dodge bonus granted by shy and elusive
applies at all times.
Improved Chisai Magic (Sp): Your spell-like abilities gained
with chisai magic can each be used up to 3 times per day.
Inherent Ability: You gain a +2 inherent bonus to one ability
score of your choice.
Moggish Noble Path (Moderate)
4,000 gp
Level/
Hit Dice
1
Trait
Zim zim expertise
Renown Value
(in gp)
—
5,875 gp
3
Eternal hope
750 gp
6
Heightened Charisma
1,250 gp
Minotaur Noble Path
A minotaur’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.
Survivalist (Ex): You gain Survival as a class skill and a +1 racial
bonus on all Survival checks. At 9th level, you gain Signature Skill
(survival) as a bonus feat.
Powerful (Ex): You gain Power Attack or Deadly Aim as a bonus
feat, even if you don’t meet the other prerequisites.
Heightened Dexterity (Ex): You no longer take a penalty to
your Dexterity score.
Lead Blades (Sp): You can cast lead blades at will as a standard
action, but only to target a weapon you wield. Your caster level
is equal to your character level. You can still use blessing of
ancestral strength up to 3 times per day to cast the spell and pass
the weapon to another creature, if you have that racial trait.
Purposeful Stride (Ex): You ignore all difficult terrain and do
not take any penalties for moving through it.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Strength or Wisdom.
Minotaur Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Survivalist
Renown Value
(in gp)
—
3
Powerful
750 gp
6
Heightened Dexterity
1,250 gp
9
Survivalist
2,000 gp
12
Lead blades
2,850 gp
15
Purposeful Stride
4,000 gp
18
Inherent ability +2
5,875 gp
Moggish Noble Path
A moggish’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.
Zim Zim Expertise (Ex): Your zim zim gains 1 additional function
of your choice. At 9th level, it gains 2 additional functions and you
gain Skill Focus as a bonus feat for one of the skills associated
with your zim zim.
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 Charisma (Ex): Increase your Charisma score by
122 +1.
9
Zim zim expertise
2,000 gp
12
Elusiveness
2,850 gp
15
Improved chisai magic
4,000 gp
18
Inherent ability +2
5,875 gp
Mushroom Leshy Noble Path
A mushroom leshy’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.
Mushroom Shape (Su): You can take the appearance of a
common, tiny mushroom up to 3 times per day. This otherwise
functions like tree shape, and your caster level is equal to your
character level.
Resistance (Su): You gain resistance 5 to your choice of
electricity or sonic damage. At 12th level, this resistance increases
to 10 and applies to both.
Plant-Like (Ex): You gain a +2 bonus on saves against mindaffecting effects, paralysis, poison, polymorph, sleep, and stunning.
At 15th level, this bonus increases to +4.
Heightened Wisdom (Ex): You no longer take a penalty to your
Wisdom score.
Inherent Ability (Ex): You gain a +2 inherent bonus to your
choice of Constitution or Intelligence.
Mushroom Leshy Noble Path (Moderate)
Level/
Hit Dice
1
Trait
Mushroom shape
Renown Value
(in gp)
—
3
Resistance
750 gp
6
Heightened Wisdom
1,250 gp
9
Plant-like
2,000 gp
12
Resistance
2,850 gp
15
Plant-like
4,000 gp
18
Inherent ability +2
5,875 gp
Nerude Noble Path
A nerude’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.
Roll (Ex): On your turn, you can use a swift action to increase
your normal movement speed by 10 ft. and your charging speed
by an additional 10 ft. (+20 ft. total). While moving in this way,
you cannot use a weapon, but you do gain a +2 racial bonus
on combat maneuver checks made to bull rush or overrun
creatures. You can end this effect with another swift action.