Gnomes (10 RP)
- +2 Constitution, +2 Charisma, -2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
- Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Gnomes have a base speed of 20 feet.
- Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
- Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
- Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
- Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
- Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
- Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
- Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
- Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
- Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Random Starting Age
(44 - 64 years)
(46 - 76 years)
(49 - 94 years)
Random Starting Height & Weight
||3 ft. 0 in.
(3 ft 2 in. - 3 ft. 8 in.)
(37 - 43 lbs.)
||2 ft. 10 in.
(3 ft. 0 in. - 3 ft. 6 in.)
(32 - 38 lbs.)
Gnomes are distant relatives of the fey, and their history tells of a time
when they lived in the fey's mysterious realm, a place where colors are brighter,
the wildlands wilder, and emotions more primal. Unknown forces drove the ancient
gnomes from that realm long ago, forcing them to seek refuge in this world;
despite this, the gnomes have never completely abandoned their fey roots or
adapted to mortal culture. Though gnomes are no longer truly fey, their fey
heritage can be seen in their innate magic powers, their oft-capricious natures,
and their outlooks on life and the world.
Gnomes can have the same concerns and motivations as members of other races,
but just as often they are driven by passions and desires that non-gnomes see
as eccentric at best, and nonsensical at worst. A gnome may risk his life to
taste the food at a giant's table, to reach the bottom of a pit just because
it would be the lowest place he's ever been, or to tell jokes to a dragon—and
to the gnome those goals are as worthy as researching a new spell, gaining
vast wealth, or putting down a powerful evil force. While such apparently fickle
and impulsive acts are not universal among gnomes, they are common enough for
the race as a whole to have earned a reputation for being impetuous and at
least a little mad.
Combined with their diminutive sizes, vibrant coloration, and lack of concern
for the opinions of others, these attitudes have caused gnomes to be widely
regarded by the other races as alien and strange. Gnomes, in turn, are often
amazed how alike other common, civilized races are. It seems stranger to a
gnome that humans and elves share so many similarities than that the gnomes
do not. Indeed, gnomes often confound their allies by treating everyone who
is not a gnome as part of a single, vast non-gnome collective race.
Physical Description: Gnomes are one of the smallest of the common
races, generally standing just over 3 feet in height. Despite their small frames,
however, gnomes are extremely resilient, and not as weak as many of their foes
assume. Though their diminutive stature reduces their ability to move quickly,
gnomes often train to take advantage of their size, especially when fighting
foes much larger than themselves.
The coloration of gnomes varies so wildly that many outsiders assume gnomes
commonly use dyes and illusions to change their skin and hair tones. While
gnomes are certainly not above cosmetic enhancement (and may wish to change
their appearance just to see how outlandish they can look), their natural hues
truly range over a rainbow of coloration. Their hair tends toward vibrant colors
such as the fiery orange of autumn leaves, the verdant green of forests at
springtime, or the deep reds and purples of wildf lowers in bloom. Similarly,
their flesh tones range from earthy browns to floral pinks, and gnomes with
black, pastel blue, or even green skin are not unknown. Gnomes' coloration
has little regard for heredity, with the color of a gnome's parents and other
kin having no apparent bearing on the gnome's appearance.
Gnomes possess highly mutable facial characteristics, and their proportions
often don't match the norm of other humanoid races. Many have overly large
mouths and eyes, an effect which can be both disturbing and stunning, depending
on the individual. Others may have extremely small features spread over an
otherwise blank expanse of face, or may mix shockingly large eyes with a tiny,
pursed mouth and a pert button of a nose. Gnomes rarely take pride in or show
embarrassment about their features, but members of other races often fixate
on a gnome's most prominent feature and attempt to use it as the focus of insults
Society: Unlike most races, gnomes do not generally organize themselves
within classic societal structures. Gnome cities are unusual and gnome kingdoms
almost unknown. Further, gnomes have no particular tendency to gather in specific
neighborhoods even when a large number of them live among other races. While
specific laws meant to contain the potential impact of gnomes on a society
may require a 'gnome quarter,' and societal pressure sometimes causes all non-gnomes
to move away from areas with high gnome populations, left to their own devices,
gnomes tend to spread evenly throughout communities that allow them.
However, even when gnomes are common within a community as a group, individual
gnomes tend to be always on the move. Whimsical creatures at heart, they typically
travel alone or with temporary companions, ever seeking new and more exciting
experiences. They rarely form enduring relationships among themselves or with
members of other races, instead pursuing crafts, professions, or collections
with a passion that borders on zealotry. If a gnome does settle in an area
or stay with a group for a longer period, it is almost always the result of
some benefit that area gives to a vocation or obsession to which the gnome
had dedicated himself.
Despite their extremely varied backgrounds and lack of a unifying homeland,
gnomes do possess some common cultural traits. Male gnomes have a strange fondness
for unusual hats and headgear, often wearing the most expensive and ostentatious
head-covering they can afford (and that their chosen careers will allow them
to wear without causing problems). Females rarely cover their heads, but proudly
wear elaborate and eccentric hairstyles that often include intricate jeweled
combs and headpieces.
Relations: Gnomes have difficulty interacting with the other races,
on both emotional and physical levels. In many ways the very fact other races
see gnomes as odd is itself the thing gnomes find most odd about other races,
and this leads to a strong lack of common ground upon which understanding and
relationships can be built. When two gnomes encounter one another, they generally
assume some mutually beneficial arrangement can be reached, no matter how different
their beliefs and traditions may be. Even if this turns out not to be the case,
the gnomes continue to look for commonalities in their dealings with each other.
The inability or unwillingness of members of other races to make the same effort
when dealing with gnomes is both frustrating and confusing to most gnomes.
In many ways, it is gnomes' strong connection to a wide range of apparently
unconnected ideas that makes it difficult for other races to build relationships
with them. Gnome humor, for example, is often focused on physical pranks, nonsensical
rhyming nicknames, and efforts to convince others of outrageous lies that strain
all credibility. Gnomes find such efforts hysterically funny, but their pranks
often come across as malicious or senseless to other races, while gnomes in
turn tend to think of the taller races as dull and lumbering giants.
Gnomes get along reasonably well with halflings and humans, who at least have
some traditions of bizarre, gnomelike humor. Gnomes generally feel dwarves
and half-orcs need to lighten up, and attempt to bring levity into their lives
with tricks, jokes, and outrageous tales the more dour races simply cannot
see the sense of. Gnomes respect elves, but often grow frustrated with the
slow pace at which members of the long-lived race make decisions. To gnomes,
action is always better than inaction, and many gnomes carry several highly
involved projects with them at all times to keep themselves entertained during
Alignment and Religion: Although gnomes are impulsive tricksters, with
sometimes inscrutable motives and equally confusing methods, their hearts are
generally in the right place. What may seem a malicious act to a non-gnome
is more likely an effort to introduce new acquaintances to new experiences,
however unpleasant the experiences may be. Gnomes are prone to powerful fits
of emotion, and find themselves most at peace within the natural world. They
are usually neutral good, and prefer to worship deities who value individuality
and nature, such as Cayden Cailean, Desna, Gozreh, and Shelyn.
Adventurers: Gnomes' propensity for wanderlust, deep curiosity, and
desire to master odd or esoteric skills and languages make them natural adventurers.
They often become wanderers to experience new aspects of life, for nothing
is as novel as the uncounted dangers facing adventurers. Many gnomes see adventuring
as the only worthwhile purpose in life, and seek out adventures for no other
motive than to experience them. Other gnomes desire to find some lost lore
or material that has ties to their chosen vocation and believe only dragon
hoards and ancient ruins can contain the lore they need, which can result in
gnomes who think of themselves as bakers or weavers being just as accomplished
adventurers as those who declare themselves to be mages or scouts.
Gnomes are physically weak compared to many races, and see this as a simple
fact of life to be planned for accordingly. Most adventuring gnomes make up
for their weakness with a proclivity for sorcery or bardic music, while others
turn to alchemy or exotic weapons to grant them an edge in conflicts.
Male Names: Abroshtor, Bastargre, Halungalom, Krolmnite, Poshment,
Female Names: Besh, Fijit, Lini, Majet, Neji, Pai, Queck, Trig.
Gnomes are a quirky race. They take mistakes in stride, turning derision into mirth and baffling their foes, if only long enough to work a bit of mischief at their expense. Gnomes love magic and music, but also have a love of craft, clockworks, and the work of their hands. Whatever their passion, gnomes throw themselves into it absolutely. Once obsessed and absorbed, a gnome can scarcely think of anything else, regardless of whether his mind bends to new adventures at home or in the great wide world. Given their fey heritage, many gnomes love wild places where their fey cousins congregate. Increasing numbers of gnomes, however, eschew these places for the cities, their natural curiosity and love of creation drawing them to commerce, trade, and manufactories where they can follow and promote the latest discoveries. Such gnomes often have different racial Traits than those raised among the rocks and trees.
Gnomes ply their intellect and force of personality to overcome challenges. Though generally good-humored and tolerant, gnomes can swiftly turn fierce if backed into a corner.
- Alchemist: Alchemy is one of the most respected careers for a gnome, melding their love of magic with practical applied theory, all wrapped in a field in which discovery is an everyday opportunity.
- Barbarian: Gnome barbarians typically rise among those who have lived long among their wild fey kin or the beasts of the wilderness, going near-feral as incarnate spirits of nature.
- Bard: Many gnomes are obsessive collectors of stories, songs, and jokes, making gnome bards renowned for their vast repertoires, energetic deliveries, and weaving of magic into their performances.
- Cavalier: Although gnome cavaliers are rare, gnomes swear honest oaths, and might master a broad array of tactics to defend the people and the lands they love.
- Cleric: Gnomes often become servants of the gods, especially deities of art, music, exploration, discovery, and merrymaking, blending their fervor for creation with true religious zeal.
- Druid: Many gnomes hew to the earth and forests, taking up the druidic mantle and staying in close communion with animals and the spirits of nature.
- Fighter: Gnome fighters are a tenacious lot, eager to prove that even the smallest combatant can be a titan on the battlefield.
- Inquisitor: Some gnomes learn the harshness of the world, and especially harder-hearted races, all too personally, donning the mantle of the inquisitor to defend their people and protect their lands from callous souls.
- Monk: Gnomes are colorful, passionate, and flamboyant by nature, adopting such whimsy into their vision of physical and natural perfection. Many gnome martial styles thus prove unpredictable, more akin to improvised dances than long-practiced techniques.
- Oracle: As inheritors of ancient fey spirits, gnomes take quite naturally to oracular devotion, interpreting otherworldly portents and whispers of the natural forces.
- Paladin: Gnomes who find their lives changed by religious zeal or the passion to protect those around them might adopt the paladin's calling. Most find their ability to speak with animals an especial boon, both in communicating with their mounts and in hunting down evil-doers.
- Ranger: Militant gnomes most often become rangers, playing upon their innate relationship with nature and ability to commune with its creations.
- Rogue: Gnome rogues typically master a variety of skills, plying others with their charismatic personalities, and even adding a touch of magic to enhance their skills at creating and defeating locks and traps.
- Sorcerer: The intrinsic arcane power of the fey bloodline is common in many gnome families, though sorcerers of other bloodlines often arise. Most all of these are accepted as normal in gnome society, though those who draw their power from darker sources elicit suspicion and scorn.
- Summoner: Gnomes are inveterate tinkers and endlessly creative, delighting in the design and shaping of eidolons. The servants of gnome summoners often resemble clockwork creations or fairy creatures.
- Witch: Eagerly embracing weird and ancient powers, gnomes make deceptively capable witches. Most adopt strange or exotic familiars well-suited to their personalities.
- Wizard: Gnomes have an expansive magical tradition, specializing in the realms of illusion and elemental magic. They are much respected as historians, researchers, and academics committed to pushing the boundaries of magical possibility, often by unprecedented leaps.
Alternative Racial Traits
You can exchange one or several of your character's normal racial Traits,
but of course you cannot exchange the same racial trait more than once. As
with any alternate or optional rule, you must first get the permission of your
GM to exchange any of your character's normal racial Traits for those listed
Academician: Some gnomes are more academically inclined than their kin.
Gnomes with this racial trait gain a +2 bonus on any one Knowledge skill. This
racial trait replaces the obsessive racial trait.
- Adrenaline RushInner Sea Races: You are determined to ward off the Bleaching, and get a certain thrill out of being forced to experience negative emotions. Once per day when you fail a saving throw against a spell with the emotion descriptor (see Pathfinder RPG Ultimate Magic), you can gain 1d6 temporary hit points. These temporary hit points last for 1 minute.
- Architectural IngenuityInner Sea Races: Some gnomes demonstrate incredible talent for building and adjusting structures. These gnomes gain a +1 racial bonus on Knowledge (engineering) checks and on Craft and Perception checks related to structures (including structural traps). This racial trait replaces keen senses and obsessive.
- Bond to the Land: Some gnomes have strong ties to specific kinds of terrain,
as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to
AC when in a specific terrain type selected from the ranger list of favored
terrains. This choice is made at character creation, and cannot be changed.
This racial trait replaces defensive training and hatred.
- Darkvision: Some gnome strains have lived in the underground depths for so
long they have given up on light entirely and gained darkvision with a range
of 60 feet. This racial trait replaces low-light vision and keen senses.
- Dirty TricksterInner Sea Races: All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +1 racial bonus on dirty trick combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty Trick, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.
- Efficient PackerInner Sea Races: You were once delighted to discover an object that could be the crown jewel of your collection, only to be thwarted by its weight. Thereafter, you trained yourself to pack items in the most efficient ways possible. Treat your Strength score as 2 points higher when calculating your carrying capacity.
- Eternal Hope: Gnomes rarely lose hope and are always confident that even
hopeless situations will work out. Gnomes with this racial trait receive a +2
racial bonus on saving throws against fear and despair effects. Once per day,
after rolling a 1 on a d20, the gnome may reroll and use the second result. This
racial trait replaces the defensive training and hatred racial traits.
- Explorer: Many gnomes are obsessed with seeing as much of the world as possible,
rather than perfecting some specific talent or vocation. These gnomes gain
a +2 racial bonus on Climb checks and checks for one Knowledge skill of their
choice. This racial trait replaces hatred and obsessive.
- Fairy CatcherHorror Adventures: Some gnomes are especially sensitive to the presence of fey and receive a +1 racial bonus on Perception, Sense Motive, and Survival checks against fey, a +1 racial bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of fey (this bonus stacks with the bonus granted by illusion resistance), and a +1 bonus on caster level checks to overcome the spell resistance of fey. The racial trait replaces defensive training, hatred, and keen senses.
- Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy
spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain
the following spell-like abilities: 1/day—bleed, chill touch, detect
poison, and touch of fatigue. The caster level for these effects is equal to
the gnome's level. The DC for these spells is equal to 10 + the spell's level
+ the gnome's Wisdom modifier. This racial trait replaces gnome magic.
- Gift of Tongues: Gnomes love languages and learning about
those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and
Diplomacy checks, and they learn one additional language every time they put
a rank in the Linguistics skill. This racial trait replaces the defensive training
and hatred racial traits.
- InquisitiveHorror Adventures: Gnomes have a knack for being in places they shouldn't be. Gnomes with this trait gain a +1 racial bonus on Disable Device and Escape Artist checks. This racial trait replaces keen senses and obsessive.
- Intrepid SettlerInner Sea Races: Some gnomes add to the thrill of living by settling in precarious places such as the flotsam of Gogpodda or the treehouses of Omesta. These intrepid gnomes gain a +1 racial bonus on saving throws against fear effects and on Acrobatics, Climb, and Swim checks. This racial trait replaces illusion resistance, keen senses, and obsessive.
- Knack with Poison: Some gnomes have an instinctive understanding of poisons
and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison
and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude
saving throws against poisons increases to +4 if the gnome accidentally poisons
himself when applying or readying the substance. This racial trait replaces
illusion resistance and obsessive.
- Magical Linguist: Gnomes study languages in both their mundane
and supernatural manifestations. Gnomes with this racial trait add +1 to the
DC of spells they cast with the language-dependent descriptor or those that create
glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving
throws against such spells. Gnomes with a Charisma of 11 or higher also gain
the following spell-like abilities: 1/day—arcane mark,
read magic. The caster level for these effects is equal to the gnome's
level. This racial trait replaces the gnome magic and illusion resistance
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces the defensive training and hatred racial Traits.
Pyromaniac: Gnomes with this racial trait are treated as one level higher
when casting spells with the fire descriptor, using granted powers of the Fire
domain, using the bloodline powers of the fire elemental bloodline or the revelations
of the oracle's flame mystery, and when determining
the damage of alchemist bombs that deal
fire damage (this ability does not give gnomes early access to level-based powers,
only affecting the powers they could use without this ability). Gnomes with Charisma
of 11 or higher also gain the following spell-like abilities: 1/day—
produce flame. The caster level for
these effects is equal to the gnome's level; the DCs are Charisma-based. This
racial trait replaces the gnome magic and illusion resistance racial traits.
- Shadow DodgerHorror Adventures: Gnomes with this trait gain a +4 dodge bonus to their AC against incorporeal creatures and partially real creatures and objects, such as those created by shadow conjuration, but only if successfully disbelieved. This racial trait replaces defensive training and illusion resistance.
- Shadow FoeHorror Adventures: Gnomes with this trait receive a +1 bonus on attack rolls and to their AC against humanoids of the dark folk and wayang subtypes, and outsiders native to the Shadow Plane. This racial trait replaces defensive training and hatred.
- StalkerHorror Adventures: Some gnomes become obsessed with specific individuals. Once per day, such a gnome can observe a creature for 10 minutes. After that, she gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature. She also gains a +1 bonus on weapon attack and damage rolls against that creature. These bonuses last for 1 day. This racial trait replaces defensive training, hatred, and obsessive.
- Utilitarian MagicInner Sea Races: Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the DC of any saving throws against transmutation spells they cast. If their Intelligence score is 11 or higher, they also gain the following spell-like abilities: 1/day—mage hand, open/close, prestidigitation, and unseen servant. The DC for these spells is equal to 10 + the spell's level + the gnome's Intelligence modifier. This racial trait replaces gnome magic.
- VivaciousInner Sea Races: Some gnomes retain a trace of the vitality of the First World. These gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell's caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses.
- Warden of Nature: Gnomes must often protect their homes against
unnatural or pestilential infestations. Gnomes with this racial trait get a +2
dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack
rolls against them because of their special training. This racial trait replaces
the defensive training and hatred racial traits.
- WrightInner Sea Races: Some gnomes prefer to use their natural talents with mechanisms to drive machines. These gnomes gain a +1 racial bonus on driving checks and on Craft checks to build or repair vehicles. This racial trait replaces hatred and obsessive.
You can combine various alternate racial traits to create gnome subraces or
variant races, such as the following.
- Dread Gnomes: Moodier, less forgiving, and often crueler than other gnomes, dread gnomes trace their heritage to the darker, more bloodthirsty lines of fey. Though not all dread gnomes are evil, they all find humor in watching others suffer, and have little use for the bright colors and joyful pursuits of their more cheerful cousins. Dread gnomes have the fell magic and knack for poison alternate racial traits.
- Gear Gnomes: Sometimes rather than a single gnome becoming obsessed with a project, whole families of gnomes undertake a project so massive it requires generations of artisans to complete. Such projects often involve complex clockwork devices (or entire clockwork buildings), and those born into families dedicated to lifetimes of work on them are known as gear gnomes. Gear gnomes have the academician and master tinker alternate racial traits.
- Lava Gnomes: Fascinated by the power of magma and living in vast caverns beneath active volcanoes, lava gnomes are considered hot-tempered and dangerously unstable even by other gnomes. Lava gnomes have the darkvision and pyromaniac alternate racial traits.
- Traveler Gnomes: These gnomes were born on the move, their families living on a ship or in a caravan wagon. These gnomes have the magical linguist and either the explorer or the gift of tongues alternate racial traits.
Favored Class Options
The following options are available to all gnomes who have the listed favored
class, and unless otherwise stated, the bonus applies each time you select
the class reward.
- Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
- Arcanist: Add 1/6 to the number of points the arcanist gains in her arcane reservoir each day.
- Barbarian: Add a +1/2 bonus to the barbarian's trap sense.
- Bard: Add +1 to the bard's total number of bardic performance rounds per day.
- Bloodrager: Add 1/4 to the bloodrager's effective class level when determining the power of her bloodrager bloodline powers.
- Brawler: Increase the number of times per day the brawler can use martial flexibility by 1/4.
- Cavalier: Add +1 to the cavalier's mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.
- Cleric: Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.
- Druid: The druid gains energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by +1 (maximum 10 for any one type).
- DruidHorror Adventures: The druid's animal companion gains 1/4 point of DR/cold iron (maximum DR 5/cold iron). If the druid replaces her companion, the new companion gains this DR.
- Fighter: Add +1 to the fighter's CMD when resisting a dirty trick or steal attempt.
- Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes).
- Hunter: Add DR 1/magic to the hunter's animal companion. Each time the hunter gains another level, the DR increases by 1/2 (maximum DR 10/magic). If the hunter replaces her animal companion, the new companion gains this damage reduction.
- Inquisitor: Add a +1 bonus on concentration checks when casting inquisitor spells.
- Investigator: Add one extract formula from the investigator's list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
- Kineticist: Gain a +1/2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive skill checks against creatures with the elemental subtype matching the kineticist's primary element.
- KineticistHorror Adventures: Add a +1/6 bonus on combat maneuver checks attempted as part of a substance infusion.
- Magus: Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
- MagusHorror Adventures: Add 1/2 of an illusion spell from the sorcerer/ wizard spell list that isn't on the magus spell list to the magus's spellbook. The magus treats this spell as if it were on the magus spell list at the same level as on the sorcerer/ wizard list. This spell must be at least 1 level below the highest spell level the magus can cast.
- RogueHorror Adventures: Add 1/4 to the Perception and Disable Device DCs of traps the rogue creates.
- Medium: Gain a +1/2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive skill checks against spirits, undead, phantoms, and creatures native to the Astral Plane.
- Mesmerist: Increase the number of mesmerist tricks the mesmerist can use per day by 1/3.
- Monk: Add +1 to the monk's Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
- Occultist: Increase the duration of the occultist's minor figment by 1 minute, and increase the total concealment miss chance from the occultist's distortion resonant power by 2%. This doesn't increase the maximum miss chance.
- Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of the oracle's curse ability.
- Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
- Psychic: Increase the total number of points in the psychic's phrenic pool by 1/3 point.
- Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/ magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
- Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
- Shaman: The shaman gains 1/6 of a new shaman hex.
- Skald: Add a +1 bonus on concentration checks when casting skald spells.
- Slayer: The slayer gains 1/6 of a new slayer talent.
- Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
- Spiritualist: Add 1/6 to the shield bonus granted to the spiritualist while under the effects of either spiritual interference or greater spiritual interference.
- Summoner: Add +1 hit point to the summoner's eidolon.
- Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
- Vigilante: Gain +1/2 on Bluff checks when attempting to tell a lie that would be true from the point of view of the vigilante's current identity.
- Warpriest: Add 1/2 to the result of the warpriest's channeled energy when healing creatures of the animal, fey, and plant types.
- Witch: The witch gains 1/6 of a new witch hex.
- Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
The following racial archetypes are available to gnomes.
Gnome have access to the following equipment.
Gnomes have access to the following feats.
Gnomes have access to the following spells.