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. The Gnomes are still haunted by the spiritual damage caused by their forced exodus. Many still long for a return to what is viewed by many Gnomes as a Golden Age.
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. 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. 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-Gnomish collective race.
For members of other races, understanding Gnomes is a task fraught with aggravation. Alien in mindset and physiology, stemming from a world far beyond mortal ken, Gnomes are a mystery even to their closest companions. One minute they’re laughing with childlike glee over the shape of a particular cloud or displaying their vast collection of insect heads, and the next they’re singing a happy tune while wallowing shoulder-deep in the intestines of a slain enemy. Gnomes have little patience for things they’ve already experienced; in fact, they have a physiological need for constant change. Touched by their Fey ancestry, they are constant companions and dangerous unknowns -- often at the same time.
Their ethics and mindsets are inscrutable, and their senses of humor creative and disturbing. Yet to most other races, Gnomes are simply Gnomes... and to ask for anything more is to invite disaster.
Gnomes are one of the smallest of the common races, generally standing just over three 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. While somewhat taller than the average Halfling, a Gnome is rarely as heavy.
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 wildflowers 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. Even Gnomish twins can have wildly different appearances from each other and the rest of their family.
The entire concept of ethnicity fascinates and amuses Gnomes, especially when it becomes a source of racial tension. National allegiance or religious differences make slightly more sense to them, but fighting and dying over skin color strikes most Gnomes as unbelievably silly. As a result, Gnomes have little interest in researching the reasons and causes of their varying coloration, resulting in many conflicting theories: some posit that Gnomes' hair, skin, and eye color depends on the alignment of the stars at their birth, or the emotions felt by their parents during and immediately after pregnancy. Still others believe that a Gnome's coloration subtly hints at his destiny, often providing clues to who the Gnome will become (which are inevitably only identifiable in hindsight).
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 or endearments.
Gnome hair and skin is brightest during childhood, when everything is new and simply living is an experience of unparalleled novelty. A slight muting of skin and hair color is one of the first signs of adulthood, though few non-Gnomes can identify this change. Variation in coloration of skin, hair, and eyes apparently has only one limit: no Gnome except a victim of the Bleaching (see below) ever has perfectly white hair, eyes, or skin.
Unlike most races, Gnomes do not generally organize themselves within classic societal structures. Large Gnome towns are very rare, and Gnome kingdoms are utterly unknown. Further, Gnomes have no particular tendency to ghettoize themselves into 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 the Gnomes tend to spread evenly throughout communities that allow them to live there.
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.
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 other long-lived races 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 rest periods.
Gnomes have no ethnicities. They are all one big racial group.
The more they allow the years to weigh them down, and the less engaged they become in the world, the less vibrant Gnomes become. Their colors fade, representing their slow detachment from the world, until finally their skin, hair, and eyes are completely white. Every year that Gnomes fail to find new and exciting experiences, the process accelerates: they become more depressed and withdrawn, and their dulled curiosity leads to them having less desire to seek out new experiences, which leads inexorably to further bleaching. The Bleaching turns the world into a single, unbelievably bland experience, seemingly exhausted of all its possibilities, and succumbing to this horror is often a Gnome's greatest fear.
The Bleaching is almost always fatal -- Gnomes eventually become so bored that even breathing and circulating blood seem burdens too great to bear. While Gnomes often sympathize with those suffering from the Bleaching, there is a palpable cultural fear surrounding such individuals, and it is common for all but immediate family to shun them. Moreover, many sufferers are greeted with a certain amount of blame from their communities, as the affliction -- though horrifying -- is generally preventable, and those Gnomes who don’t take the time to save themselves from certain death are considered to be "doing it to themselves."
The Gnome Mind
Even while paying the strictest attention to those around them, Gnomes think and react far differently from other mortal beings. Despite millennia on this world, Gnomes' minds often seem disjointed and chaotic, more akin to the flighty and mischievous intellects of certain capricious fey than the plodding thought processes of Humans.
Gnomes draw people of all races to them with their charm and attention. Though many who spend time with Gnomes gripe about their companions' incessant curiosity and restless energy, it's these same traits and other distinctly Gnome characteristics that make them so attractive as companions. The focus and obsessive curiosity of the fey folk is impressive enough when turned upon a field of study, but when turned upon a romantic target, the allure of such attention can be unbelievably powerful, even for those of other races. (Despite an inability to crossbreed with other races, Gnomes' constant hunt for new sensations means they rarely restrict their liaisons to their own kind.)
While Gnome behavior confuses many, and their bizarre senses of humor can sometimes lead to inadvisable actions, their general lack of pretension or malice and their open, expressive faces often get them out of scrapes. That's not to say there aren't evil Gnomes -- and when a Gnome goes bad, he tends to be even more grotesquely creative than most -- but rather that, for those used to dealing with Gnomes, unexplained and crazed behavior isn’t seen as inherently sinister, and most people living near Gnomes spend a lot of time practicing tolerance and extending the benefit of the doubt.
Magic comes naturally to all Gnomes, the obvious mark of their otherworldly heritage. This affinity is expressed primarily as the four innate spells which all Gnomes with enough confidence and willpower can cast. While no one knows why these spells (Dancing Lights, Speak With Animals, Ghost Sound, and Prestidigitation) come so easily to Gnomes, even those without any other magical ability, various songs and tales from Gnome history offer their own (frequently contradictory) explanations. One popular aphorism goes, "The light, the sound, the trick, and the voice make us giants, though the world deems us small."
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.
Gnomes in the Young Kingdoms
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.
- For a list of known individual Gnomes, please see Gnome Characters
- For a list of common Gnome names, please see this list.
Options For Gnome Player Characters
Gnome Racial Features
|Racial Ability Modifiers||+2 Constitution, +2 Charisma, -2 Strength|
|Languages:||Auld Tarnaic, Nisshyan, and Sylvan. Gnomes with high Intelligence scores can choose an additional number of languages equal to their Intelligence modifier.|
|Type:||Fey and Humanoid|
|Defensive Training||Gnomes gain 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: Dancing Lights, Ghost Sound, Prestidigitation, and Speak With Animals. The caster level for these effects is equal to the Gnome's class 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 Humanoids of the Reptilian and Goblinoid subtypes due to special training against these hated foes.|
|Illusion Resistance||Gnomes receive a +2 racial bonus to saving throws against illusion spells or effects.|
|Keen Senses||Gnomes receive a +2 racial bonus to Perception skill checks.|
|Obsessive||Gnomes receive a +2 racial bonus on a Craft of Profession skill of their choice.|
|Weapon Familiarity||Gnomes treat any weapon with the word "Gnome" in its name as a martial weapon.|
Alternate Racial Features
|Academician||Some Gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge check.|
|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.|
|Clockwork Magic||Some Gnomes cannot Speak With Animals. However, they claim to understand the language of technology and gain a +4 racial bonus to Craft checks when repairing items by "listening" to their complaints. They also gain a +2 racial bonus to Disable Device and Use Magic Device checks, which are always treated as class skills.|
|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.|
|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.|
|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.|
|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 once per day: Bleed, Chill Touch, Detect Poison, and Touch of Fatigue. The caster level for these effects is equal to the Gnome's character level. The DC for these spells is equal to 10 + the spell's level + the Gnome's Wisdom modifier.|
|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.|
|Irrepressible||A few Gnomes seem to have fortune on their side. They are protected by a combination of dumb luck and... even more dumb luck. Every time they would fail a save or skill check which would potentially result in their death or destruction, they get to roll again and keep the higher roll.|
|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.|
|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 Charisma scores of 11 or higher also gain the following spell-like abilities once per day: Arcane Mark, Comprehend Languages, Message, Read Magic. The caster level for these effects is equal to the Gnome's level.|
|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.|
|Misunderstood Genius||Gnomes love to experiment and to find new ways to do old things, but a few Gnomes can take this to the extreme, to the point that even other Gnomes believe they are crazy. Select one skill (once chosen, it cannot be changed), if a check using the selected skill results in a natural roll of a 19 or 20, the inherent talent of the genius shines through, adding a +20 circumstance bonus to the final check's result.|
|Non-Detection (Su)||Some Gnomes are impossibly hidden from all Divinations. They have a continuous Nondetection ability, as the spell (caster level equal to their Hit Dice).|
|Pass without Trace (Su)||A few Gnomes can walk about without leaving a trace of their passing. They have a continuous Pass Without Trace ability as the spell (caster level equals their Hit Dice).|
|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 determining the damage of Alchemist bombs that deal fire damage (this ability does not give Gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities once per day: Dancing Lights, Flare, Prestidigitation, and Produce Flame. The caster level for these effects is equal to the Gnome's level; the DCs are Charisma-based.|
|Strapping||A few Gnomes can carry more than other creatures of their size. For the purpose of carrying capacity, they count as a creature one size category larger. In addition, when wielding a weapon sized for a creature one size larger, they take no penalty on attack rolls, and their speed is not reduced when they wear medium armor.|
|Warden of Nature||Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain 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.|
|Well-Traveled||During their travels many Gnomes are exposed to a variety of written and spoken languages. At 1st level and at every three levels thereafter, they gain a bonus language which may be selected from any language (including secret languages such as Druidic).|
Gnome Racial Traits
|Animal Friend||You've long been a friend to animals, and feel safer when there are animals nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.|
|Charlatan||Your talent for illusion goes beyond a mere knack for figments and phantasms. You can actually channel spell energy into simple illusions that augment your attempts at deception. As a swift action, you may expend one prepared spell or spell slot to gain a bonus on the next Bluff check you make, provided the check takes place before the beginning of your next turn. The bonus on this check is equal to the level of the spell consumed. You may use this ability 3 times per day. Only Gnomes of non-lawful alignment may take this trait.|
|Collector||You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no non-Gnome could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Soravian horseshoe nail is worthy to add to your collection when a Dwarven wheelbarrow nail is not, it all makes sense to you. Select one of the following skills: Craft (Any One), Disable Device, Escape Artist, Perform (Any One), or Spellcraft. Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill. Once this skill has been selected, it cannot be changed, nor can you gain it for any other collection you begin amassing.|
|Etymologist||When you, like all other young Gnomes, were taught Nisshyan, the hodgepodge Gnome language, you became curious about the original meaning of each word and what language it was derived from. Anytime you come across a new language, you are immediately absorbed by both how it works and what words you can co-opt from it for Nisshyan. You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.|
|Exciteable||You demand that everything must happen right now, no matter what, and are too impatient to wait for everyone else to catch up. You finish people’s sentences, blurt out the punch lines to slowly-told jokes, rarely make plans, and leap headlong into anything that looks like it might get interesting. While this has sometimes gotten you in trouble, it’s also trained you to start moving a split second before everyone else, and that’s saved your hide a few times as well. You gain a +2 trait bonus on all Initiative checks.|
|Explorer||Though many Gnomes settle down in communities large enough and interesting enough to provide them with all the stimulation they need to ward off the Bleaching, you’re never going to be one of them. You are always looking around the next bend in the road or over the next hill, past the borders of where you are to where you want to be. At the beginning of each character level, select one desired terrain type from the following list: cold, desert, forest, jungle, mountains (including hills), plains, planes (other than the Material Plane), swamp, underground (including caves and dungeons), urban, or water. You gain a +2 bonus on all Survival checks made in your desired terrain type. At the beginning of each level, you must select a new desired terrain type to replace the old one (you cannot take the same desired terrain type two levels in a row). The bonus with the new desired terrain replaces the bonus on the last one until you gain yet another level.|
|First Memories||For your whole life, you’ve felt there was a world just beyond the fabric of the material objects around you, and sometimes you can hear the north wind calling you or smell the dread taint of polluted water before you taste it. You do not gain the normal list of spell-like abilities for the Gnome Magic racial trait. Instead, if you have a Wisdom of 11 of higher, you gain the following spell-like abilities, each useable once per day: Detect Poison, Know Direction, Stabilize, and Speak With Animals. The caster level for these effects is equal to your character level. The DC for these spells is equal to 10 + the spell's level + your Wisdom modifier.|
|Naturally Gifted||For unknown reasons, you have deeper reserves of magical energy than those around you. Perhaps you are descended from a family of powerful arcane casters, or maybe you believe this trait marks you as destined for magical greatness. Wherever the truth lies, you gain an additional use of one of your Gnome Magic spell-like abilities each day. This does not always have to be the same spell-like ability -- one day you might use Dancing Lights twice, only to use the additional casting for Speak With Animals the next day.|
|Rapscallion||You've spent your entire life thumbing your nose at the establishment and take pride in your run-ins with the law. Somehow, despite all the mischievous behavior in your life, you've never been caught. You gain a +1 trait bonus on Escape Artist checks and a +1 trait bonus on Initiative checks.|
|Sprint||You were taught from a young age that the world is full of big, fast, dangerous foes, and that sometimes the best course of action is to put your head down and run. Your parents taught you how to make the most of a solid mid-length sprint and how to squeeze just a little extra speed out of yourself. If you do nothing but move in a turn (that is, if you run or use both of your actions in a round to move your speed) and you are in no armor or light armor, you may move an extra 5 feet.|
|Trickster||You are particularly adept with your racial spell-like abilities, and as child you quickly learned how Dancing Lights and Ghost Sound could be used to amuse your friends and fool your elders. This natural talent for illusion continued as you grew older, and before long you were being offered training in more advanced figments and glamers. You gain a +1 trait bonus to your caster level when determining the duration, range, and area of all spells from the Illusion School.|
|Zealot||You aren’t just faithful to the worship of your patron deity -- you are obsessively loyal to all of the faith's tenets and guidelines. Your devotion is an anchor that keeps you from drifting away into the throes of the Bleaching, and you cling to it like the life raft it is. You must match the alignment of your chosen deity exactly. You gain a +1 trait bonus on Knowledge (Religion) checks, and that skill is a class skill for you. As long as you remain completely faithful to the tenets of your faith (as determined by the GM), you never suffer from the Bleaching.|
Gnome Racial Feats
The following feats are available to a Gnome character who meets the prerequisites.
Gnome Prestige Classes
Favored Class Options For Gnomes
|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 favored class reward.|
|Alchemist||Add +1/2 to the number of Bombs per day the Alchemist can create.|
|Artificer||Add +1/4 to the Artificer’s Use Magic Device check to activate a magic item for which he has the corresponding Item Creation Feat.|
|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.|
|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 his resistance to one of these energy types by +1 (maximum 10 for any one type).|
|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).|
|Inquisitor||Add a +1 bonus on Concentration checks when casting Inquisitor spells.|
|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, and Menacing. Once an ability has been selected with this reward, it cannot be changed.|
|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.|
|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).|
|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.|
|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.|
|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.|