出典 Heroes from the Fringe 16ページ
While most gnomes who undergo the harrowing process of the Bleaching physically waste away from boredom, some gnomes do survive the process, emerging as humorless, monochrome versions of their former selves. Referred to as “bleachlings,” these gnomes are eerily serene and placid. In addition to the effects of the Bleaching itself, many bleachlings have the academician and eternal hope alternate racial traits, as well as the bleachling magic and nature affinity traits listed below.
出典 Heroes from the Fringe 16ページ
The gnomes of Golarion are immigrants from the First World, the primordial realm of the fey. While Golarion’s gnomes have had generations to adapt to the realities of the Material Plane, many gnomes remain in the First World to this day. In addition to the First World creature template(Pathfinder Campaign Setting:First World, Realm of the Fey 57), most First World gnomes have the bond to the land alternate racial trait, as well as the fey fortitude and fey magic traits listed below.
出典 Heroes from the Fringe 16ページ
The city of Segada on the continent of Arcadia has a substantial gnomish population, which emigrated from the tall peaks of the Akrandida Mountains. Known for their creativity and love all forms of artistic expression, many of Segada’s gnomes make their living as entertainers. Even more so than other gnomes, Segada gnomes are fond of wearing bright colors, and often wear accessories that make noise as they move, such as bells, jangling bracelets, and flute-like reed pendants. Most Segada gnomes have the darkvision, gift of tongues, and magical linguist alternate racial traits, as well as the artistic and sound mimicry alternate racial traits described below.
出典 Blood of Shadows 5ページ
ドラウは時折毒を有するようにすることによって彼らの奴隷と最前線の戦士を増強し、体内に胃殺しの毒を生成させる(下記参照)。結果として生じる有毒なクリーチャーは近隣のモンスターを思いとどまらせる強力な武器となる。このようなクリーチャーを噛みつき攻撃で攻撃したクリーチャーは、即座にその毒に晒される。この毒のセーヴ難易度は10+キャラクターのヒット・ダイスの半分+【耐久力】修正値に等しい。
胃殺しの毒/Mawbane Poison—摂取型; セーヴ 上記の頑健セーヴ; 頻度 4ラウンドの間1/ラウンド; 効果 1d2【耐久力】ダメージ; 治癒 1回のセーヴ
ドワーフは防御修練および頑丈と置き換える。エルフはエルフの魔法および武器精通と置き換える。ノームは防御修練、ノームの魔法および幻術抵抗と置き換える。ハーフエルフはエルフの耐性および鋭き五感と置き換える。ハーフオークはオークの凶暴性および武器精通と置き換える。人間は熟練と置き換える。ハーフリングの生態はこの特徴をとることを妨げる。ドラウはドラウの耐性、光による盲目化、呪文抵抗および武器精通と置き換える。ワヤンは光と闇、潜伏者および影の抵抗力と置き換える。
出典 Inner Sea Races 211ページ
All gnomes love pranks, but some specialize in those improvised during battle. These gnomes gain a +2 racial bonus on dirty trickAPG combat maneuvers. They need not meet the Intelligence requirement to select Combat Expertise, Improved Dirty TrickAPG, and any feat with Improved Dirty Trick as a prerequisite. This racial trait replaces defensive training, hatred, and keen senses.
出典 Heroes from the Fringe 16ページ
Gnomes with this racial trait treat their caster level as 1 higher for the purposes of divination spells they cast. Additionally, if the gnome has a Wisdom or Charisma score of 11 or higher, she also gains the ability to cast charm animal as a spell-like ability three times per day. The caster level for this effect is equal to the gnome’s level, and the 難易度 for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
This replaces gnome magic.
出典 Legacy of Dragons 10ページ
Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a Charisma score of 11 or higher can use each of the following spell-like abilities once per day:ghost sound, grease, and silent image. The caster level for these effects is equal to the gnome’s character level. The 難易度 for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This trait replaces gnome magic.
出典 Legacy of the First World 4ページ
Gnomes with this trait gain haunted fey aspectUC and speak with plants instead of dancing lights and speak with animals as spell-like abilities from the gnome magic racial trait. This racial trait alters the gnome magic racial trait.
出典 Heroes of the High Court 14ページ
Gnomes with this racial trait add 1 to the 難易度 of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities:1/day—charm person, guidance, message, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The 難易度 for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This racial trait replaces gnome magic.
出典 Blood of Shadows 5ページ
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
出典 Inner Sea Races 211ページ
Some gnomes develop practical magic to assist them with their obsessive projects. These gnomes add 1 to the 難易度 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 難易度 for these spells is equal to 10 + the spell’s level + the gnome’s Intelligence modifier. This racial trait replaces gnome magic.
出典 Heroes from the Fringe 16ページ
Gnomes with this racial trait increase the 難易度 of spells of the compulsion subschool they cast by 1. Additionally, if the gnome has a Charisma score of 11 or higher, she also gains the following spell-like abilities:1/ day—charm person, dancing lights, entangle, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The 難易度 for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
This replaces gnome magic, illusion resistance, and obsessive.
出典 Inner Sea Races 211ページ
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.
出典 Legacy of the First World 6ページ
Gnomes who have survived the Bleaching are immune to effects of the Bleaching thereafter. These gnomes gain two favored classes:druid, and their choice of any other class. They lose all spell-like abilities granted by the gnome magic racial trait except speak with animals, but they can use their speak with animals spell-like ability three times per day. This racial ability replaces obsessive and alters gnome magic.
出典 Inner Sea Races 211ページ
Some gnomes prefer to use their natural talents with mechanisms to drive machines. These gnomes gain a +2 racial bonus on driving checks and on Craft checks to build or repair vehicles. This racial trait replaces hatred and obsessive.
出典 Inner Sea Races 211ページ
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 +2 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.
出典 Blood of Shadows 5ページ
前提条件:low-light vision
Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.
出典 Blood of Shadows 4ページ
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
出典 Heroes from the Fringe 16ページ
Gnomes with this racial trait gain a +2 racial bonus on Fortitude saves against diseases and poisons inflicted by fey, plants, and forest-related hazards. This replaces keen senses.
Replaces Keen Senses, Obsessive
出典 Inner Sea Races 211ページ
Some gnomes demonstrate incredible talent for building and adjusting structures. These gnomes gain a +2 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.
出典 Blood of Shadows 4ページ
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
出典 Heroes from the Fringe 16ページ
Gnomes with this racial trait gain a +2 racial bonus on a Perform skill of their choice.
This replaces obsessive.
出典 Heroes of the Wild 5ページ
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The 難易度 for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
出典 Legacy of the First World 12ページ
Gnomes are humanoid, rather than fey, and are therefore not particularly susceptible to the Darkblight contagion afflicting the fey of the Fangwood. Nevertheless, many gnomes grow up fearing its taint and are obsessive about training their bodies to stave off illness of all kinds. These gnomes gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. This racial trait replaces obsessive.
出典 Heroes of the Streets 8ページ
Gnomes of the city learn all they can from newcomers and tend to make contacts in all quarters. They gain a +2 racial bonus on Knowledge(local) checks, and can use that skill to gather information in place of Diplomacy. This racial trait replaces obsessive.
出典 Blood of Shadows 4ページ
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
出典 Heroes from the Fringe 16ページ
Gnomes with this racial trait are infused with a connection to life. They gain a +2 racial bonus on saves to resist death effects.
This replaces weapon familiarity.
出典 Heroes of the Wild 5ページ
The character sees the world more like a native of the First World. Select two of the following skills:Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge(nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait(and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
出典 Blood of Shadows 5ページ
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons(including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day(rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
出典 Heroes from the Fringe 16ページ
Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds(including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.
This replaces weapon familiarity.