
oyzar |

You probably missed this question. Reposing it here to make it easier to find:
Gnomes have a ton of different traits helping various kinds of magic. Illusion, Necromancy, Fire and Transmutation. However none of those are all that great for a summoner. Would you be open to making an alternate racial trait (different from a trait) that gives a bonus to conjuration instead?

GM Fez |

Figured out why conjuration doesn't have a gnome racial regularly, 0 level conjuration spells are few and far between, so mixed Divine and Arcane is in here. Note only replaces gnome magic because the ones that replace illusion resistance as well give extra abilities.
Alternate Racial Trait: Conjuror – Gnomes have an innate connection with their once home plane, the First World. It is the inherent malleable nature of that world that gives these gnomes the ability to mold objects from nothing on the material plane. Gnomes add +1 to the DC of any saving throws against Conjuration spells they cast. Gnomes with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day – Acid Splash, Create Water, Grease, and Stabilize. 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. This racial trait replaces gnome magic.

GM Fez |

First crack at this trait. Should help some with the survivability issue and particular classes. If you two think it's too powerful or in some way debilitating let me know and I'll fix it up. Granted it feels more like a feat in power level, but I'm calling it a trait just the same.
Trait: Soulbound – You have either saved a life or had your life saved by another in a fit of magic that neither of you would have been able to accomplish on your own. This has formed a tie between your souls that not even the strongest magic can break. You gain the empathetic link (see wizard’s familiar) ability with the person you are soulbound with. In addition you gain the following spell-like abilities usable only on the person you are bound to: 1/month – Breath of Life; 1/week – Cure Serious Wounds; 1/day – Cure Light Wounds; At will – Stabilize. The caster level for these effects is equal to the character’s level divided by 2 (minimum 1).

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I like the trait - the only thing I'd be tempted to change would be giving a downside to the Breath of Life. Perhaps the caster loses one level (unless they are able to cast the spell themselves (so around level 11?)) as they are literally sacrificing some of their own life to bring the other back. Honestly if we're using that bit then something's pretty messed up anyway and I think Issi would give up something of herself to save Kas :D He matters to her afterall :)

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I like the trait. While It is powerful, this is only a duo game so it should be more than manageable. I'm not sure I like the negative level idea though. I can certainly see it happen that we use it.
It's just a thought its certainly easier to use as written so if you are happy with it, and I assume Fez is, then I'm fine to use it as is. :)

Kasyomnite Farcaller |

Finally got an alias up for Kasyomnite. Kas should be pretty much done mechanically, though still missing the sheet for Zarya, although that should be pretty straight forward, but it's getting late here now.

Kasyomnite Farcaller |

I've picked Energy Attacks for Zarya, but that's not actually normally available until 5th level. Should I change it to ability score increase or is it fine to let it remain? Did you ever see the pictures of Zarya?