Favored Class (Oracle): +2 Skill Points / +1 to oracle's level for the purpose of determining the effects of the oracle's curse ability
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 Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance, and +2 racial bonus on Spellcraft skill checks to identify magic items.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks
Obsessive (Profession (printer): 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.
Bond to the Land (Urban): 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.
Extremely Fashionable (Equipment): Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and you're clean), you gain a +1 bonus on Bluff, Diplomacy, and Intimidate, and Bluff becomes a class skill.
Conspiracy Hunter (Stealth) (Campaign): You gain a +1 trait bonus on stealth and it is always considered a class skill for you.
Skill Focus (Knowledge (religion): You gain a +3 bonus on all checks involving the chosen skill
Eldrich Heritage (Arcane): You gain the first-Level bloodline power for the Arcane Bloodline. For the purposes of using that power, treat your sorcerer level as equal to your character level -2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.
Alertness: +2 bonus on Perception and Sense Motive checks
Arcane Bond (Familiar): You gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).
Oracle’s Curse (Haunted): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Awesome Display (Su): Your phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by your illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Charisma modifier (if positive).
Guiding Star +5 (1/day) (Su): +5 to all WIS checks. Empower, Extend, Silence, or Still a spell without increasing casting time or level, 1/night.
Wizard Familiar (Thrush/Swallowtail): Master gains a +3 bonus on Diplomancy checks.
1st Level Spells, 8/day DC 15
Color Spray (DC 16)
Cure Light Wound
Protection from Evil
2nd Level Spells, 4/day DC 16
Cure Moderate Wounds
Minor Image (DC17)
Awesome Display -5 (Su) Your Illusion (pattern) spells treat observers as 5 HD lower than their actual HD.
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Guiding Star +5 (1/day) (Su) +5 to all WIS checks. Empower, Extend, Silence, or Still a spell without increasing casting time or level, 1/night.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.