Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait. Has chosen Arcana.
Dark Secrets (Su): You learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list.
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 defensive training and hatred.
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian’s land speed.
Fey Thoughts: 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. This trait replaces racial weapon familiarity. Has selected Bluff and Use Magic Device.
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.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Lame: One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.
At 5th level, you are immune to the fatigued condition (but not exhaustion).
At 10th level, your speed is never reduced by armor.
At 15th level, you are immune to the exhausted condition
Low-Light Vision (Ex): You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Mysteries: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, a barbarian gains a +4 morale bonus to her Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, she takes a –2 penalty to Armor Class. The increase to Constitution grants the barbarian 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A barbarian can end her rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. A barbarian cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, her rage immediately ends, placing her in peril of death.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery (see FAQ at right). If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
BACKGROUND:
Nixim Suneater is a gnome on a mission to prove himself. Though others may not see it, this gnome is destined for greatness...to become a god!
As a youth, Nixim was bullied and taunted for his eccentric ways. He thought he was persecuted unjustly, and thought little of himself. Perhaps as a defense of the mind against lower self-esteem and depression, he began to think that perhaps instead of being nothing, like others thought, he was something spectacular. Now, he exhibits grossly exaggerated beliefs of self-worth, power, knowledge, identity, and an exceptional relationship with the divine.
Nixim feels that as he performs heroic acts...if he proves himself...his powers will increase, until eventually he will take his place in the heavens where he belongs: as a god.
It has even been revealed to Nixim the domains he would possess...Void and Madness. He worships not only the vast emptiness of space, but the sinister and alien powers that reside therein. He embraces the madness that lurks deep in his heart, and would unleash it to drive his foes insane.
Nixim now prepares to take the Test of the Starstone, where he will follow Aroden, Norgorber, Cayden Cailien, and Iomedae into the heavens. One large question looms: Is he insane, or right?
Nixim is an eccentric fellow now past his prime. With a bald head, white mustaches and beard, he also sports multiple ear-piercings in each ear. He wears a perpetual scowl, unless someone compliments him or recognizes his worth, in which case he becomes unusually happy.
Nixim has a grossly exaggerated beliefs of self-worth, power, knowledge, identity, and his relationship to the divine. He will attempt to befriend any note-worthy or famous individuals, considering them his peers. He feels he should be treated like royalty. He has a very high sense of self-esteem.
1. Background
a. Conflict
b. Challenges
c. Mystery
d. Passion
e. Birthplace
f. Family
g. Professions and Crafts
h. Significant Past Events
i. Family-related events
ii. Personal events
iii. Notable individuals
i. Mysteries
j. Existing Conflicts
k. What triggered adventuring?
l. Initial possessions
m. Bound duties
n. Quests
2. Primary Motivators - Adoration and Achievement
3. Emotion and Core Traits
a. Emotional Disposition and Moodiness - Angry, Labile
b. Core Traits
i. Outlook: Optimistic
ii. Integrity: Unscrupulous
iii. Impulsiveness: Spontaneous
iv. Boldness: Intrepid
v. Agreeableness: Disagreeable
vi. Interactivity: Engaging
vii. Conformity: Heterodox
4. Secondary Personality Traits
a. Sense of Humor: Surreal
b. Favorite Topics of Conversation: Himself, Test of the Starstone, other deities, Himself
c. Group Affiliations
d. Religion and Spirituality
e. Quirks, Habits, and Oddities
f. Hobbies and Enjoyments
g. Mental Disorders
h. Barks