-=Traits=-
Naturally Gifted (Gnome Magic Trait)
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.
Benefit: 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.
Animal Friend (Gnome Race Trait)
You’ve long been a friend animals, and feel safer when there are animals nearby.
Benefit: 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.
-=Racial Traits=-
---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 (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
---Slow Speed: Gnomes have a base speed of 20 feet.
---Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
---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:
o ------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.
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 the defensive training and hatred racial Traits.
---Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
---Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
---Obsessive: 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.
-=Class Abilities=-
---Favored Class: +1 Skill point
---Nature Bond (Ex): A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
---Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
---Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.---