STATISTICS
20 Points
Str [10][+0][10][--p][-2Race]
Dex [16][+3][14][05p][+2Race]
Con [10][+0][10][--p]
Int [14][+2][14][05p]
Wis [10][+0][10][--p]
Cha [18][+4][16][10p][+2Race]
OFFENSE
Base Atk +0;
RA +3 [+0BAB+3Dex]
MA -1 [+0BAB-1Str]
CMB +3; CMD 09
HP 15/15 1x(1d10+con5)
Fort [+7][+2Class+0Con]
Ref [+03][+0Class+3Dex]
Will [+00][+0Class+0Wil]
Defensive Abilities
Immune to magic sleep effects and gain a
+2 racial saving throw bonus against enchantment spells and effects.[Race]
+1 bonus on saves against psychic spells and spell-like abilities. [class]
Feats
Race
1: [See Weapons]
Levels
1:
Class
1:
Item's
1:
Campaign
1:
Weapon Proficiency
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Aquatic elves are proficient with rapiers, short swords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon.
[class]
Traits
1:Lesser Noble [Regional]
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp— your “birthright,” such as it is.
2:
DrawBack
1:Light Sensitivity
Sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell..
Skills
Skill Ranks per Level: 1x[3+2Int modifier +0FC] = [5]
Standard Racial Traits
Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type:
Gnomes are Humanoid creatures with the gnome subtype.
Size:
Gnomes are Small creatures and thus 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.
Base Speed:
(Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Defensive Training:
Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Illusion Resistance:
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Feat and Skill Racial Traits
Obsessive:
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Magical Racial Traits
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.
Offense Racial Traits
Hatred:
Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Senses Racial Traits
Darkvision Some gnome strains have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and keen senses.
Class: Fighter L1
BAB+1
Saves +F2/R+0/W+0
Alignment: Any.
Hit Die: d10
Class Skills
Skill Ranks per Level: 2 + Int modifier.
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency
Class Features
The following are class features of the fighter.
Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats
At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”