First Worlder (Summoner Archetype), Inner Sea Magic, page 35:
Most summoners have a close connection to creatures from the farthest reaches of the planes. A few have a primal connection to nature, and their power is tied to the First World. It is not unusual for these summoners to associate with druids, for like druids, first worlders have a powerful tie to the natural world. Some first worlders are driven half-mad by the strange energies and intelligences that seep into their minds and bodies, though, and these poor souls are prone to lash out at loggers, druids, or innocent passersby without considering whether or not they are threats. A first worlder’s eidolon usually resembles a fey creature or a plant monster, though some are fantastic otherworldly animals with exaggerated features. A first worlder has the following class features.
Summon Nature’s Ally (Sp): Starting at 1st level, a first worlder can cast summon nature’s ally a number of times per day equal to 3 + his Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, he instead gains the equivalent summon nature’s ally spell (at 19th level, he can use summon nature’s ally IX or gate). When a first worlder gains a summon nature’s ally spell as a spell-like ability, he adds it to his class spell list (he must still select it as a spell known if he wants to cast it as an actual spell). This ability otherwise replaces the summon monster ability of a normal summoner.
Fey Summons (Su): At 3rd level, a first worlder adds the following creatures to the lists of what he can summon with his summon nature’s ally spell-like ability:
Summon nature’s ally II: gremlin ( jinkin, pugwampi, or vexgit, see Bestiary 2).
Summon nature’s ally III: gremlin (nuglub, see Bestiary 2).
Summon nature’s ally IV: unicorn.
Summon nature’s ally V: pixie, satyr.
Summon nature’s ally VII: nymph.
Eidolon: Instead of an outsider, a first worlder’s eidolon has the fey creature type and the extraplanar subtype. Its statistics are changed from a standard eidolon as follows:
Hit Dice: d6 Hit Die (instead of d10).
BAB: Equal to 1/2 the eidolon’s Hit Dice.
Good/Bad Saves: The eidolon’s good saves area always Reflex and Will.
Skills: The eidolon’s class skills are Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, and Use Magic Device.
Senses: The eidolon gains low-light vision instead of darkvision. The summoner can grant the eidolon darkvision 60 ft. as a 1-point evolution.
Damage Reduction: If the first worlder chooses this evolution, he may select DR/cold iron instead of one of the alignment-based types of damage reduction. This otherwise works like and replaces the eidolon
ability of a normal summoner.
Racial Abilities:
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.
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.
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.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
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. (Nature)
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Class abilities:
+4 BAB | +2 Fort, +2 Reflex, +6 Will | Cantrips, eidolon, life link, Summon Nature's Ally V (10/day), shield ally, Maker's Call , Bond senses
Stats: 94 hp | 16 AC (1 size, 4 Arm, 1 Dex) | +7 Fort +4 Ref, +5 Will | -1 Perception, -1 Sense Motive | Summon Nature Ally V 10/day
Feats: Spell Focus (Conjuration), Augment Summoning, Extra Summons, Superior Summons, Moonlight Summons
Skills: Handle Animal 8 (6+1+3), Knowledge (Nature) 15 (1+9+3+2), Linguistics 5 (1+1+3), Ride 5 (1+1+3) Spellcraft 10 (1+6+3), UMD 18 (6+8+3)
Defense
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 5 (1d6+2)
Fort +2, Ref +3, Will +3
DR 2/cold iron
Weaknesses light sensitivity
Offense
Speed 20 ft., climb 20 ft.
Melee dagger +2 (1d3+1/19–20)
Ranged dart +2 (1d3+1)
Special Attacks hatred
Spell-Like Abilities (CL 1st)
At will—prestidigitation
1/day—doom (DC 10)
Statistics
Str 12, Dex 13, Con 15, Int 8, Wis 13, Cha 8
Base Atk +0; CMB 0; CMD 11
Feats Point-Blank Shot
Skills Climb +9, Handle Animal +0, Perception +5, Ride +2, Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Undercommon
SQ vermin empathy +4
Special Abilities
Hatred (Ex) Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes.
Vermin Empathy (Ex) This ability functions as a druid's wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease.