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Bladeforged
Eladrin Chaosmancer
Dhampir Dark Bargainer
Deep Gnome
Duergar Mindcleaver
Morninglord
Purple Dragon Knight
Razorclaw Shifter
Tiefling Scoundrel
Aasimar: Scourge of the Dead
Shadar-kai
Tabaxi Trailblazer
Deep Gnome
Iconic Enhancement Tree

Deep Gnome

Illusory Escape 0/1
Illusory Escape
Ranks: 1 Cost: 1 AP Requires: 1 AP
When you tumble, you will phase out from reality briefly, passing through enemies as you do so.
Wand and Scroll Mastery 0/3
Wand and Scroll Mastery
Ranks: 3 Cost: 1 AP Requires: 1 AP
+25% effectiveness from your wands, scrolls, and other items that cast spells, and +1 to the save DC of your offensive wands.
Underdark Experience 0/3
Underdark Experience
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to all saves
Stealthy or Awareness 0/3
Stealthy or Awareness
Ranks: 3 Cost: 1 AP Requires: 1 AP
Pick from Stealthy or Awareness
Gnomish Weapon Training 0/1
Gnomish Weapon Training
Ranks: 1 Cost: 1 AP Requires: 1 AP
+1 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
Conjure Stone 0/3
Conjure Stone
Ranks: 3 Cost: 1 AP Requires: 5 AP
Conjure a boulder and hurl it at an enemy, dealing 6d4 bludgeoning damage and knocking down enemy on failed reflex save DC 10 + INT modifier.
Hardy Nature 0/3
Hardy Nature
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 AC, +1 Physical Resistance Rating
Color Spray 0/3
Color Spray
Ranks: 3 Cost: 1 AP Requires: 5 AP
Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Permanent Blur 0/1
Permanent Blur
Ranks: 1 Cost: 1 AP Requires: 5 AP
You gain a permanent Blur effect.

Blur: An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking that ally (due to concealment).
Gnomish Weapon Training 0/1
Gnomish Weapon Training
Ranks: 1 Cost: 1 AP Requires: 5 AP
+1 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
Spellcraft 0/3
Spellcraft
Ranks: 3 Cost: 1 AP Requires: 10 AP
+5 Spellcraft
Nimble Reaction 0/3
Nimble Reaction
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Armor Maximum Dexterity Bonus and Maximum Dodge Bonus
Stoneskin 0/3
Stoneskin
Ranks: 3 Cost: 1 AP Requires: 10 AP
You get Stoneskin as an SLA. The warded creature gains resistance to physical damage, granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise, it lasts 1 minute per caster level.
Racial Spell Focus: Illusion 0/3
Racial Spell Focus: Illusion
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 to Illusion DCs
Gnomish Weapon Training 0/1
Gnomish Weapon Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
+2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
Phantasmal Killer 0/3
Phantasmal Killer
Ranks: 3 Cost: 1 AP Requires: 15 AP
You gain Phantasmal Killer as a Spell-Like Ability. You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize. The target first gets a Will save to recognize the image as unreal to disbelieve the spell and suffer no ill effects. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 1d3+1 points of bane damage per caster level. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Deep Gnomish Favored Enemy 0/1
Deep Gnomish Favored Enemy
Ranks: 1 Cost: 2 AP Requires: 15 AP
Gnomes have a history of racial enmity with several kinds of creatures. Choose a Favored Enemy feat for one of these.
Gnomish Weapon Training 0/1
Gnomish Weapon Training
Ranks: 1 Cost: 2 AP Requires: 15 AP
+2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.

+1 Competence Bonus to Critical Threat Range with the same weapons.
Core Enhancements
Wariness 0/1
Wariness
Ranks: 1 Cost: 1 AP
+1% Dodge

+2 Magical Resistance Rating
Wisdom 0/1
Wisdom
Ranks: 1 Cost: 2 AP
Select Intelligence, or Wisdom
Wariness 0/1
Wariness
Ranks: 1 Cost: 1 AP
+1% Dodge

+2 Magical Resistance Rating
Wisdom 0/1
Wisdom
Ranks: 1 Cost: 2 AP
Select Intelligence, or Wisdom
Scrolls: Retain Essence 0/1
Scrolls: Retain Essence
Ranks: 1 Cost: 1 AP
You gain a 15% Racial Bonus to your odds of retaining a copy of a Scroll when using it.

+2% Dodge

+2 Magical Resistance Rating
Core Enhancements
Enhancement Description
Wariness Wariness
+1% Dodge

+2 Magical Resistance Rating
AP Cost
1
Ranks
1
Progression
0
Wisdom Wisdom
Select Intelligence, or Wisdom
Wisdom+1 Wisdom
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
0
Prereqs
Wariness
Wariness Wariness
+1% Dodge

+2 Magical Resistance Rating
AP Cost
1
Ranks
1
Progression
0
Prereqs
Wisdom
Wisdom Wisdom
Select Intelligence, or Wisdom
Wisdom+1 Wisdom
Intelligence+1 Intelligence
AP Cost
2
Ranks
1
Progression
0
Prereqs
Wariness
Scrolls: Retain Essence Scrolls: Retain Essence
You gain a 15% Racial Bonus to your odds of retaining a copy of a Scroll when using it.

+2% Dodge

+2 Magical Resistance Rating
AP Cost
1
Ranks
1
Progression
0
Prereqs
Wisdom
Tier 1
Enhancement Description
Illusory Escape Illusory Escape
When you tumble, you will phase out from reality briefly, passing through enemies as you do so.
AP Cost
1
Ranks
1
Progression
1
Wand and Scroll Mastery Wand and Scroll Mastery
Rank 1
+25% effectiveness from your wands, scrolls, and other items that cast spells, and +1 to the save DC of your offensive wands.
Rank 2
+50% effectiveness from your wands, scrolls, and other items that cast spells, and +3 to the save DC of your offensive wands.
Rank 3
+75% effectiveness from your wands, scrolls, and other items that cast spells, and +6 to the save DC of your offensive wands.
AP Cost
1
Ranks
3
Progression
1
Underdark Experience Underdark Experience
Rank 1
+1 to all saves
Rank 2
+2 to all saves
Rank 3
+3 to all saves
AP Cost
1
Ranks
3
Progression
1
Stealthy or Awareness Stealthy or Awareness
Pick from Stealthy or Awareness
Rank 1
Awareness+1 Listen, Search, and Spot.
Stealthy+1 Hide and Move Silently.
Rank 2
Awareness+2 Listen, Search, and Spot.
Stealthy+2 Hide and Move Silently.
Rank 3
Awareness+3 Listen, Search, and Spot.
Stealthy+3 Hide and Move Silently.
AP Cost
1
Ranks
3
Progression
1
Gnomish Weapon Training Gnomish Weapon Training
+1 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
AP Cost
1
Ranks
1
Progression
1
Tier 2
Enhancement Description
Conjure Stone Conjure Stone
Rank 1
Conjure a boulder and hurl it at an enemy, dealing 6d4 bludgeoning damage and knocking down enemy on failed reflex save DC 10 + INT modifier.
Rank 2
Conjure a boulder and hurl it at an enemy, dealing 12d4 bludgeoning damage and knocking down enemy on failed reflex save DC 15 + INT modifier.
Rank 3
Conjure a boulder and hurl it at an enemy, dealing 20d4 bludgeoning damage and knocking down enemy on failed reflex save DC 20 + INT modifier.
AP Cost
1
Ranks
3
Progression
5
Hardy Nature Hardy Nature
Rank 1
+2 AC, +1 Physical Resistance Rating
Rank 2
+4 AC, +2 Physical Resistance Rating
Rank 3
+6 AC, +3 Physical Resistance Rating
AP Cost
1
Ranks
3
Progression
5
Color Spray Color Spray
Rank 1
Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Rank 2
Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Rank 3
Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
AP Cost
1
Ranks
3
Progression
5
Permanent Blur Permanent Blur
You gain a permanent Blur effect.

Blur: An ally's outline becomes slightly blurred, giving enemies a 20% miss chance when attacking that ally (due to concealment).
AP Cost
1
Ranks
1
Progression
5
Gnomish Weapon Training Gnomish Weapon Training
+1 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
AP Cost
1
Ranks
1
Progression
5
Prereqs
Gnomish Weapon Training
Tier 3
Enhancement Description
Spellcraft Spellcraft
Rank 1
+5 Spellcraft
Rank 2
+10 Spellcraft
Rank 3
+20 Spellcraft
AP Cost
1
Ranks
3
Progression
10
Nimble Reaction Nimble Reaction
Rank 1
+1 Armor Maximum Dexterity Bonus and Maximum Dodge Bonus
Rank 2
+2 Armor Maximum Dexterity Bonus and Maximum Dodge Bonus
Rank 3
+3 Armor Maximum Dexterity Bonus and Maximum Dodge Bonus
AP Cost
1
Ranks
3
Progression
10
Stoneskin Stoneskin
Rank 1
You get Stoneskin as an SLA. The warded creature gains resistance to physical damage, granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise, it lasts 1 minute per caster level.
Rank 2
You get Stoneskin as an SLA. The warded creature gains resistance to physical damage, granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise, it lasts 1 minute per caster level.
Rank 3
You get Stoneskin as an SLA. The warded creature gains resistance to physical damage, granting Damage Reduction 10/Adamantine. Once the spell has prevented a total of 10 points damage per caster level (no maximum) it is discharged. Otherwise, it lasts 1 minute per caster level.
AP Cost
1
Ranks
3
Progression
10
Racial Spell Focus: Illusion Racial Spell Focus: Illusion
Rank 1
+1 to Illusion DCs
Rank 2
+2 to Illusion DCs
Rank 3
+3 to Illusion DCs
AP Cost
1
Ranks
3
Progression
10
Gnomish Weapon Training Gnomish Weapon Training
+2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Gnomish Weapon Training
Tier 4
Enhancement Description
Phantasmal Killer Phantasmal Killer
Rank 1
You gain Phantasmal Killer as a Spell-Like Ability. You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize. The target first gets a Will save to recognize the image as unreal to disbelieve the spell and suffer no ill effects. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 1d3+1 points of bane damage per caster level. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Rank 2
You gain Phantasmal Killer as a Spell-Like Ability. You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize. The target first gets a Will save to recognize the image as unreal to disbelieve the spell and suffer no ill effects. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 1d3+1 points of bane damage per caster level. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
Rank 3
You gain Phantasmal Killer as a Spell-Like Ability. You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize. The target first gets a Will save to recognize the image as unreal to disbelieve the spell and suffer no ill effects. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 1d3+1 points of bane damage per caster level. DC: Character Level + Intelligence Modifier + Illusion DC bonus.
AP Cost
1
Ranks
3
Progression
15
Deep Gnomish Favored Enemy Deep Gnomish Favored Enemy
Gnomes have a history of racial enmity with several kinds of creatures. Choose a Favored Enemy feat for one of these.
Favored Enemy: ReptilianGnomes have a history of enmity with Kobolds. You gain the Favored Enemy: Reptilian feat.
Favored Enemy: GoblinkindGnomes have a history of enmity with Goblinkind. You gain the Favored Enemy: Goblinkind feat.
AP Cost
2
Ranks
1
Progression
15
Gnomish Weapon Training Gnomish Weapon Training
+2 to hit and damage with light hammers, light maces, light picks, shortswords, shortbows, light crossbows, and light repeating crossbows.

+1 Competence Bonus to Critical Threat Range with the same weapons.
AP Cost
2
Ranks
1
Progression
15
Prereqs
Gnomish Weapon Training