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Deep Gnome

Deep Gnome Iconic

Favored class: Wizard
Str -2
Dex 0
Con 0
Int +2
Wis +2
Cha -2

Automatic Feats 6

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • You have some special bonuses due to your gnomish heritage.

    +2 Haggle
    +2 Use Magic Device
    Proficient with Light Hammers, Throwing Hammers, and Warhammers.
  • As a Small creature, you receive a +1 size bonus to attack rolls and Armor Class, and a +4 bonus on Hide checks.
  • Proficiency: Light Hammer
    You do not suffer a -4 penalty on attack rolls when using a light hammer.
  • Proficiency: Throwing Hammer
    You do not suffer a -4 penalty on attack rolls when using a throwing hammer.
  • Proficiency: Warhammer
    You do not suffer a -4 penalty on attack rolls when using a warhammer.
  • You are naturally resistant to spells and magical effects. You have 6 Spell Resistance, protecting you from many nondamaging spells and effects. This stacks with other sources of Spell Resistance.

Enhancements Full tree →

The Deep Gnome tree. Hover a cell for what it does; the full page has every rank and description.

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

Iconic Past Life

What a completed life as this iconic leaves behind. It stacks up to three times.

  • Iconic Past Life Stance: +1 Illusion DC to spells you cast and +5 Acid Spell Power per stack of this past life

    Passive Bonus: +3 Magical Resistance per stack of this Past Life feat. This feat can be stacked up to three times.