Leporine Noble Path (Moderate) Level/ Hit Dice Trait Acrobat Renown Value (in gp) — Darkvision 750 gp Heightened Strength 1,250 gp Acrobat 2,000 gp 12 Lucky 2,850 gp 15 Weapon specialization 18 Inherent ability +2 Elusiveness (Ex): Your dodge bonus granted by shy and elusive applies at all times Improved Chisai Magic (Sp): Your spell-like abilities gained with chisai magic can each be used up to times per day Inherent Ability: You gain a +2 inherent bonus to one ability score of your choice Moggish Noble Path (Moderate) 4,000 gp Level/ Hit Dice Trait Zim zim expertise Renown Value (in gp) — 5,875 gp Eternal hope 750 gp Heightened Charisma 1,250 gp Minotaur Noble Path A minotaur’s noble path is represented by a moderate convergence gained as early as 1st level and which can be improved upon at 3rd level and every levels thereafter Survivalist (Ex): You gain Survival as a class skill and a +1 racial bonus on all Survival checks At 9th level, you gain Signature Skill (survival) as a bonus feat Powerful (Ex): You gain Power Attack or Deadly Aim as a bonus feat, even if you don’t meet the other prerequisites Heightened Dexterity (Ex): You no longer take a penalty to your Dexterity score Lead Blades (Sp): You can cast lead blades at will as a standard action, but only to target a weapon you wield Your caster level is equal to your character level You can still use blessing of ancestral strength up to times per day to cast the spell and pass the weapon to another creature, if you have that racial trait Purposeful Stride (Ex): You ignore all difficult terrain and not take any penalties for moving through it Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Strength or Wisdom Minotaur Noble Path (Moderate) Level/ Hit Dice Trait Survivalist Renown Value (in gp) — Powerful 750 gp Heightened Dexterity 1,250 gp Survivalist 2,000 gp 12 Lead blades 2,850 gp 15 Purposeful Stride 4,000 gp 18 Inherent ability +2 5,875 gp Moggish Noble Path A moggish’s noble path is represented by a moderate convergence gained as early as 1st level and which can be improved upon at 3rd level and every levels thereafter Zim Zim Expertise (Ex): Your zim zim gains additional function of your choice At 9th level, it gains additional functions and you gain Skill Focus as a bonus feat for one of the skills associated with your zim zim Eternal Hope (Ex): You gain a +2 racial bonus on saving throws against fear and despair effects Once per day, you can reroll a natural on a d20 Heightened Charisma (Ex): Increase your Charisma score by 122 +1 Zim zim expertise 2,000 gp 12 Elusiveness 2,850 gp 15 Improved chisai magic 4,000 gp 18 Inherent ability +2 5,875 gp Mushroom Leshy Noble Path A mushroom leshy’s noble path is represented by a moderate convergence gained as early as 1st level and which can be improved upon at 3rd level and every levels thereafter Mushroom Shape (Su): You can take the appearance of a common, tiny mushroom up to times per day This otherwise functions like tree shape, and your caster level is equal to your character level Resistance (Su): You gain resistance to your choice of electricity or sonic damage At 12th level, this resistance increases to 10 and applies to both Plant-Like (Ex): You gain a +2 bonus on saves against mindaffecting effects, paralysis, poison, polymorph, sleep, and stunning At 15th level, this bonus increases to +4 Heightened Wisdom (Ex): You no longer take a penalty to your Wisdom score Inherent Ability (Ex): You gain a +2 inherent bonus to your choice of Constitution or Intelligence Mushroom Leshy Noble Path (Moderate) Level/ Hit Dice Trait Mushroom shape Renown Value (in gp) — Resistance 750 gp Heightened Wisdom 1,250 gp Plant-like 2,000 gp 12 Resistance 2,850 gp 15 Plant-like 4,000 gp 18 Inherent ability +2 5,875 gp Nerude Noble Path A nerude’s noble path is represented by a moderate convergence gained as early as 1st level and which can be improved upon at 3rd level and every levels thereafter Roll (Ex): On your turn, you can use a swift action to increase your normal movement speed by 10 ft and your charging speed by an additional 10 ft (+20 ft total) While moving in this way, you cannot use a weapon, but you gain a +2 racial bonus on combat maneuver checks made to bull rush or overrun creatures You can end this effect with another swift action