Deep Elf
Culture Traits
Common Traits
- Ability score modifiers: -2 Inteligence +2 Wisdom
- Starting Languages: In addition to the common tongue, characters with this culture know Elvish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Abyssal, Dwarven, Goblin, Necril, and Terran
- Local Knowledge: A character of the Deep Elf Culture can make knowledge (local) checks untrained so long as the check pertains to Sub-terrainian elven communities. In addition, they always roll such checks with advantage.
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Trait Descriptions
Favored Class Options
Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
Antipaladin: The antipaladin adds +1/4 to the number of cruelties he can inflict.
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Fighter: Choose the disarm or reposition combat maneuver. Add +1/3 to the Fighter’s CMB when attempting this maneuver (maximum bonus of +4).
Rogue: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must have the curse, evil, or pain descriptor, and be at least one level below the highest spell level the sorcerer can cast.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Barbarian: The duration of the guarded stance rage power increases by +1/3 round.
Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Cavalier: Add +1/4 to the cavalier’s bonus on damage against targets of his challenge.
Druid: Add a +1/2 bonus on Stealth checks when using Wild Shape.
Gunslinger: Add +1/6 to the dodge bonus granted by the gunslinger’s nimble class feature (maximum increase of +2).
Inquisitor: Add +1/3 to the number of rounds per day the inquisitor can use the bane ability. The inquisitor must be 5th level before selecting this ability.
Magus: Add +1/4 point to the magus’s arcane pool. (Source JBE
Monk: Add +1 to the monk’s CMD when resisting a dirty trick and +1/2 to the number of stunning attacks he can attempt per day.
Oracle: Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability. (Source JBE
Paladin: The paladin adds +1/4 to the number of mercies he can use.
Ranger: Add +1/4 to a single existing favored terrain bonus (maximum increase of +1 per favored terrain). The ranger must be 3rd level before selecting this ability.
Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Witch: Add +1/4 hours to the duration of the witch’s disguise hex. This option has no effect unless the witch has selected it 4 times (or another increment of 4 an increase of 45 minutes is effectively the same as no increase in hours of the witch’s disguise hex, for example.
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