DeShattue Chevaux Mer
Culture Traits
Common Traits
- Ability score modifiers: +2 Inteligence -2 Wisdom
- Starting Languages: In addition to the common tongue, characters with this culture know Common. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Ignan, Infernal, Sylvan, Terran, and Utasu
- Local Knowledge: A character of the DeShattue Culture can make knowledge (local) checks untrained so long as the check pertains to The Sundered Coast and the nearby waters and DeShattue settlements. In addition, they always roll such checks with advantage.
- Constant duelists: A Deshattue character receives Exotic Weapon Proficiency (dueling sword) as a bonus feat
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Trait Descriptions
Favored Class Options
Alchemist: The alchemist gains +1/6 of a new discovery.
Arcanist: Add +¼ to the arcanist’s effective caster level when determining the effects of the arcane barrier and arcane weapon arcanist exploits.
Barbarian: Add a +½ bonus to trap sense or +⅓ to the bonus from the surprise accuracy rage power.
Bard: Reduce Arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reduction in chance reaches 10%, the bard also received Medium Armor Proficiency, if he does not already possess it.
Bloodrager: Add +1/4 to the bloodrager’s blood sanctuary bonus against spells cast by himself or his allies.
Brawler: Increase the number of times per day the brawler can use martial flexibility by ¼.
Cavalier: Add +½ to the cavalier’s bonus to damage against targets of the cavalier’s challenge.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric‘s Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power.
Druid: Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.
Fighter: Gain 1/6 of a new Combat Feat which requires Mounted Combat as a prerequisite. You must meet all other prerequisites upon taking this bonus the 6th time to gain the feat
Gunslinger: Add +¼ point to the gunslinger’s grit points.
Hunter: Add 1 foot to the hunter’s companion’s base speed. In combat this option has no effect unless the hunter has selected it 5 times (or another increment of 5 a speed of 24 feet is effectively the same as 20 feet, for example.
Inquisitor: Add +⅓ to the number of rounds per day the inquisitor can use the bane ability. The inquisitor must be 5th level before selecting this ability.
Investigator: Increase the total number of points in the investigator’s inspiration pool by ⅓.
Magus: The magus gains +⅙ of a new magus arcana.
Monk: Add +1/3 to the monk’s AC bonus class ability.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +½ hp to the paladin’s lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Rogue: Add a +½ bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Skald: Increase the bonus granted by the well-versed class feature by ¼ (maximum +8).
Slayer: Increase the studied target bonus on Perception and Survival checks by ¼. When the slayer gains the stalker class feature, the slayer also gains this increase to the studied target bonus on Stealth checks.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Summoner: Add +1 skill rank to the summoner’s eidolon.
Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by ¼.
Vigilante: Gain 1/6 of a new social talent.
Warpriest: Gain a +1/3 bonus on the damage dealt or healed with the warpriest’s channel energy ability.
Witch: The witch gains 1/4 of a new witch hex.
Wizard: Add one spell from the wizard spell list to the wizard’s Spellbook. This spell must be at least one level below the highest spell level he can cast.
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