Dwarvish Culture
Culture Traits
Common Traits
- Ability score modifiers: +2 Wisdom -2 Charisma
- Starting Languages: In addition to the common tongue, characters with this culture know Dwarvish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages:Elvish, Gnome, Halfling, Orc, Terran, Undercommon, and Utasan
- Local Knowledge: A character of the Traditional Dwarvish Culture can make knowledge (local) checks untrained so long as the check pertains to Dwarvish communities. In addition, they always roll such checks with advantage.
- Traditional Dwarvish Weapons: Characters with this culture are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
| |
| |
| |
| |
| |
| |
Trait Descriptions
Favored Class Options
Alchemist: Add +1/4 to the alchemist’s natural armor bonus when using his mutagen.
Arcanist: Add +1/4 to the arcanist’s effective class level when determining the effects of the arcane barrier and arcane weapon arcanist exploits.
Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.
Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0).
Cavalier: Add +1/2 to the cavalier’s bonus to damage against targets of his challenge.
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.
Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
Fighter: Add +1 to the Fighter’s CMD when resisting a bull rush or trip.
Gunslinger: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
Hunter: Gain a +1/2 bonus on wild empathy checks the hunter makes to influence animals and magical beasts that live underground.
Inquisitor: Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
Investigator: Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap sense ability regarding stone traps.
Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk’s unarmed strike (minimum of 0).
Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
Paladin: Choose a creature type (and subtype, if necessary) from the ranger’s favored enemies list. Add a +1/2 bonus on Knowledge checks to identify creatures of that type. You can choose the same creature type up to six times; if you choose the same creature type six times, add 1 point of damage when smiting creatures of that type.
Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Shaman: Add +1/4 to the natural armor bonus of the shaman’s spirit animal.
Skald: Reduce the arcane spell failure chance for casting skald spells when wearing heavy armor by 1%. Once the total reduction reaches 10%, the skald also receives Heavy Armor Proficiency (if the skald does not already possess it).
Slayer: Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill.
Sorcerer: Add +1/2 to acid and earth spell or spell-like ability damage.
Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon.
Swashbuckler: Add +1/4 to the swashbuckler’s effective class level to determine the extra damage she deals because of the Precise Strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
Vigilante: Increase the bonus from social grace on Craft skills by +1/2.
Warpriest: Add +1/3 to the number of times per day the warpriest can use blessings, but he can only use these additional uses on blessings that affect weapons or armor.
Witch: Add +1/4 natural armor bonus to the AC of the witch’s familiar.
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
Wizard: Add 1/3 to the effective caster level of wizard abjuration spells, but only to determine duration.
Comments