Halfling Culture
Culture Traits
Common Traits
- Ability score modifiers: -2 Inteligence +2 Charisma
- Starting Languages: In addition to the common tongue, characters with this culture know Halfling. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Aquan, Dwarvish, Elvish, Gnome, and Goblin
- Local Knowledge: A character of the Halfling Culture can make knowledge (local) checks untrained so long as the check pertains to an area with a sizable halfing population. In addition, they always roll such checks with advantage.
- Halfling Weapons: Characters with this trait are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
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Trait Descriptions
Favored Class Bonus
Alchemist: Add one extract formula from the alchemist’s list to the alchemist’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Arcanist: Gain 1/6 of a new arcanist exploit.
Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power.
Barbarian: Add 1 foot to the range increment of thrown weapons the barbarian wields. This option has no effect unless the barbarian has selected it 5 times (or another increment of 5).
Bard: Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child.
Bloodrager: Gain a +1/4 dodge bonus to AC while bloodraging against creatures at least one size category larger than the bloodrager.
Brawler: Gain a +1 bonus to the brawler’s CMD when resisting a grapple or overrun combat maneuver.
Cavalier: Add +1/2 to the cavalier’s effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe.
Cavalier: The cavalier’s mount gains a +1/2 bonus on saving throws against fear effects. If the cavalier ever replaces his mount, the new mount gains this bonus.
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: Add a +1/4 luck bonus on the saving throws of the druid’s animal companion.
Fighter: Add +1 to the Fighter’s CMD when resisting a trip or grapple attempt.
Gunslinger: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +2) or +1/4 to the AC bonus gained when using the gunslinger’s dodge deed.
Hunter: The hunter’s animal companion gains a +1/4 luck bonus on saving throws. If the hunter replaces her animal companion, the new animal companion gains this bonus.
Inquisitor: Add +1/4 to the number of times per day that an inquisitor can change her most recent teamwork feat.
Investigator: Add one extract formula from the investigator’s list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Magus: The magus gains 1/6 of a new magus arcana.
Monk: Add +1 to the monk’s CMD when resisting a grapple 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.
Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger’s favored enemies.
Rogue: Choose a weapon from the following list
Shaman: Add 1/2 to the shaman’s effective class level for the purpose of determining her spirit animal’s natural armor adjustment, Intelligence, and special abilities.
Skald: Choose a weapon from the following list
Slayer: Add a +1/4 dodge bonus to Armor Class against the slayer’s studied target.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner: Add +1 skill rank to the summoner’s eidolon.
Swashbuckler: Increase the number of times the swashbuckler can use charmed life by 1/4.
Vigilante: Gain 1/6 of a new social talent.
Warpriest: Add 1/4 to the warpriest’s effective level when determining the damage of his sacred weapon.
Witch: Add +1/4 to the witch’s caster level when determining the effects of the spells granted to her by her patron.
Wizard: Add 1/3 to the effective caster level of wizard abjuration spells, but only to determine duration.
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