Korvosan

Culture Traits

 
Common Traits
  • Ability score modifiers: -4 Inteligence +2 Wisdom +2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Utasan. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Akklo, Elvish, Dwarven, Orcish, Terran, and Undercommon
  • Local Knowledge: A character of the Korvosan Culture can make knowledge (local) checks untrained so long as the check pertains to the City of Korvosa and her nearby holdings. In addition, they always roll such checks with advantage.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Deride Weakness: Korvosans look down on displays of weakness, some going so far as to capitalize on such displays. A character with this trait gains a +1 cultural bonus on attack rolls and skill checks against creatures suffering from fear effects.   Friends in High Places: Whenever you are in an area in which you have used the Diplomacy skill to gather information, you gain a +1 trait bonus on Diplomacy and Intimidate checks. This bonus increases to +2 when dealing with government officials.   Friends in Low Places: Gathering information in lower quarters, such as vice dens and poorer districts, takes you 1d2 hours (instead of 1d4 hours). In addition, the attitudes of any destitute or impoverished NPCs you interact with begin one step closer to helpful.   Lawful Citizen: A character with this trait gains a +4 cultural bonus to knowledge (local) checks to recall information about local laws, local rulers, and detention centers. Additionally, Knowledge (local) is always a class skill for such characters.  
Lasting Grudge: Korvosans learn to hold grudges and remember those who slight them. A character with this trait can declare creatures who slight them to be a target of their grudge. Against such creatures, the character gains a +1 cultural bonus to attacks and skill checks. The character can have a number of creatures declared as a grudge equal to their Charisma Modifier +¼ the character’s level (minimum of 1)   Ostentatious Display: Korvosans are well versed in flexing power and wealth to get what they want, but some make it into an art form. A character with this trait may use an appropriate knowledge check in place of an intimidation or diplomacy check to influence another creature or get them to provide aid or a service. Additionally, when making an intimidate or diplomacy check (or replacing one with a knowledge check as above), you may choose to reroll the check before the results are revealed by spending gold or a spell slot. The reroll receives an insight bonus equal to the spell slot spent or for every 100 gold spent.   Urchin: Characters with this trait gain a +2 cultural bonus on Slieght of Hand and Escape Artist checks.   Worker's Charter: A character with this trait gains a +2 cultural bonus to a single craft check of their choice. Additionally, while in a suitably large city with adequate supplies (i.e. not under siege or a plague) the character reduces craft DC by 1 when crafting any item of complexity advanced or greater. While in Korvosa, the +2 bonus applies to all craft checks and DC reduction is increased to 2.
 

Favored Class Options

Alchemist: The alchemist gains +1/6 of a new discovery.

Arcanist: Gain +1/6 of a new arcanist exploit.

Barbarian: The duration of the guarded stand rage power increases by +⅓ 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.

Bloodrager: Add +1/4 to the bloodrager’s blood sanctuary bonus against spells cast by himself or his allies.

Brawler: Add +1/5 to the dodge bonus to AC granted by the brawler’s AC bonus class feature.

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 a +½ bonus on Diplomacy and Intimidate checks to change a creature’s attitude.

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 ¼. You cannot reduce the misfire chance of a firearm below 1.

Hunter: Add 1 skill rank to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.

Inquisitor: Add a +½ on Intimidate checks to demoralize humanoids.

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 skill rank to the ranger’s animal companion. If the half-elf ever replaces his companion, the new companion gains these bonus 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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