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 Draconic. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Dwarven, Giant, Ignan, and Orcish
- Local Knowledge: A character of the Kulkodari Culture can make knowledge (local) checks untrained so long as the check pertains to Kulkodari holds and herd camps. In addition, they always roll such checks with advantage.
- Amarisian Shepards: A Kulkodari character is proficient with all martial bows and treats the Kulkodari Longhorn bow as a martial weapon.
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Trait Descriptions
Favored Class Options
Alchemist: Add +¼ to the alchemist’s natural armor bonus when using the character’s mutagen.
Arcanist: Reduce arcane spell failure chance for casting arcanist spells when wearing light armor by +1%. Once the total reaches 10%, the arcanist no longer suffers arcane spell failure while wearing light armor and also receives Light Armor Proficiency, if she does not already possess it.
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 reduction in chance reaches 10%, the bard also received 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: Add 1 to the brawler’s CMD when she’s resisting a trip or overrun combat maneuver.
Cavalier: Add a +½ bonus on Intimidate checks and Ride checks. "
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: Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.
Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes)
Hunter: Add 1 hit point to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.
Inquisitor: Add +½ on Intimidate checks and Knowledge checks to identify creatures.
Investigator: Gain a +⅓ bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.
Magus: Add one of the following to the magus’ list of arcane pool weapon special abilities: allying, conductive, corrosive, corrosive burst, defending, ghost touch, menacing, merciful, mighty cleaving, vicious. Once selected, it cannot be changed.
Monk: Add a +¼ bonus on combat maneuver checks made to grapple or trip.
Oracle: Reduce the non-proficient penalty for one weapon by 1. When the non-proficient 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.
Ranger: Add +¼ to a single existing outsider Favored Enemy bonus (maximum bonus +1 per Favored Enemy other than Dragons. maximum bonus of +2 for Dragons).
Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon. "
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 skald’s total number of raging song rounds per day by 1. "
Slayer: Gain a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gain information."
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 +½ to the number of uses per day of that bloodline power.
Summoner: The summoner’s eidolon gains resistance 1 against either cold or fire. Each time the summoner selects this reward, he increases his eidolon’s resistance to one of those energy types by 1 (maximum 10 for any one energy type).
Swashbuckler: Add ¼ 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: Gain 1/6 of a new bonus combat feat.
Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).
Wizard: Select one item creation feat known by the wizard. Whenever crafting an item using that feat, the amount of progress made 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.
I love the Kulkador. Is the group of Kulkadori prophecy seekers still a thing in Terra Carte?
They were canon, and that was like 25 (ish?) years previous the CotCT campaign. They may still be around, I'd assume that they made it to the sands of Southern Quarren in that time but where they went from there, who knows?