Lizardfolk Culture
Culture Traits
Common Traits
- Ability score modifiers: -2 Inteligence +2 Wisdom
- 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: Aquan, Dwarvish, Elvish, Gnome, and Goblin
- Local Knowledge: A character of the Lizard folk Culture can make knowledge (local) checks untrained so long as the check pertains to the Northern Quarren jungle settlements or Lizardfolk clans. In addition, they always roll such checks with advantage.
| |
| |
| |
| |
| |
| |
Trait Descriptions
Favored Class Options
Alchemist: Add +1/6 damage to the alchemist’s bite and claw attacks while under the effects of a feral mutagen.
Arcanist: Add +1/3 to the DC to one of the arcanist’s exploits.
Barbarian: Add +1/6 damage to the barbarian’s bite and claw attacks when using the animal Fury rage power.
Bard: 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 bard is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
Bloodrager: Add +1/2 round of bloodrage per day.
Brawler: Add +1/2 to the brawler’s CMB when making a trip attempt.
Cavalier: Add a +1/2 bonus to Acrobatics and Intimidate checks.
Cleric: Add a +1/2 bonus on caster level checks to overcome the spell resistance of dragons or creatures with the aquatic or reptilian subtypes.
Druid: Add a +1/2 bonus on Knowledge (nature) and Survival checks in swamps or aquatic environments.
Fighter: Add a +1/4 bonus to Will saves fear effects created by creatures of the dragon type or aquatic subtype.
Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Hunter: Choose one ranged weapon. Add +1 foot to the range increment of that weapon. This option has no effect unless the hunter has selected it 5 times (or another increment of 5 a range increment of 24 feet is effectively the same as a range increment of 20 feet,
Inquisitor: Add +1/6 to the damage bonus granted by the destruction judgment.
Investigator: Add +1/4 rounds to the duration of the insight bonus granted by studied combat.
Magus: Add +1/5 of a new magic weapon property that can be added to the magus’s weapon by expending points from his arcane pool. These must be chosen from the following list
Monk: Add +1/2 to Acrobatics checks to cross narrow surfaces and to Escape Artist checks.
Ninja: Add +1/4 point to the ninja’s ki pool.
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 +1/3 circumstance bonus on Critical Hit confirmation rolls while using smite evil (maximum bonus +5). This bonus does not stack with Critical Focus.
Ranger: Add +1/4 to a single existing humanoid Favored Enemy bonus (maximum bonus +1 per Favored Enemy). Rogue
Shaman: Add +5 feet to the range of one hex with a range other than “touch.”
Skald: Add one spell from the bard spell list to the skald’s list of spells known. This spell must be at least one level below the highest spell level he can cast.
Slayer: The slayer gains +1/6 of a new slayer talent.
Sorcerer: Add +1/2 point of acid damage to sorcerer spells cast that deal acid damage.
Summoner: Monsters summoned by the summon monster ability gain a +1/6 natural armor bonus to their armor class.
Swashbuckler: Add +1/4 to the swashbuckler’s damage rolls on riposte attacks after a successful parry.
Warpriest: Add +1/3 to the warpriest’s effective level for the purposes of determining his sacred weapon damage.
Witch: The witch gains 1/6 of a new witch hex.
Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.
Comments