Mer'Undine
Culture Traits
Common Traits
- Ability score modifiers: +2 Inteligence -2 Charisma
- Starting Languages: In addition to the common tongue, characters with this culture know Aquan. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Aboleth, Aklo, Draconic, Elven, and Sylvan
- Local Knowledge: A character of the Mer’Undine Culture can make knowledge (local) checks untrained so long as the check pertains to Dharaka’Lamash or Port Kaleth. In addition, they always roll such checks with advantage.
- Breath Deep: much of the Mer’Undine society revolves around the ability to operate on both land and in the water for extended periods of time. Characters whose Ancestry does not provide them water breathing or the ability to hold their breath underwater for long periods of time (such as some Tortles) must take the Outsider SubCulture
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Trait Descriptions
Outsider Traits
Land Bound: Those unfortunate enough to be raised in the Mer’Undine without the ability to breathe under the waves find it hard to truly integrate and desperately try to fit in. A character with this trait can hold their breath for twice as long as normal and gains a +2 cultural bonus on swim checks.Favored Class Options
Alchemist: Add +¼ to the alchemist’s natural armor bonus when using the character’s mutagen.
Arcanist: Add 1 spell from the arcanist spell list to the arcanist spell book. This spell must be at least 1 spell level below the highest level the arcanist can cast.
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: Add a +1 bonus on caster level checks to cast spells underwater.
Brawler: Increase the number of times per day the brawler can use martial flexibility by ¼.
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 +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: Add a +¼ bonus on attack rolls when making a utility shot or a dead shot.
Hunter: Add 1 foot to the hunter’s companion’s base speed. In combat this option has no effect unless the hunter has selected it 5 times (or another increment of 5 a speed of 24 feet is effectively the same as 20 feet, for example.
Inquisitor: Add +⅙ to the number of times per day the inquisitor can use the judgment class feature.
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 to the monk’s CMD when resisting a grapple and +1/4 to the number of stunning attack attempts per day.
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 +1 foot to the size of all the paladin’s aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5 an aura of 14 feet is effectively the same as a 10-foot aura, for example.
Ranger: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Rogue: Add a +½ bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
Shaman: Add ½ to the shaman’s effective class level for the purpose of determining her spirit animal‘s natural armor adjustment, Intelligence, and special abilities.
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: 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 ½ point damage to spells that deal cold damage cast by the sorcerer.
Summoner: If the summoner’s eidolon has an aquatic base form, add +5 feet to the range of the summoner’s life link ability.
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.
Vigilante: Gain +1/2 on the Disguise bonus provided by seamless guise.
Warpriest: Add ¼ to the warpriest’s effective level when determining the damage of his sacred weapon.
Witch: The witch gains 1/4 of a new witch hex.
Wizard: Add one spell from the cleric, druid, or wizard spell list with the water descriptor to the Wizard's Spellbook. This spell must be at least one level below the highest spell level the wizard can cast. This spell is treated as one level higher unless it also appears on the wizard spell list.
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