Metropolitan
Culture Traits
Common Traits
- Ability score modifiers: +2 Inteligence -2 Wisdom
- Starting Languages: Metropolitan characters begin play knowing Common, Dwarvish, and Elvish. A Metropolitan character with a higher enough intelligence score can choose any non secret language as a bonus starting language
- Local Knowledge: A character of the Metropolitan Culture can make knowledge (local) checks untrained so long as the check pertains to the city from which they hail (as denoted in the trait Hometown below). In addition, they always roll such checks with advantage.
- Home Town: when creating a Metropolitan character, consult with the GM to choose (or create) a suitable city to call your home. This will be reflected in some of the trait options.
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Trait Descriptions
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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