Monastic

Culture Traits

 
Common Traits
  • Ability score modifiers: +2 Inteligence -2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know . Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages:
  • Local Knowledge: A character of the Monastic Culture can make knowledge (local) checks untrained so long as the check pertains to their Sanctuary (as denoted in the trait Sancturary below). In addition, they always roll such checks with advantage.
  • Theoretical tongues: Monastic cultures often learn many languages in their pursuits but get less time to practice them in spoken word than in their written form. A Monastic character may select twice as many bonus starting languages as normal and in addition to the three languages chosen above. However, when conversing with creatures using these bonus languages they suffer a -4 penalty on all Wisdom and Diplomacy based skill checks Additionally, if any spells or effects relly on a creature understanding the character, the DC for those spells and effects are reduced by 2 when speaking these bonus languages
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Applied Study: A character with this trait gains their choice of 1 ki point (as a monk’s ki pool), 1 arcane point (as a magus’ arcane pool), or 1 inspiration point (as an investigator’s inspiration pool). If the character gains a pool of their choice from a different source, this point is added to that pool. In addition to any other ways in which the character can spend their point of choice, the character may expend it as a free action to gain an insight bonus on one knowledge check equal to half their character level and may roll that check with advantage.   Broad Study: A character with this trait gains a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all skills designated “trained only” untrained.   Chasing Perfection: Characters with this trait increase their starting Inteligence, Wisdom, and Charisma scores by +1   Comprehensive Education: Those raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. Characters with this trait treat all Knowledge skills as class skills. If they gain any of these skills as a class skill through class levels, they instead gain a +1 cultural bonus to that skill.   Focused Study: Many Monastic cultures apply themselves rigorously to studies of varied arts and practice. At 1st, 8th, and 16th level, such characters gain Skill Focus in a skill of their choice as a bonus feat.  
Institutional Memory: Character’s of a Monastic Culture often rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 cultural bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. Knowledge (local) checks which meet the criteria for both this trait and the Local Knowledge trait are made with double the bonus.     Piety: The truly devoted place great trust in the gods to protect them. Characters with this trait receive a +2 cultural bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, the character can call out to their deity in order to receive a +2 cultural bonus on that roll; they can use this ability only if he is able to speak.   Statecraft: Characters with the trait gain a +2 cultural bonus on Diplomacy and Lingusitics checks   Studied Magic: Characters with the trait gain a +2 cultural bonus on caster level checks to overcome spell resistance or counter a spell  
 

Favored Class Bonuses

Alchemist: Add one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level lower than the highest-level formula the alchemist can create.

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

Barbarian: Add a +½ bonus to trap sense or +⅓ to the bonus from the superstition rage power.

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: Increase the bonus gained from blood sanctuary by ¼.

Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0).

Cavalier: Add +¼ to the cavalier’s banner bonus.

Cleric: Add +1 on caster level checks made to overcome the spell resistance of outsiders.

Druid: Add a +1/4 bonus on Knowledge (nature) checks

Fighter: Add a +½ circumstance bonus on critical hit confirmation rolls with a weapon of the fighter’s choice (maximum bonus +4). This bonus does not stack with Critical Focus

Gunslinger: Add +⅓ on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.

Hunter: Add one spell known from the hunter spell list. This spell must be at least one level below the highest spell level the hunter can cast.

Inquisitor: Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.

Investigator: Add one extract formula from the investigator’s formula list to the formula book. This formula must be at least 1 formula level below the highest level the investigator can create.

Magus: Add +¼ point to the magus’s arcane pool.

Monk: Add +¼ point to the monk‘s ki pool.

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 +1/3 on Critical Hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.

Ranger: Choose one ranged weapon. Add +1 foot to the range increment of that weapon. This option has no effect unless the ranger 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, for example.

Rogue: Add a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level of rogue.

Shaman: The shaman gains 1/6 of a new shaman hex.

Skald: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.

Slayer: Add a +1/4 dodge bonus to Armor Class against the slayer’s studied target.

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: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.

Swashbuckler: Gain 1/6 of a Combat Feat. The feat is chosen when this bonus is taken for the 6th time and the Swashbuckler must meet all prerequisites for the feat at that time.

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 1/6 of a new witch hex.

Wizard: Add 1 ft. to the range of spells cast from one chosen school. This bonus has no benefit until it is taken 5 times. 14 ft is functionally the same as 10ft for example


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