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
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Trait Descriptions
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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