Orcish Culture
Culture Traits
Common Traits
- Ability score modifiers: -2 Inteligence +2 Charisma
- Starting Languages: In addition to the common tongue, characters with this culture know Orcish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
- Local Knowledge: A character of the Orcish Culture can make knowledge (local) checks untrained so long as the check pertains to Orcish tribes or trade caravans in Amaris or northern Terra Carte. In addition, they always roll such checks with advantage.
- Size is Everything: In orcish cultures, the biggest and strongest hold the positions of power. This intense focus on size as a symbol of status means that smaller creatures raised in such cultures are often outsiders, barely part of the clan or tribe they are associated with. A character with a size of small must take the Outsider subancestry with this ancestry.
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Outsider Traits
Trait Descriptions
Outsider Traits
These traits are only availalbe to a character of this culture if they have the Outsider Sub-culture. Undersized: In Orcish culture, size is everything and determines right. Those of small stature in Orcish culture do not rise far and often times must resort to stealing to survive A character with this trait gain a +4 cultural bonus on Stealth and Sleight of hand checks but suffers a -4 penalty on intimidate checks. This trait may only be selected when applying the Outsider SubCultureFavored Class Options
Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.
Cavalier: Add +1 to the cavalier’s CMB when making bull rush or overrun combat maneuvers against a challenged target.
Druid: Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.
Fighter: Add +2 to the Fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
Ranger: Add +1 hit point to the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains these bonus hit points.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Bard: The bard gains a +1/6 bonus to his inspire competence ability.
Cleric: Add +1/2 point of fire damage to cleric spells cast that deal fire damage.
Gunslinger: Add a +1/3 bonus on attack rolls when using the pistol whip deed.
Inquisitor: Add +1/2 to the attack roll bonus when the inquisitor is at or below 0 hit points.
Magus: Add +1/2 point of fire damage to magus spells cast that deal fire damage.
Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
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 +1/3 on Critical Hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
Rogue: Add +1/2 to damage rolls when the rogue is at or below 0 hit points.
Sorcerer: Add +1/2 point of fire damage to sorcerer spells cast that deal fire damage.
Summoner: Add +1 hit point to the summoner’s eidolon.
Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.
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