Ratfolk 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 Undercommon. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, and Orc.
  • Local Knowledge: A character of the Ratfolk Culture can make knowledge (local) checks untrained so long as the check pertains to Ratfolk dens or other sewer settlements. In addition, they always roll such checks with advantage.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Cautious: A character with this trait gains a +2 cultural bonus to reflex saving throws. Additionally, if a character with this trait would act in a surprise round, they gain a +4 cultural bonus to initiative rolls and a +2 dodge bonus to AC for that round.   Lookout: Ratfolk culture often involves nefarious activities which need a solid lookout and a good escape plan through the sewers. Characters with this trait gain a +2 cultural bonus to perception and knowledge (dungeoneering) checks.   Market Dweller: Some ratfolk are practiced at taking advantage of foes. They gain a +2 cultural bonus on Bluff, Sense Motive, and Sleight of Hand checks.   Opportunistic: Those who live in ratfolk cultures often learn to take every opportunity presented as it may be the last. A character with this trait gains a +2 cultural bonus on attacks of opportunity and to Steal combat maneuvers.   Skulking: Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 cultural bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty).
Sneak Thief: Much of ratfolk culture is the need to steal and to escape those you steal from. A character with this trait gains a +2 cultural bonus to sleight of hand and escape artist checks   Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two characters with this culture can share the same square so long as one of them is small or smaller. If two characters with this culture threaten an enemy from the same square or two adjacent squares, they are considered to be flanking that enemy for each other.   Tinker: Ratfolk gain a +2 cultural bonus on Craft (alchemy), Perception, and Use Magic Device checks.  
 

Favored Class Options

Alchemist : Alchemist The alchemist gains +1/6 of a new discovery.

Arcanist : Add 1/3 to the number of times per day the arcanist can use the consume magic items exploit.

Barbarian : When raging, add +1/4 to the barbarian’s swarming trait’s flanking bonus on attack rolls.

Druid : Add a +1 bonus on wild empathy checks made to influence animals and magical beasts that live underground.

Fighter : Add +1 to the Fighter’s CMD when resisting a bull rush or grapple attempt.

Gunslinger : Add a +1/2 bonus on initiative checks when the gunslinger has at least 1 grit point.

Hunter : Add 1 skill rank to the hunter’s badger, dire rat, or riding rat (Pathfinder RPG Monster Codex 177) animal companion.

Inquisitor : Add 1/2 to Sense Motive checks and Knowledge (dungeoneering) checks to identify creatures.

Investigator : Add 1 to the bonus provided to a single skill (maximum +2) by inspiration. This skill must be one to which the investigator can already apply inspiration. The investigator can select a different skill at each level.

Monk : Add +1 feet to the speed the monk can move while making a Stealth check without taking a penalty. This has no effect unless the monk has selected this reward five times (or another increment of five). This does not allow the monk to use Stealth while running or charging.

Ranger : Add +1 to an animal companion’s CMD when adjacent to the ranger. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.

Rogue : Add a +1/2 bonus on Escape Artist checks.

Summoner: Add a +1 bonus on saving throws against poison made by the summoner’s eidolon.

Swashbuckler : Add 1/4 to the AC bonus provided by cover or improved cover.

Witch : Add +5 feet to the range of one hex with a range other than “touch.”

Bard : Add a +1 bonus on concentration checks when casting bard spells and within 5 feet of an ally. (Source JBE:SF:FCO)

Cavalier : Add +1 foot to the size of all the cavalier’s tactician class features. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5 an increase of 14 feet is effectively the same as +10 feet to the tactician class feature, for example. (Source JBE:SF:FCO)

Cleric : Add a +1 bonus on concentration checks when casting cleric spells and within 5 feet of an ally. (Source JBE:SF:FCO)

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. (Source JBE:SF:FCO)

Magus : Add +1/4 to the magus’s arcane pool. (Source JBE:SF:FCO)

Oracle : Add a +1 bonus on concentration checks when casting oracle spells and within 5 feet of an ally. (Source JBE:SF:FCO)

Paladin : Add +5 minutes to the amount of time before a condition returns when using one of your mercies (to a maximum of 1 additional hour). (Source JBE:SF:FCO)

Sorcerer : Add a +1/2 bonus on Use Magic Device checks. (Source JBE:SF:FCO)

Wizard : When casting wizard spells with the disease descriptor, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration. (Source JBE:SF:FCO)


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