Rural

Culture Traits

 
Common Traits
  • Ability score modifiers: +2 Wisdom -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 Rural Culture can make knowledge (local) checks untrained so long as the check pertains to the settlment from which they hail (as denoted in the trait Hometown below). In addition, they always roll such checks with advantage.
  • Hometown: when creating an Urban 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
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Barnyard Practice: Rural characters often have ample opportunities to spend time with animals and become familiar with their habits and tells. A character with this trait gains a +2 cultural bonus to handle animal and ride checks and this skills are always class skill for the character.   Early to Bed, Early to Rise: Life in rural communities often demands stretches of long days with little sleep, whether it’s during a peak harvest season, to watch over a herd during a dangerous migration, or to protect the community from a danger lurking just outside the town. A character with this trait can choose to treat 4 hours of rest as a full rest for the purposes of regaining spells and other daily use abilities and features. After each night that a character does, they must roll a fortitude save against a DC of 12 + 3 for each night spent at half rest in the last seven days (maximum DC of 30). If this save is failed, the character suffers 1d4 points of constitution and wisdom damage. If the check is failed by 5 or more, the character instead must sleep for another 8 hours (after the 4 hours) as their body gives in to the need for sleep.   Goodberry: Rural farmers and others far removed from town often have to learn was to supplement their harvest. Simple magics often come into play to sustain the workers of the fields. A character with this trait can cast Goodberry (1/day) as a spell like ability. The caster level for this spell is equal to the character’s level. If this trait is taken twice, the spell like ability becomes 3/day     Homesteader: Life in a rural community often means becoming a jack of all trades such as the farmer who must keep an eye out for wolves, darn his own socks, and harvest his own food. A character with this trait gains a +2 cultural bonus to their choice of one craft or profession skill and to perception and survival.  
Improvised Equipment: When wielding the tools of a trade in which you have at least one rank (such as a blacksmiths hammer for craft(armor) ) you do not suffer any improvised weapon penalties and instead gain a +1 cultural bonus on attack rolls with such weapons. Additionally, When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.     Life of Toil: Used to a life of hard work in the field or on a homestead you have a greater endurance than most. A character with this trait gains a +2 cultural bonus on fortitude saves.     Suspicious: Many in Rural communities are wary of outsides and do not trust the unknown. A character with this trait gains a +2 cultural bonus on sense motive checks and sense motive is always a class skill for them.   Waste Not Want Not: A character with this trait gains a +2 cultural bonus to their choice of profession (tanner) or profession (trapper) and may use such skill when harvesting components of monsters. Additionally, they have no risk of poisoning themselves when harvesting poison from venomous creatures and gain a +2 cultural bonus on saves against any harmful effects when harvesting components from creatures. The character may also attempt an appropriate knowledge skill check to the type of creature to increase the amount of harvestable materials by 25%. The DC for this check is determined by the CR and rarity of a creature just as a normal knowledge check.  
 

Favored Class Options

Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.

Arcanist: Add +1/6 to the number of points the arcanist gains in her arcane reservoir each day.

Barbarian: Add +1 foot to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it give times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature.

Bard: Add +1 to the bard’s total number of bardic performance rounds per day.

Bloodrager: Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature.

Brawler: Add ¼ to the brawler’s effective level to determine her unarmed strike damage.

Cavalier: Add +1 hit point to the cavalier’s mount. If the cavalier ever replaces this mount, the new mount gains these bonus hit points.

Cleric: Select one domain power granted at 1st level that is normally usable 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 +1/3 to the druid’s natural armor bonus when using wild shape.

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: Increase the natural armor bonus of the hunter’s animal companion by +1/4. If the hunter replaces her animal companion, the new companion gains this natural armor increase

Inquisitor: Add a +½ on Intimidate checks to demoralize humanoids.

Investigator: Gain a +⅓ bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.

Magus: Add +½ point of fire damage to spells that deal fire damage cast by the magus.

Monk: Add a +1 bonus on Acrobatics checks made to jump.

Oracle: Add +½ to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.

Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras.

Ranger: Add +¼ dodge bonus to Armor Class against the ranger’s favored enemies.

Rogue: Gain +1/6 of a new rogue talent.

Shaman: Add ½ to the shaman’s effective class level for the purpose of determining her spirit animal‘s natural armor adjustment, Intelligence, and special abilities.

Skald: Add a +1 bonus on concentration checks when casting skald spells.

Slayer: Gain +1/6 of a new slayer talent.

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 a +¼ natural armor bonus to the AC of the summoner’s eidolon.

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: Gain a +1/3 bonus on the damage dealt or healed with the warpriest’s channel energy ability.

Witch: The witch gains 1/6 of a new witch hex.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +½ to the number of uses per day of that arcane school power.


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