Sylvans

Culture Traits

 
Common Traits
  • Ability score modifiers: -2 Inteligence +2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Elvish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Draconic, Dwarvish, Goblin, Orc, Sylvan, or Treant.
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  • Local Knowledge: A character of the Traditional Dwarvish Culture can make knowledge (local) checks untrained so long as the check pertains to Forest settlements and elven communities. In addition, they always roll such checks with advantage.
  • Sylvan Weapons: Characters with this culture are proficient with Short Bows and treat the Elven Thorn Blade, Elven Leaf Blade, and Elven Branched Spear as martial weapons
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Bow Training: Sylvans often train with the bow to stalk game in their native territories and to ward off intruders. Characters with this trait are proficient with all martial bows and reduce the penalties for using exotic bows by 2. In addition, they add a +1 cultural bonus to their attacks with any form of bow.     Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.   Forest Magic: Those living in the forest must often deal with the wild animals there. Characters with this trait that have a charisma score of at least 11 can cast calm animals as a spell-like ability 1/day.   Forest Walk: Characters with this trait are unaffected by non-magical difficult terrain that occurs in and around forests. In addition, they receive a +2 cultural bonus to AC, CMD, and saving throws against the attacks and abilities of Plant creatures and against any effects or hazards of a forest.
One with Nature: Sylvans often learn a way of dealing with the creatures of the wild. A character with this trait adds 3 to their effective druid level for the purposes of determining animal companion statistics. This cannot increase a character’s effective druid level above their actual level. In addition, they gain a +4 cultural bonus to handle animal checks.   Retreat Magic: Some sylvans specialize in magic that fools foes into misjudging elven numbers and locations. These characters gain a +1 racial bonus to their caster levels for the purpose of determining the range and duration of all conjuration and illusion spells that they cast.   Silent Hunter: Sylvans are renowned for their subtlety and skill. Characters with this cultural trait do not suffer the penalty to stealth checks when moving at greater than half speed. Additionally, they may make Stealth checks while running or charging at a –20 penalty.     Woodcraft: Characters raised in Sylvan societies spend much of their time getting to know their native forests. Characters with this trait add a +4 cultural bonus to Knowledge (Nature) and survival checks when in forests.
 

Favored Class Options

Alchemist: Add +1 on Craft (alchemy) checks to craft poison and +1/3 on the DCs of poisons the alchemist creates.

Arcanist: Increase total number of points in the arcanist’s arcane reservoir by 1.

Barbarian: Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five 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 CMD when resisting a disarm or sunder attempt.

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 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.

Cavalier: Add +1 hit point to the cavalier’s mount. If the cavalier ever replaces his 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 +1/2 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 disarm or sunder attempt.

Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.

Hunter: Choose a weapon from the following list

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: Increase the total number of points in the investigator’s inspiration pool by 1/3.

Magus: The magus gains 1/6 of a new magus arcana.

Medium: Gain a +1/3 bonus on all skill checks using occult skill unlocks. Source PZO1132

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

Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).

Ranger: Choose a weapon from the following list

Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Shaman: Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.

Skald: Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).

Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Spiritualist: Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability. Source PZO1132

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: Increase the total number of points in the swashbuckler’s panache pool by 1/4.

Vigilante: Gain +1/3 on all Acrobatics, Climb, and Stealth checks in forested areas. Source PZO1134

Warpriest: Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Animal, Charm, Magic, Plant, or Sun domains.

Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

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 +1/2 to the number of uses per day of that arcane school power.

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