Tribal

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 Tribal Culture can make knowledge (local) checks untrained so long as the check pertains to the settlment and or tribe from which they hail (as denoted in the trait Clan below). In addition, they always roll such checks with advantage.
  • Clan: when creating an Tribal character, consult with the GM to choose (or create) a suitable tribe, clan, or other group of uncivilized creatures to call your kin. 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
Favored Hunting Grounds: A character with this trait chooses a terrain from the Ranger’s Favored Terrain list that is not Urban or Planes. When in that type of terrain, this character gains a +2 cultural bonus on perception, survival, stealth, and either Climb or Swim (whichever is more appropriate to the terrain chosen). If this trait is chosen a second time, chose a second terrain.   Intuitive Knowledge: many raised in tribes outside of city walls have little access to books and other ‘civilized’ sources of knowledge; instead they learn by trial and error and through shared experience. A character with this trait selects up to four knowledge skills. They apply their Wisdom modifier instead of Intelligence when making this knowledge checks. In addition, these skills are always class skills for the character. If they gain any of these skills as a class skill from class levels, they instead gain a +2 cultural bonus to that skill.   Know the Wild: Characters with this trait gain a +2 cultural bonus to survival and knowledge (nature) checks.   Nomadic Tribe: A character with this trait treats their base move speed as though it were 10ft fast for the purposes of determining a day’s travel and gaina +4 cultural bonus against the effects of a forced march. In addition, the penalty for tracking at speeds greater than half-speed is reduced by 5.   One with the Wilds: A character with this trait gains a +2 cultural bonus on handle animal checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice.  
Practiced Hunter: A character with this trait gains a +2 cultural bonus on perception and stealth checks. This trait does not stack with itself.   Shaman's Rites: A character with this trait gains a +2 cultural bonus to heal, craft (alchemy) and spellcraft checks.   Wild Affinity: A Tribal character with this trait treats all mental stats as 2 higher for, and adds +1 to the caster level for, all spells and Bloodline/Domain/Mystery abilities cast using a class providing any of the following: The Animal or Plant Domains, the Fey or Verdant Bloodlines, or the Nature Mystery. A character with none of these class features may instead increase the hitpoints of an animal companion or mount by 1 per character level or those of a familiar by ½ per character level.
 

Favored Class Options

Alchemist: Add +½ to the alchemist’s bomb damage.

Arcanist: Reduce arcane spell failure chance for casting arcanist spells when wearing light armor by +1%. Once the total reaches 10%, the arcanist no longer suffers arcane spell failure while wearing light armor and also receives Light Armor Proficiency, if she does not already possess it.

Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.

Bard: Reduce Arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reduction in chance reaches 10%, the bard also received Medium Armor Proficiency, if he does not already possess it.

Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.

Brawler: Add 1 to the brawler’s CMD when she’s resisting a trip or overrun combat maneuver.

Cavalier: Add a +½ bonus on Intimidate checks and Ride checks.

Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy or add a +1/4 bonus on caster level checks to remove afflictions (curses, diseases, poisons, etc.).

Druid: Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.

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

Gunslinger: Add a +⅓ bonus on attack rolls when using the pistol whip deed.

Hunter: Add 1 hit point to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.

Inquisitor: Add +½ on Intimidate checks and Knowledge checks to identify creatures.

Investigator: Increase the total number of points in the investigator’s inspiration pool by ⅓.

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

Monk: Add a +¼ bonus on combat maneuver checks made to grapple or trip.

Oracle: Reduce the non-proficient penalty for one weapon by 1. When the non-proficient 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 a +1 bonus on concentration checks when casting paladin spells.

Ranger: Add +¼ to a single existing outsider Favored Enemy bonus (maximum bonus +1 per Favored Enemy).

Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon. "

Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast."

Skald: Increase the skald’s total number of raging song rounds per day by 1.

Slayer: Gain a +1/3 bonus on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.

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 +½ to the number of uses per day of that bloodline power.

Summoner: Add +1 hit point to the summoner’s eidolon.

Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by ¼.

Vigilante: Add 1/2 to the DC increase from unshakable.

Warpriest: Gain 1/6 of a new bonus combat feat.

Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).

Wizard: Add a +1 bonus on concentration checks made due to taking damage while casting wizard spells.


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