Urban

Culture Traits

 
Common Traits
  • Ability score modifiers: -2 Wisdom +2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Elvish or Dwarvish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Ignan, Infernal, Sylvan, Terran, and Utasu
  • Local Knowledge: A character of the Urban 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
Community Minded: Any morale bonuses you confer upon your allies through your own abilities or spells last 2 additional rounds. This stacks with effects such as those granted by the Lingering Performance feat   Heart of the Slums: A character with this trait gains a +2 cultural bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they roll with advantage on saves versus disease.   Market Savvy: A character with this trait gains a +2 sense motive and appraise   Palm Greaser: Life on the streets often means spending some coin to increase odds of survival, whether it’s paying off corrupt officials to get leniency, encouraging timely assistance from the guards with generous tips, or dropping a little coin in a beggars pouch to get information off the streets. A character with this trait gains a +2 cultural bonus on diplomacy checks when attempting to bribe someone in addition to any bonus granted by the bribe itself and The first time someone refuses a bribe you offer, that person’s attitude toward you doesn’t worsen, even if the offer would normally offend the person. Additionally, when gathering information a character with this may spend gold as bribes to gain an insight bonus on the check. The bonus is equal to +1 for every 25 gold spent to a maximum of +5.     Professional Apprentice: An urbanized setting brings experts of many professions to work in the same area and lets the people there learn about many trades. A character with this trait receives a +2 cultural bonus to their choice of any three craft, profession, or knowledge checks.  
Street Caster: A character with this trait gains Combat Casting as a bonus feat and gains a +2 cultural bonus on concentration checks made to cast spells in vigorous or violent movement caused by crowds   Street Instincts: Dodging speeding carriages, dumped bed pans, and the occasional raving madman give one good reflexes. A character with this trait gains a +2 cultural bonus on reflex saving throws.   Thrift: A character with this trait gains a +2 cultural bonus to Appraise and Sense Motive.   True Urbanite: Gain a +2 cultural bonus vs disease and can move through crowds without any movement penalty. Additionally, gain a +2 to CMD for forced movement effects of crowds.  
 

Favored Class Options

Alchemist: Add +1 foot to the range increment of the alchemist’s thrown splash weapons (including the alchemist’s bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5).

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 +¼ point to the magus’s arcane pool.

Monk: Add +¼ point to the monk‘s ki pool.

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 1/6 of a new bonus combat feat.

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

Wizard: Add 1 ft. to the range of spells cast from one chosen school. This bonus has no benefit until it is taken 5 times. 14 ft is functionally the same as 10ft for example


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