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
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Trait Descriptions
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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