Vistanni
Culture Traits
Common Traits
- Ability score modifiers: -2 Wisdom +2 Charisma
- Starting Languages: A Vistani Character begins play knowing Common and any one language of their choice (so long as it’s not a secret language). In addition, if they have a high enough Intelligence score, they may pick additionall languages from any non-secret language though they receive two fewer starting languages than normal to a minimum of none
- Local Knowledge: A character of the Vistanni Culture can make knowledge (local) checks untrained so long as the check pertains to the Vistanni caravans or trade caravans that travel along the Quarreninan coast. In addition, they always roll such checks with advantage.
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Trait Descriptions
Favored CLass Options
Alchemist: Add one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Arcanist: When casting arcanist enchantment spells, add +1/3 to the effective caster level, but only for the purpose of determining duration. "
Barbarian: Add a +½ bonus to trap sense or +⅓ to the bonus from the superstition rage power."
Bard: Add +1 to the bard's total number of bardic performance rounds per day.
Bloodrager: Add +1/2 to concentration checks made while bloodraging when casting defensively or when injured while casting.
Brawler: Increase the number of times per day the brawler can use martial flexibility by ¼.
Cavalier: Add a +½ bonus on Intimidate checks and Ride checks. "
Cleric: Select one domain power granted at 1st level that is normally usable for 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 a +¼ luck bonus on the saving throws of the druid’s animal companion.
Fighter: Add +1 to the fighter’s CMD when resisting a dirty trick or steal attempt. "
Gunslinger: Add a +½ bonus on initiative checks when the gunslinger has at least 1 grit point."
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 a +½ on Intimidate checks to demoralize humanoids.
Investigator: Gain a +¼ bonus on all inspiration rolls.
Magus: Select one known magus arcana usable only once per day. The magus adds +⅙ to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana.
Monk: Add +½ on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +1/6 to the morale bonus on saving throws provided by the paladin’s auras.
Ranger: Add +¼ an additional favored terrain selection. (+1 favored terrain for every 4 times you select this option.)
Rogue: Add a +½ bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket. "
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 bonus granted by the well-versed class feature by ¼ (maximum +8)." "
Slayer: Gain a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gain information."
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: 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. "
Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼."
Vigilante: Gain 1/6 of a new social talent.
Warpriest: Add ½ to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Chaos, Charm, Community, Liberation, or Travel domains. "
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces this familiar, the new familiar knows these bonus spells."
Wizard: When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
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