Nomadic
Culture Traits
Common Traits
- Ability score modifiers: -2 Inteligence +2 Wisdom
- Starting Languages: In addition to the common tongue, characters with this culture beging play knowing one additional language (not including secret languages such as druidic). Additionally, characters with a high enough intelligence to warrant additional starting languages may choose any non-secret language as a bonus language but are granted two less bonus languages (minimum 0)
- Knowledge of the World: When creating an Nomadic character, consult with the GM to choose (or create) three cities or other prominent locations. Taken together these are refered to as your Route The character my roll knowledge (local) checks untrained so long as they concern locations along their Route
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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 transmutation spells targeting only the arcanist, add +1/3 to the caster level.
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 +1/2 to concentration checks made while bloodraging when casting defensively or when injured while casting.
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 points to the cavalier’s mount companion. 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 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 +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 +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 +¼ to the number of times per day the inquisitor can change her most recent teamwork feat.
Investigator: Add one extract formula from the investigator’s formula list to the formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
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 +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 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 +½ hp to the paladin’s lay on hands ability (whether using it to heal or harm).
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: Add one spell from the skald’s spell list to the skald’s known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
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: Add +1 skill rank to the summoner’s eidolon.
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: Gain 1/6 of a new bonus combat feat.
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: 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 +½ to the number of uses per day of that arcane school power.
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