Difference between revisions of "Character Spends"

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|'''Battle Healing'''
 
|'''Battle Healing'''
|By burning a number of RPPs, you may heal yourself as a standard action. This is considered divine-based healing, a grant from your deity. More than 1 RPP may be burnt at once. You must be conscious and otherwise capable of using supernatural abilities in order to employ this spend. You may use this ability on your companion or familiar separately, but not one granted through use of a spell. This is an experimental spend, so expect updates as we look for feedback.
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|By burning a number of RPPs, you may heal yourself as a standard action, once per scene. This is considered divine-based healing, a grant from your deity. More than 1 RPP may be burnt at once, according to the formula below. You must be conscious and otherwise capable of using supernatural abilities in order to employ this spend. You may use this ability on your companion or familiar separately, but not one granted through use of a spell. This is an experimental spend, so expect updates as we look for feedback.
 
:1 RPP: 25% of total hp
 
:1 RPP: 25% of total hp
:2 RPP: 50% of total hp
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:3 RPP: 50% of total hp
:3 RPP: 75% of total hp
 
:(caps at 3 points)
 
 
|Varies (see text)
 
|Varies (see text)
   

Revision as of 07:42, 10 April 2015

About Character Spends
Spend Type This category offers a broad number of spend types.
About Character spends relate to quirks, options, and roleplay advantages for your character. They're as varied as a gnome's underpants collection.


Character Spends

Unlimited Spends
Reward Benefit Cost
Gain a Level By spending RPPs, you may gain a level, with associated wealth. At least 85 percent of wealth must be spent, and items must be purchased at market price. You may purchase one advancement per level group. This also means that you may earn this purchase up to four times per PC. We've kept the price of this spend low by intent, compared to other spends and that is likely to remain the case.
First Group: 10 RPP to advance from level 2 to 3
Second Group: 20 RPP to advance to level 6 to 7 or 7 to 8
Third Group: 20 RPP to advance to level 11 to 12 or 12 to 13
Fourth Group: 30 RPP to advance to level 16 to 17 or 17 to 18

Special: Cleric PCs may receive their first, group one RPP Level, for free. This means they may purchase L4 with 10 RPPs. They are the only class that may do this.

Finally, RPP level boosts tend not to stack with any other bonus, unless otherwise specified. See our Bonuses page for what's currently offered!
Varies
Multiclass or PrC This minor spend reflects some of the RP you've done towards your multiclass or PrC. This does not apply to multiclassing done during chargen. For coding purposes, be sure and let staff know 2 levels ahead of time about the intent to purchase a PrC. This is just so we can get our ducks in order. 3 RPP
Reroll Fate Ask Navos to shift the sands of time in your favor, just a little. This allows an immediate reroll of any d20 that you had made. This must be done before the results are known. May be purchased during a scene. 3 RPP
Reroll a HD Reroll a hit die roll that came out low! By spending the RPP, you reroll the hit die twice, and take the better of the two results.
d6: reroll a 1
d8 or d10: reroll a 1-2
d12: reroll a 1-3.
10 RPP
Skill Boon Earn 1 skill point in a Craft, Performance, or Profession skill. This is earnable as many times as you like. 3 RPP
Special Materials Discount Through roleplay, you've secured access to unique materials. How you did so is part of your own story. Regardless, your efforts allow you to purchase these materials at 75% of the normal cost. The cost is as below:
Market is 0-5000g: 3 RPP
Market is 5001g+: 5 RPP

Note: The discount only applies to the cost of the materials themselves (not to enchantments or so on).

See Text
Favorable Merchant Through roleplay, you've found a favorable merchant. Perhaps it's a caravan making its way through, or a merchant needing a favor. Regardless, you're able to arrange a deal. With a little neighborly handshaking, and by spending some RPP, you may purchase any one magic item at 65 percent market value (this does not include basic material costs; that is, you'll need to provide the item for them to enchant). Magic rods may be purchased at 75 percent. These items appear at the time of purchase; there is no wait. The price is as follows:
Market is 0-10,000: 3 RPP
Market is 10,001-35,000: 4 RPP
Market is 35,001+: 5 RPP
See Text
Battle Healing By burning a number of RPPs, you may heal yourself as a standard action, once per scene. This is considered divine-based healing, a grant from your deity. More than 1 RPP may be burnt at once, according to the formula below. You must be conscious and otherwise capable of using supernatural abilities in order to employ this spend. You may use this ability on your companion or familiar separately, but not one granted through use of a spell. This is an experimental spend, so expect updates as we look for feedback.
1 RPP: 25% of total hp
3 RPP: 50% of total hp
Varies (see text)
Intuitive Skills By burning a number of RPPs, you may cause your character to become inspired, granting a +5 to any one skill check. This is done as part of making the skill check. This is an experimental spend, so expect updates as we look for feedback. 1 RPP
Limited Spends
Reward Benefit Cost
Aspect Purchase an Aspect! You may select one Aspect per PC. If your PC already speaks a language granted by an Aspect, then Tier 1 of that aspect is only 5 pts for you. 10 per tier
Prosthetics Adapted from 4 Winds Fantasy Gaming. See description, below, for details. 10 RPP, Special
Flaws By flaws, we mean character-driven or personality-based. Explore flaws, and gain benefits for developing them. Flaws may alter and change over time. Combine them with your character-focused stories for additional rewards. Gain +5 RPP if flaw is in play at L4 or higher, and again at later levels

Descriptions

Aspects (Limited Spend)

Aspects are a new type of ability on Tenebrae. These abilities are not native to Pathfinder and are intended to reflect the development and energies you've spent on your character, as well as the high-magic setting of Ea. Due to their benefits and nature, each character may only ever receive one.

These Aspects cause ingame effects. Returning to the Grave-Touched Aspect, such a character may receive a certain "chill" to their aura. Or, it may be less obvious, such as that elements they craft will always carry that "feel." An elemental-touched person may be prone to sparks or static electricity.

As with all RPP Tiered spends, a character may advance up to a tier up to their level/2. Aspects are considered to be a Limited spend. That is, a character may possess only one Aspect type.

If an Aspect gives you the ability to craft a specific type of item, you must pay the crafting cost for that item. It does not let you bypass level restrictions: that is, a crafter's level must be 3x the enchantment or effect added to the weapon. In addition, if it lets you add a property to a weapon, that weapon must follow the normal rules--that is, it must possess a +1 before Effects are added. These abilities otherwise let you bypass any and all feat, skill, and spell prerequisites. Crafting abilities offered by aspects are considered automatic successes as the character is more able to call directly on these forces.


Aspect Descriptions

Ancestor-Touched

You're closer to your ancestors than most. Note that this Aspect is intended for races who revere their Ancestors, such as the oruch and so on.

Tier 1: You possess close ties with your ancestors, some of whom you know by name. Others, more faded, you know more by sense of purpose. It's likely they know you as well. By concentrating, you may draw upon their wisdom. As a standard action, you may make any skill roll with a +1 insight bonus as you briefly draw on the bonds which bind your ancestors to you. For a skill which requires longer than a standard action to use, it takes the longer time, instead. You may use this up to three times per day.
Tier 2: One of Ours: There's something about you...when your people look upon you, something reminds them of those who came before. You receive a +3 racial bonus to social checks with others of your race.
Tier 3: Racial Memory (su): You can call upon not only your own Ancestors, but encourage the latent memories of others. By clasping the arm of another willing creature and speaking briefly to them of their heritage, you can enable them to draw upon near-forgotten knowledge. In game terms, the creature may retry any knowledge skill check it has made within the last minute. This check is made with an insight bonus equal to your wisdom modifier. You can use this ability three times per day.
In addition, your form becomes closer to your ancestors' in some way. Your bonus in T2 increases to +5.


Animal Affinity

Perhaps you feel a connection with Gilead the Hunter, or Dana of the Earth. Either way, you possess a kinship with their creatures, no matter if they walk, fly, swim, or crawl. This trait is particularly prized among the Arvek Nar and the Phurai Dae. Those of Gilead or Dana may be inclined to look more favorably upon you.

Tier 1: Somehow, you always know what to say or do when you meet the gaze of a wide-eyed creature, or face down an angry boar. Your whispers work to calm frightened creatures. +2 insight bonus to handle animal.
Tier 2: You may call upon your bond to do something extraordinary. Three times per day, you may speak with animals as a spell-like ability.
Tier 3: Touch of the Shepard (Sp): By laying hands upon a creature of the animal type, you may imbue it with the healing powers of the wild. This acts as a cure light wounds, using your character's level as the casting level. You may use this ability three times per day. Additionally, once per day when using this ability, you may remove one of the following status effects from the animal, in addition to hit points healed: Fatigued, Shaken, or Sickened.


Arcane-Touched

Your skin prickles when the arcane brushes too close. The exact relationship--welcoming, wary, is up to you. This could be something that developed when fighting your way out of the dungeons of Charn, or something that you tapped into and began to flow more naturally as you reached out into the far corners of the earth.

Tier 1: Something about the flow of mana just...makes sense to you. Perhaps not in a way you can express, but on a more primal level. You gain +2 insight bonus to knowledge/arcane checks.
Tier 2: When you focus, you can sense the ebb and flow of the ether. Three times per day, you may call upon the ability to detect magic, as per the spell. Activating this ability is a standard action.
Tier 3: Eyes of the Warring Gods (sp): The name of this refers to the war between Taara and Eluna over the arcane's flow. As a standard action you may open yourself to the world of mana and observe its ebb and flow in creatures around you. In mechanical terms, you may use Arcane Sight once per day, as per the spell, with your character level acting as the caster level


City-Spirit

Tier 1: City Bond (Su): Most people would say the City has no soul. You may suspect differently. Every city, every street has its own feel and its own rhythm. You've learned to tap into it. When reaching a new City, by taking a minute to concentrate and align yourself with its landscape, somehow, you're able to tap into this unknown presence. Thereafter, you receive a +2 insight bonus on all knowledge/local checks relating to that particular City. You must re-establish this link whenever you exit, then re-enter a City. For purposes of this ability, a City has more than 500 people.
Note that this process does not always go smoothly. If the City is opposed to your alignment on either axis, you'll experience discomfort at the very least. Sure, you may understand the City a little better...but that's not always a great thing to have on your mind.
Tier 2: Parkour (Ex): It isn't only the City itself, but the people and the commerce which moves within it. It's the structures and the rooftops, the crowded streets. When moving among the City's rooftops and ledges, you receive a +3 competence bonus to Acrobatics checks for the purposes of jumping, climbing, and moving along any building's narrow surfaces and walls. This City must be a city with which you currently share a City Bond with.
Tier 3: Crowdface (Su): When among at least three other people and within the confines of a city which you've aligned yourself with (see your Tier 1 ability), you're able to use Hide in Plain Sight as a standard action once per day. This is a supernatural ability. Whatever its reasons, even when opposed, the City is willing to work with you (or at the least, you're able to force a portion of it to do so). As a consequence, shadows may shift subtly, a brick or two may appear momentarily out of place to aid your endeavor. Unfortunately, Cities are large behemoths and their magic is not always subtle, even when trying to be. Use of this ability leaves you imbued with a lingering trace of city-magic for a short time...that is, during and for a full round after, this essence (and you) is detectable via detect magic and similar means.


Elemental or Spirit-Touched

You've likely ties among those of Dana, and friends among hunters and druids. The rocks sing and the trees tell tales...they are more to you, more living than inanimate objects. Though you may view all of them this way (or not) you possess a particular affinity for one form of element or spirit. When you select this aspect, be sure to specify which element it applies to.

Tier 1: One day, and perhaps you can pinpoint that day, those strange, unseen voices you'd heard at the back of your mind...began to form words. You learn a language tied to your element's type, such as: Earth (Terran), Fire (Ignan), Auran (Wind or Sky), Aquan (Water)
Tier 2: Elemental Blooded: The elements recognize your kinship, and parts of them fuse into your blood. Though your race type (or subtype) does not change, there's a little of them in you. You receive a +3 racial bonus to knowledge and social checks related to your chosen element. This occurs even if it isn't ancestral: Ea is a living world, after all, and magic sometimes has a mind of its own. It could also be something that only recently awakened.
Tier 3: Imbue Element: By invoking your ties to your element, you're able to imbue a weapon with elemental energies. In game terms, you may add any of the following to a weapon, as though you had the appropriate crafting feats and had made the appropriate rolls: Earth (corrosive, corrosive burst), Fire (flaming, flaming burst), Wind/Sky (shocking, shocking burst OR thundering), Water (frost). You may also craft this type of resistance into armor. You may add elemental effects even if they are outside of the one you had chosen.


Grave-Touched

To most, the graveyard is a forbidding place, but to you it may seem like a second home. Your connection isn't to the undead...but to death, itself. You may possess a cold aura and find comfort among the still places of the earth.

Tier 1: Others may find it unsettling; the Vardamen might consider you blessed. The willingness of the grave to "speak" with you grants you a +2 insight bonus to heal for forensic uses, such as discovering the cause of death and so on.
Tier 2: Guard Against Undeath (su): Your understanding of death enables you to guard against its desecration. By performing a personalized ritual, you may ward a corpse against rising. While you may not prevent it, you may certainly make it more difficult. That is, a caster attempting to raise the corpse for the next 24 hours must succeed in a caster level check of 10+your character level. The ritual takes a minute to enact, though you may renew it once per day.
Tier 3: Voice of the Dead (sp): Past the Gate, it's said, there is a universal tongue. Normally no mortal may speak this tongue, and yet at needed times, knowledge of this forbidden language may come to you for but brief moments, along with the chill of the Gate and Grave. When using or working with a speak with dead spell or effect, a common language is no longer a barrier. In addition, you may use Speak with Dead as a spell-like ability, 1/day. However, because of the subtle aura which now surrounds you, treat Thulites or undead creatures as one step worse towards you when handling diplomacy and similar effects.


Dream-Touched

All philosophers claim to study the stars. To you, they hold an unending mystery. You likely possess ties with the temple of Eluna.

Tier 1: One day, and perhaps you remember when, or perhaps it was a more gradual thing...you looked to the sky and the stars spoke with one voice. You learn the language: Celestial.
Tier 2: They are more than points of light to you. When you quiet your mind, you might imagine you can hear them speak. You receive a +3 sacred bonus to knowledge checks relating to Eluna, celestial bodies, etc.
Tier 3: Moon's Gift (su): Eluna has granted you a limited gift. As a swift action you may call upon the Moon to imbue a weapon you hold with the silver property for a number of rounds up to 1/2 your character level + your wisdom modifier. Unlike alchemical silver, this does not cause a penalty. If you let go of the weapon, the gift ends.


Healer's Affinity

Perhaps you were always a healer. Perhaps not. Nevertheless, you bear the faint mark of Althea's blessing when it comes to such acts. Note, unlike other Aspects, you may temporarily lose use of Healer's Affinity if you repeatedly act against the dogma of that faith. The player may regain its use through normal means--that is, via atonement.

Tier 1: You may craft potions of cure light wounds.
Tier 2: You may craft potions of cure moderate and cure serious wounds.
Tier 3: Healer's Breath (su): Once per day, you may transfer the gift of life contained within a Cure potion into a person, as an immediate action. Doing so renders the potion inert, but provides one of two effects (your choice):
An ally within 30' is healed with an effect of twice the effect of the potion (so a CLW potion would cure 2d8+2)
An ally within 15' may receive the benefit of a Breath of Life effect (however, the Breath of Life heals twice the effect of the potion sacrificed, instead of the normal amount described in the spell).
Finally, you receive a +2 circumstance bonus to diplomacy checks with Altheans.


Hunter's Bond

You've dedicated yourself to the hunt of a particular type of creature...or they, you. In any case, it's become a Focus, not just a focus, and the world around you has responded.

Tier 1: Who knows the countless hours you've spent studying them, either from hatred, paranoia...or something else? Your knowledge is almost uncanny...and it may come from more than books. You receive a +2 insight bonus to knowledge checks related to this type of creature.
Tier 2: Quarry Sense (ex): Your senses twitch when they're near. It isn't always your choice. You are treated as having the Scent ability, though only as regards the chosen creature. It isn't just their smell: it's their overall presence and being you are hyper aware of. Unlike normal Scent, you do not incur the standard penalties as it is more of an overall sense-awareness.
Tier 3: Hunter's Reflexes (su): When confronted with this creature type, something in you responds. It didn't always...but that it does now might make you wonder just what happened to make this connection so strong. In mechanical terms, when confronted by a creature of this type, you may as an immediate action strengthen your mind against them. Once per day you may roll twice for any saving throw made against any effect (extraordinary ability, spell, spell-like ability, supernatural ability) from this creature type. You may choose the higher of the two saves. This ability must be used prior to rolling.


Hidden

Yours are the hidden spaces, the secretive whispers. It does not mark you a loner--merely that you have a nearly unusual aptitude for quiet and stillness;

Tier 1: You gain a +2 insight bonus to Perception when looking for hidden spaces or objects--such as searching a room or attempting to find a hidden doorway. Such things call out to you.
Tier 2: You may whisper through the hidden spaces. You may use the Message cantrip an unlimited number of times per day.
Tier 3: Hidden spaces are often that...hidden. You've a sense for getting in where you aren't supposed to. As such, you can disable devices as a rogue can, with a competence bonus equal to twice your ranks in this Aspect.


Hymn-Touched

When the world was born and the first materials spun, there was the Hymn of Creation. The Hymn lingers on...and sometimes you're spotted stepping out of tune, out of step, to a music only you may hear. You're probably infamous for the ability to inflict earworms.

Tier 1: Just as the Hymn is tied to Creation, itself, so your tie to it is unique. You learn to express this in a method of performance. You gain a +2 sacred bonus to a single craft, perform, or profession skill.
Tier 2: Earworm (Su): Music calls to you, and you to it. You've a knack for recognizing the latest trends, and perhaps creating them, too. Calling on this talent, you may produce minor distractions and invoke wandering ears and eyes, and people begin tapping their foot, or perhaps just can't get that song out of their head. You receive a +3 insight bonus any social or perform skill check made to distract or persuade.
Tier 3: Greater Earworm (Sp): The Hymn was never meant for one person, and neither are the words you have to share. You've learned to channel it somewhat, to share its gifts with others around you...whether they enjoy it or not. In game terms, you may use Enthrall once per day as a spell-like ability as others become entranced by your performance. Despite the name, this may also be an impassioned speech and so forth (though the speech will tend to have a particular, hypnotic cadence).


Shadow-Touched

The shadows cling to you. You likely possess ties to a variety of places, but may arouse suspicion among any of the Gods of Light. In addition, those of Vardama may be wary of you, while those of Taara or Thul...well. Taara is always looking for an advantage...

Tier 1: The flickers of shadow along the wall, the twist of subterranean voices... The language of the Undercommon comes to you as naturally as breathing.
Tier 2: With a flick of your wrist, and at times, without your even asking...shadow clings. You receive a +3 profane bonus to Stealth when some form of shadow is present.
Tier 3: Call of the Black Wind (su): As a standard action, you may summon the shadow winds. Treat this as a Gust of Wind effect, with the following changes: all nonmagical sources of light, such as torches, candles, and lanterns (but not something as large as a bonfire) are automatically extinguished as they're absorbed into the shadow wind, even if protected. In addition, there's a 50% chance that magical sources of light are suppressed for one round. This is usable once per day.


Stag-Touched

Hunting may be a way of life to some, but to you, there is a deeper connection. You likely possess ties to the faith of Gilead the Hunter. Regardless, when you step into the woods, your fingers may itch for the bow. It does not make you a mindless killer; your style of hunting is tied to the respect of all living things.

Tier 1: The whispers of the wild make sense to you. You learn the language of Sylvan.
Tier 2: Your ability to "read the woods" is almost of a second nature. You receive a +3 insight bonus to survival and stealth when within a natural setting.
Tier 3: Hunter's Prayer (su): By uttering a quick prayer to the Hunter, once per day you may designate a creature as your prey. When under this effect, a ghostly set of stag's antlers may appear briefly upon your brow. The following are in effect so long as you are actively tracking your quarry:
  • Neither undergrowth or terrain impedes your movement (treat as Woodland Stride)
  • The earth itself moves to cover your trail (treat as Pass without Trace)
  • Your movement is light and swift (you move at full speed instead of half when tracking your designated prey)
During this time, you may choose whether or not to leave a trail...though you may always be detected by magical means. This effect lasts until you find your prey, you cease searching, or the 24 hours are up, whichever comes first.


Stone-Born

Stone speaks to you, and you find a home in the places beneath the earth. Though you may or may not be khazad, the People of the Mountain tend to bid you welcome among them.

Tier 1: Though young still, the connection shows in your words and actions. You receive a +2 circumstance bonus to social checks when interacting with the khazad and any earth elementals.
Tier 2: As the connection shifts and strengthens, so does your view of the world. Where others may see a crevasse, the earth itself whispers what caused it. You receive a +3 insight bonus to survival and perception checks when underground.
Tier 3: Call the Forge (Su): Ages ago, they say, Reos struck the iron that crafted the world. When your fingers brush across iron, across rock, you feel an echo of the Forge. Once a day, as a full-round action, you may touch a piece of iron or steel and cause it to grow into a weapon, armor, or craftman's tool. Reos' blessing makes the object's quality temporarily masterwork. The object produced must weigh within 10 lbs., such as a light steel shield. There must be enough iron or steel present to complete the transformation, and enchanted material may not be transformed in this manner. The end result is always an item of sturdy, masterwork quality. Items which cannot be made of steel or iron may not be "crafted" in this way. The object remains in this form for 10 minutes or until broken or destroyed, or until you let go of it, whichever is soonest.


Sun-Touched

There is warmth in your heart, and kindness, though perhaps righteous wrath as well. You likely serve among the Temple of Daeus, or one of the Sun god's allies. Regardless, your step is light and you barely feel the cold.

Tier 1: One day, there was a whisper of fire. Or, perhaps the warm words from a beloved mentor. Either way, and the tale is up to you, you suddenly understood the Celestial language. It fills your heart with warmth to use it, and its golden tones rest easily upon your tongue.
Tier 2: Emblazoned Sigil (su): By drawing upon your Aspect, you may cause the light around you to burn brightly and warmly. You may alter the amount of light shed by any non-magical light source within 60 feet so that its light radius is either halved or doubled. You may affect up to any Medium or smaller non-magical light source (such as a campfire). If a creature is holding the light source you are trying to affect, the creature can attempt a Reflex save to avoid the effect. Light magnified in this way may affect creatures sensitive to sunlight, such as vampires.
Tier 3: The Sunforge: You well understand the Sun's dual nature. Though it shines brightly and brings warmth upon the world, it also represents the fire of righteous fury and wrath. By invoking your ties to the Sun, you may craft weapons with the Holy (weapon) property. Each of these weapons shines when crafted, regardless of your choice.


Trickster's Affinity

You possess a more than usual touch of mischief. You likely have friends among the Luckbringers, and ideas for a prank or three are never far from your mind.

Tier 1: Your fingers are tricky, like the Luckbringer's own. You receive a +2 competence bonus to sleight of hand checks.
Tier 2: Trickster's Coin (su): Your affinity for trickery grows stronger, as does your fascination with pranks and mischief. At any time and whenever it would aid in your mischief, you may produce any mundane item valued at 5 GP or less from your person, as you just happen to have a variety of funny items on hand. The item must be something you could easily carry. Too, Coyote senses intent, so the item must be produced with the intent of a joke, prank, to illustrate a boasting tale, or similar effect. The item will fade out of existence after its use is complete, though will not last longer than an hour.
Tier 3: Trickster's Fingers (su): With a sly twist of your wrist, you've the ability to invoke the Trickster's subtle grace...and cause objects to move here and there, even though you stand so innocently away, perhaps investigating the intricacies of a flower pot. This ability has two uses, and only one may be used each day, but not both.
Option I: Once per day, you may manipulate the ether in a similar way as per mage hand.
Option II: Once per day, you may focus your energies and use it to make a Sleight of Hand check at a range of up to 30'. Working at a distance increases the normal skill check DC by 5, and you may not take 10 on this check. You must have at least 1 rank in Sleight of Hand to use this second option.
Any object to be manipulated must weigh 5 pounds or less.


Tinker's Touch

The taint of Kulthos is there, somewhere, even long-buried. You have an unnatural connection to artifice and machinery. You are likely a worshipper of Reos.

Tier 1: Your hands are uncommonly skilled...artifice...there's perhaps something familiar about it. Perhaps only an affinity. You receive a +2 competence bonus to craft/artifice checks.
Tier 2: In you, constructs recognize a kindred spirit. Though not immediately apparent, something within you has changed...or perhaps it was always there. You receive a +3 racial bonus to bluff, diplomacy, or intimidate when speaking in the Kulthian language to a construct.
Tier 3: Engineer's Blessing (Sp): By touching a construct or machine constructed primarily through artifice, you may make repairs practically instantaneously. This acts as a Repair Light Damage, using your character's level as the caster level. You may use this ability three times per day.


Verdant Friend

Tier 1: The Wild is sacred to you. When you look upon a vine or tree, you feel its beating heart or hear the whisper of its leaves. You receive a +2 insight bonus to knowledge/nature checks regarding any species or type of plant or plant creature.
Tier 2: Blend (Su): When among areas where plants are present, you may call upon your bond for aid and support. When moving among plant life, you receive a +3 circumstance bonus to any stealth checks. The plants may move subtly to obscure your movement, or gently rustle their leaves to obscure the sound of your passing. This bonus ends if you attack another being or creature.
Tier 3: Garland Wrappings (Su): As a standard action, you may cause a series of vines to wrap around your form, and then flower. This wrapping does not hinder your movement, and grants you an immunity to bleed effects for up to 1 hour. In addition, you automagically stabilize when taken below 0 hp. You may use this ability once per day.


War-Touched

War has touched you in some way. Likely you serve among the disciples of Kor or Serriel.

Tier 1: The clash of blade speaks more to you than mere combat. You receive a +2 insight bonus to k/military theory skill checks.
Tier 2: Weapon's Tongue (Su): By touching a weapon and focusing for at least a minute, you come to understand the basic history of that weapon. For instance, you might sense roughly how old it is, or gain a clue about its last wielder. Interpretation is up to the DM, though this information does not tend to be overly specific. For example, she might say: Forged in fire, wielded by a great oruch chieftan nearly two hundred years ago. It was lost in battle shortly after his death. There is nothing to roll; you automatically succeed.
Tier 3: The Forge of War: You possess a sort of rudimentary affinity, perhaps innate magic, with the weapons of war. By invoking a deity such as Kor or Serriel, you may enchant any masterwork weapon with up to a +2 enhancement (not effect) bonus, as though you possessed the requisite feats. At this time, you may also choose to add one of the following to the weapon:
War's Hunger: The war's hunger blessing may applied to a weapon you've enchanted using this ability. Such a weapon hungers for war, and lends an aura of menace to its owner. Such a weapon grants a +2 competence bonus to the wielder's intimidate checks, so long as the weapon is actively worn or wielded. (Market: 400g, Craft: 200g)
War's Mind: The war's mind blessing may be applied to a weapon you've enchanted using this ability. Such a weapon possesses an intuition for war, and passes this on to its owner. Such a weapon grants a +2 competence bonus to the wielder's knowledge/military checks, so long as the weapon is actively worn or wielded. (Market: 400g, Craft: 200g)
These abilities may only be added to weapons enchanted with this Aspect. That they were birthed in War sets them apart, and makes them both rare and desired among followers of such faiths.

Flaws

Character flaws are an optional but encouraged part of your character. Just for picking one, we'll award you RPPs. You can then earn additional RPPs by developing, exploring, or even resolving your flaws as part of your story.

Nobody is perfect, and that's a good thing. Think about how dull the world would be if everyone was perfect--there wouldn't be any "I ate an ice cube whole and I haven't pooped it out yet, I'm scared" in the world for us to laugh at. RP's no different--much of the entertainment value in RP comes from imperfect people behaving imperfectly. Flaws provide a way to tap into that fact and provide a reward for being willing to take a chance.

In that same vein, flaws may not be used to kill a character. Instead, they're meant as a tool for roleplay and fun. It lets us reward you for those things.

Flaw Rewards

Flaws are a Limited spend, though they are treated as a reward for furthering your character's development and do not actually cost any points at all. They are Limited in the sense that while any number of flaws may be given to any character at any given time during their lifecycle, we only award for one flaw per PC, once the PC has reached L4 or higher.

Flaws may develop and change over time, as appropriate to your story. Flaws also reward you when they impact your play and further the development of your character. Rewards occur:

  • 5 bonus RPP for the Flaw being in play at L4
  • 10 bonus RPP for a Flaw being in play at L12 or higher (you're welcome to alter, develop flaws at any time and are not required to overcome them; the L12 reward is meant as a thank-you)
  • Additional gold and xp, addition to normal plot rewards if a Flaw hindered the PC at any time during during a DM'd scene. These are awarded via +req, just as anything else. In the +req, describe the situation and how it hindered your PC. Rewardable once per scene.
  • Additional rewards come from developing the flaw through small stories, roleplay, and so on, which gain you gold, XP, and additional RPPs.

To claim any of these rewards, just send in a +request, with a summary.

Flaw Examples

Some examples are below. You're also welcome to craft your own, with staff approval. Flaws should affect the character: they may not be a means to otherwise hilight perfection. It must impact roleplay.

Intolerance: Your character is unreasonably intolerant of a group or specific type of thing.
Phobia: Unreasonable fear of a group or specific type of thing. This can include superstitions.
Hatred: Unreasonable hatred of a group or a specific type of thing.
Low Self-esteem: May lead to overcompensation, nervous tics, etc.
Bad Sight, Hard of Hearing, etc.: You have bad sight, hearing, or so on. Pick one and develop it.
Infamous Family: You come from an infamous family. They are infamous in a way where you wouldn't want to bring them up in conversation, etc. They're an embarrassment and it would be incredibly socially awkward were this to come to light in any way.
Lack of Common Sense: What is obvious to everyone else...
Lack of Focus or Concentration: Absent-minded or preoccupied to the extent of being unaware of one's immediate surroundings. The character might be described as abstracted, daydreaming, inattentive, oblivious, or forgetful.
Compulsive: You have a compulsion of some kind, usually mental but it might be physical as well. This is similar in ways to OCD. Ideas might be for perfection, bragging, cleanliness, exaggeration, gambling, and so on.
Overconfident: You posses a remarkable opinion of your own self-worth and abilities. While this lends you confidence in the face of danger, if you do fail, you'll be quick to blame something or someone else for the fault.
Driving Goal: A goal that directs, compels your actions and is rarely far from your mind.
Physically Inept: You've a difficulty with physical adeptness. In common parlance, you're a clutz.
Uneducated: You're absolutely uneducated, and would possess none to very few knowledge skills (beyond knowledge/local). You may choose to be illiterate as well.
Tactless: Nom nom foot! Please note, this flaw is not an excuse to be a fart.
Gullible: Easily fooled or perhaps too trusting. While you're inclined to believe others unless proven otherwise, on the other hand you may possess a big heart.
Coddling: Over-protective to the point of coddling or being somewhat overbearing.
Other...? Develop your own! Contact staff to work out ideas.

Examples

Sven the paladin tends to be kind to the poor, but has a traditionalist mindset that makes him unaccepting of other cultures and newer ideas.

Dres the paladin is resentful of her role and bitter towards others. Take this blessing and shove it.

Gori the rogue is afraid of short people and lets it affect his interactions and temperament.

Gamma the gnome is addicted to perfection, which means it takes him longer to make decisions, and he can be distracted by the need to perform occasional rituals (such as turning around three times to clear the 'badness' from his brain).

Landing the wizard possesses low self-esteem about his own strength, and overcompensates by going to the gym constantly and in secret and making his magic as flashy as possible to prove "how strength isn't just the body".

Prosthetics (Limited Spend)

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