Difference between revisions of "Blood Pact RPP Spend"
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| style="background:#ccc;"|'''Spend Type''' |
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+ | | [[image:rpp_exclusive.gif]] |
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− | | Pact-bound is [[RPPs#Types_of_RPP_Spends|Tiered, Exclusive]] spend. |
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| style="background:#ccc;"|'''About''' |
| style="background:#ccc;"|'''About''' |
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− | |colspan="6"|Exclusive Spend |
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− | | colspan="3" | Pact-Bond Tokens |
+ | | colspan="3" | [[image:rpp_tokens.gif]] Pact-Bond Tokens |
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Revision as of 19:04, 28 May 2015
Pact-bound is an exclusive spend. It is not for everyone; that is, investing in it should reflect your character and roleplay. Unlike other spends, it involves a sacrifice on behalf of your character.
Pacts may involve an agreement with any minor outsider. Examples include djinn (the most common) to other minor planar beings, including a previous ancestor. Many pacts are overseen by invoking the might of Rada, Vardama, or similar contract-binding deities though this is not always the case, and pacts are not always made willingly.
Blood pacts overlap with Aspects; they do not replace them. Rather, they represent a more direct form of magic. Where Aspects more naturally become part of the character's nature or represent its awakening, a pact does so by a more direct contract with the essence in question. However, this does not mean that a pact and aspect may not reflect one another, or could not even be at odds: a character is welcome to earn both.
Once the pact is made, there is typically little contact with the outsider--it is assumed the PC will have arranged the price for their abilities in some IC way as part of their own story. Divine characters may select a servant of their deity for this spend.
Characters who choose this spend typically bear a mark of some sort. The nature, look, and so on of this mark is up to them to determine, though it should reflect the nature of the being they made the pact with in some way (DC 20 Spellcraft or appropriate Knowledge check to identify).
The being granting the pact is hereafter referred to as Entity, though ICly another term might be more correct for your character.
Pact-Bond Tokens
Pact-bond tokens are optional abilities and opportunities available to you as part of your Pact-Bond spend. You must fully qualify for any token you select.
File:Rpp tokens.gif Pact-Bond Tokens | ||
Benefit | Description | Cost |
Outsider's Blood | Outsiders do not need to eat, perhaps sustained by some otherworldly force. Now, neither do you. Once purchased, this is a permanent ability, earnable once. | T4+, 10 RPP |
Pact Shift | Not all pacts are taken willingly. In addition, over time, a pact may shift. This spend represents making a new pact and effectively, over-riding the old one. Whether this is a peaceful process is up to you. This is represented as a token because it may be done once. | 5 RPP |
Outsider's Tongue | You learn the entity's language. This is offered as a token spend, as not all characters might choose to learn their entity's language, or want to. Perhaps the entity never felt like sharing in a way he or she understood directly. This is a permanent ability, earnable once. | T2+, 5 RPP |
Invoked Tattoos | Your bond has given you the ability to (temporarily) store limited energies within your skin in the form of enchanted tattoos. Each tattoo stores any spell that you know, of up to 3rd level. The number of tattoos you may possess at one time is equal to your tiers in this spend. Magic tattoos must be placed on any part of the body, though the wearer must be able to see and touch the tattoo in order to be able to activate it (this means that few tattoos are scribed on the back).
Crafting a tattoo takes one day, and costs an amount equal to half of creating a scroll of that type, plus any additional material costs, which must be provided in the form of unusual inks, etc. When you create the tattoo, you set the caster level and any additional metamagic or effects (and pay appropriate costs). Activating the tattoo is a standard action (or the spell's casting time, whichever is longer) although it does not provoke an attack of opportunity as a spell or scroll would. It otherwise functions as casting from a scroll. After such a tattoo is activated, the tattoo becomes instantly useless, and visibly fades from the skin after 1 round. The pact bearer may later scribe a new tattoo in its place. Magical tattoos count as magic items for the purposes of dispel magic, and may be identified with an appropriate Spellcraft check. The spell erase can permanently destroy a magical tattoo, but the bearer of the tattoo can resist the spell with a Will save, in addition to the caster needing to make a successful caster level check to erase the tattoo. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it as well. Doing so is a full-round action that not only requires the target to be willing or helpless, but also provokes attacks of opportunity. At least 2 points of damage per caster level of the tattoo must be dealt to destroy a magical tattoo in this manner. This ability is permanent once purchased. |
15, T3+ |