Character Spends

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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.
First Group: 10 RPP to advance from 2 to 3
Second Group: 20 RPP to advance to 6 to 7 or 7 to 8
Third Group: 20 RPP to advance to 11 to 12 or 12 to 13
Fourth Group: 30 RPP to advance to 16 to 17 or 17 to 18

Special: Cleric PCs may receive their first, group one RPP Level, for free.

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
Navosian Sand Grain Earn a grain of Navosian-blessed Sand. Attuned to you, it allows an immediate reroll of any d20 that you had made. 5 RPP
Reroll a HD Reroll a hit die roll that came out low! d6: reroll a 1. d8 or d10: reroll a 1-2. d12: reroll a 1-3. By spending the RPP, you reroll the hit die twice, and take the better of the two results. 10 RPP
Skill Boon, Crafting Earn 1 skill point in a Craft skill. This is earnable as many times as you like, for any Craft skill.
Skill Boon, Performance Earn 1 skill point in a Performance skill. This is earnable as many times as you like, for any Performance skill. 3 RPP
Skill Boon, Profession Earn 1 skill point in a Profession skill. This is earnable as many times as you like, for any Profession skill. 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
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
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

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.

T1: 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.
T2: 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.
T3: Memory (su): With a whisper, 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.


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.

T1: 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.
T2: You may call upon your bond to do something extraordinary. Three times per day, you may speak with animals as a spell-like ability.
T3: 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 the character's level as the casting level. You may use this ability three times per day.


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.

T1: 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.
T2: 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.
T3: 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

T1: 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 bond 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.
T2: 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.
T3: 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.

T1: 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)
T2: 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.
T3: Imbue Element: By invoking your ties to your element, you're able to imbue a weapon with some of its energy. In game terms, you may craft according to your element: 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.


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.

T1: 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.
T2: 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. In addition, you receive a +2 sacred bonus to diplomacy checks with all Vardamen and -2 penalty with all Thulites.
T3: Voice of the Dead (sp): Past the Gate, it's said, there is a universal tongue. Though you don't speak this mysterious language completely, you understand it and at needed times, the knowledge of this hidden language may come, unbidden. When using or working with a speak with dead spell or effect, language is no longer a barrier. In addition, you may use Speak with Dead as a spell-like ability, 1/day.


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.

T1: 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.
T2: 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.
T3: 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 your Wis bonus per day. 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.

T1: You may craft potions of cure light wounds.
T2: You may craft potions of cure moderate wounds.
T3: You may craft potions of cure serious wounds.


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.

T1: 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.
T2: Your senses twitch when they're near. It isn't always your choice. You receive a +3 insight bonus to perception checks related to this type of creature. You also receive a check to notice whenever you pass within 30' of them, whether or not you are actively looking.
T3: Twitch (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.


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.

T1: 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.
T2: Earworm (Su): With a little concentration, you can share that earworm that's been bothering you. The sound produced is up to you, and may not even be complete...it may only be pieces of inspiration, half-formed ideas for a composition or play...but it's catchy. You (and anyone else) can't get it out of your head. Triggering this effect is a move action, and produces an effect similar to Ghost Sound. In addition, using it grants you a +3 circumstance bonus any social or perform skill check made to distract or persuade another person via artistic endeavors while it plays. It's possible they may hate you after.
T3: 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...

T1: The flickers of shadow along the wall, the twist of subterranean voices... The language of the Undercommon comes to you as naturally as breathing.
T2: 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.
T3: 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.

T1: The whispers of the wild make sense to you. You learn the language of Sylvan.
T2: 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.
T3: Hunter's Prayer (su): By uttering a quick prayer to the Hunter, you strengthen the connection between yourself and your prey. Momentarily, a ghostly set of stag's antlers may appear upon your brow. For up to an hour's time, neither undergrowth or terrain impedes your movement, and the earth itself moves to cover your trail. In games terms, treat this as a combined Woodland Stride and Pass Without Trace. During this time you may choose whether or not to leave a trail...though you may always be detected by magical means.


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.

T1: 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.
T2: 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.
T3: 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 simple craftman's tool. 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 but ordinary 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.

T1: 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.
T2: Perhaps you've spent hours in meditation, perhaps it comes from your bond. Regardless, you receive a +3 insight bonus to K/religion for checks regarding the gods of good. Whatever connection there is is willing to guide you.
T3: 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 or not.


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.

T1: Your fingers are tricky, like the Luckbringer's own. You receive a +2 competence bonus to sleight of hand checks.
T2: 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.
T3: 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.

T1: 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.
T2: 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.
T3: 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.


War-Touched

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

T1: The clash of blade speaks more to you than mere combat. You receive a +2 insight bonus to k/military theory skill checks.
T2: 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.
T3: 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 or armor with a basic +1 enhancement bonus, as though you possessed the requisite feats. Such items will prefer battle.