Character Spends
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.
Special: Cleric PCs may receive their first, tier one RPP Level, for free. |
Varies |
Multiclass or PrC | The 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 Sands | Earn a small number of Navosian Sand Grains (2). Attuned to you, they allow an immediate reroll of any d20 that you had made. | 10 RPP |
Reroll a HD | Reroll a hit die roll that came out as a 1 or 2. By spending the RPP, you roll two dice, 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, except Craft/Artifice. | 3 RPP |
Skill Boon, Performance | This spend is, unfortunately, not for bards! 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. | 5 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 |
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.
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. 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. 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, though one in particular. You may even know him or her by name. Choose a knowledge skill which your ancestor also possessed. You receive a +2 insight bonus to this skill.
- T2: There's something about you...when your people look upon you, something reminds them of those who came before. You receive a +2 racial bonus to social checks with others of your race.
- T3: With a whisper, you can call upon not only your own Ancestors, but encourage the latent memories of others. By touching another willing creature and concentrating, you can enable them to draw upon old 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
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 +2 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: 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 +4 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: Undead become uneasy in your presence. Perhaps they sense something. Through your knowledge of the grave, you gain the ability to imbue items which guard against its desecration. You may craft bane/undead, as well as Ghost Touch weapons and armor.
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 +2 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 +2 insight bonus to perception checks related to this type of creature, and +2 insight to survival to track them. You also receive a check to notice whenever you pass within 30' of them, whether or not you are actively looking.
- T3: When confronted with this creature type, something in you responds. It didn't always...but that it does now might remind you that you live in a living world. Or, make you wonder just what happened to make this connection so strong. In mechanical terms, when confronted by this creature, 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) caused by this creature. 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: Hymn's Whisper (Su): The Hymn is not only about making, but expression. In your hands, any instrument becomes a master's tool. This is true no matter its condition--through your efforts, even a dusty, broken lute may be coaxed into wonders. A ragged flute may for a brief moment, take on the luster of magic. Treat any instrument played by you as masterwork. In addition, such items may be made to play even if broken (though if they possess other magical properties, these may not work).
- T3: Touch of Soul (Su): The Hymn was never meant for one person. You've learned to channel it somewhat, to share its gifts with others around you. By focusing on a particular pattern (for the Hymn, it is said, contains all), you may use its insights to encourage and enrich others' efforts. As a standard action, you may inspire an ally, granting them a +2 competence bonus on any particular skill, so long as you are within 30' of them. This bonus increases by 1 for every 4 levels beyond 3rd. You may use this ability once per day. You must also be able to speak to use this ability, so its use on certain skills, such as Stealth, is infeasible.
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 +2 profane bonus to Stealth when some form of shadow is present
- T3: Tailors weave cloth...you weave darkness. With a little work, you may weave these shadows into armor and cloth. By invoking your ties to the shadows, you gain the ability to craft the shadow and improved shadow armor enhancements.
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 +2 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. In game terms, you gain the effect of Woodland Stride for up to an hour per day. In addition, during this time you may choose whether or not to leave a trail...though you may always be detected by magical means. Treat this as similar to Pass without Trace.
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 +2 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: Somehow, perhaps through a mentor, you learned the Celestial tongue. It fills your heart with warmth to use it.
- T2: Perhaps you've spent hours in meditation, perhaps it comes from your bond. Regardless, you receive a +2 insight bonus to K/religion for checks regarding the gods of good.
- T3: The Sun is warmth, but also 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: With a sly twist of your wrist, you've the ability to invoke the Trickster's grace...and craft a hat of disguise, or the slick (including improved and advanced) armor ability. How these items are used are up to you, though something about them will always lean towards mischief, almost as though they've minds of their own.
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 +2 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: 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.