Skyblind
2004-12-17 05:38:26 UTC
BOONS And BANES (11th edition) By Skyblind (***@cogeco.ca)
This house rule for d20 D&D (3.0 or 3.5, either one should
work) allows for the use of special traits called Boons and Banes in a
D&D game, to enhance or detract from Player character abilities. A
Boon is a good thing for a character, and a Bane is a bad thing.
Boons and Banes (if overdone in either direction) can make a character
too powerful, or un-playable with disadvantages.
The whole point is that they should enhance the role-playing
aspect of the game, and to make it fun - not a torture-session. Thus,
each Boon and Bane have been assigned a numerical value (from +5 to
-5), and the DM will set an "Acceptable" level of Boons/Banes for the
players - such as "No one may have more than a net +2 bonus, or less
than -2." For Smaller groups (such as 2-3 players) the "Game Boon
Level" can be slightly higher, and for large groups the GBL should be
smaller.
Boons and Banes should be chosen based on the players
character concept, and with the DM's assistance. This is to ensure
the DM will allow the boons and banes you choose into his game - some
DMs may not want to run a game with some Boons or Banes, or find them
too weak or too powerful.
Random Die Roll Method
Roll d100 on the chart below once, to determine the total
value (positive or negative) of any Boons and Banes the Character
possesses. A player may always choose to have NO boons or banes for
his character. Boons and Banes are optional!
d100 Total Special & Modifiers
<=01 -4 The DM may modify the average party Boon & Bane level
02-05 -3 by either modifying the random dice roll on the chart
to the left (Such as All
06-20 -2 players get +10% to their rolls), or may simply
declare all players get
21-40 -1 whatever Boons/Banes they roll, +2 (or -2 for a
particularly hard game).
41-60 +0
61-80 +1 Average Values of Boons/Banes should be somewhere
around +0 to +2 for
81-95 +2 an average group of 4-6 players, and average around +2
(or more) for groups
96-99 +3 with less than 4 players.
100+ +4
Special Boons and Banes
Some boons and banes are classified as "Special" - which means
they are unusual, or unusually powerful, and cannot be chosen without
DM permission. This will usually require you to talk to your DM, and
(at the very least) write a background explaining why your character
has the unusual boon or bane.
Gaining & Losing Boons and Banes
Sometimes it is possible to gain or lose a boon or bane after
character creation, whether through magical experiment or horrific
injury, intense training or powerful roleplaying. The DM will be the
final arbiter of who gains or loses a Boon or Bane, according to his
judgement and the following guidelines.
In the case of Injuries (Such as Blindness or One Hand) it is
usually assumed that physical and mental disabilities require at least
7th level spells to repair - otherwise they would already have been
done. Likewise, without magical experimentation or some odd
confluence of events, it would be odd (to say the least) for a human
to develop Low Light Vision after character creation without magic
being involved - and in such cases, a 7th level spell or more is
usually required. Gold and XP costs should be levied against both the
Caster of the spell, and the person receiving the Boon (Usually using
a Limited Wish, Wish, or Miracle). When a person loses a Bane in
this fashion, it can be considered the same as gaining a boon, above.
Since Wish costs about 30,000gp and 5000xp, Players aren't likely to
rush out and try to buy the market dry in spellcaster-granted boons.
When a person gains a Bane through the events of the game, he
is not usually rewarded with any XP or Gold as compensation, although
(for example) he might allow a newly-blinded player character develop
the Acute Hearing boon, or gain the Blind-fight feat through the
Additional Feat Boon.
BOONS & BANES
PHYSICAL BOONS Value
Appearance Related
Attractive +1
Handsome/Beautiful +2
Very Handsome/Beautiful +3
Perfect Beauty +5
Attractive Scar +1
Attractive Voice +2
Acute Senses
Acute Hearing +2
Acute Vision +2
Acute Smell/Taste +2
Low-Light Vision +1
Increased Stat
(+1 STR, DEX, or CON) +2 Each
Movement Related
Quickstride +5ft +1
Quickstride +10ft +2
Spell Resistance
Magical Toughness +2
Spell Resistance (10+1/level) +5
Miscellaneous
Alcohol Tolerance +1
Double-jointed +1
Hard to Kill +1
Longevity +1
Rapid Healing +2
Resistant to Disease +1
Resistant to Poison +1
Toughness (DR -/1) +2 /pt
Additional Feat +3
MENTAL BOONS Value
Skill/Feat Related
Additional Feat +3
Craft Skill +1
Extra Class Skills +1
Increased Skill Points +3
Language Talent +1
Perform Skill +1
Profession Skill +1
Weapon Master +3
Social/Wealth Related
Heirloom (less than 500gp) +1
Heirloom (Magic Item) +2 to +4
Noble Family +2
Property +2
Wealth +1
Increased Stat
(+1 INT, WIS, or CHR) +2 Each
Miscellaneous
Absolute Direction +1
Animal Empathy +1
Common Sense +2
Eidetic Memory +2
Empathy +2
Fashion Sense +1
Intuition +1
Investments +1 to +2
Peripheral Vision +3
Strong Will +1
SPECIAL BOONS Value
Luck Related
Jinxed +2
Luck +1 /pt
Outsider Related
Blessed by a Deity +3
Blessed by an Elemental +3
Planewalker +3
Reanimation +3
Reincarnation +3
Resurrection +5
Miscellaneous
Danger Sense +2
Innate Magical Spell +1 to +3
Landed Noble +4
Mage Sight +3
Shapechanger +3
Snatching +3
The Evil Eye +3
Physical Banes Value
Appearance Related
Unattractive -1
Ugly -2
Very Ugly -3
Monstrously Hideous -5
Ugly Scar -1
Disturbing Voice -2
Decreased Senses
Color Blind -1
Night Blindness -1
Poor Hearing -2
Deaf -4
Poor Vision -2
Blind -4
Mute -2
Decreased Stat
(-1 STR, DEX, or CON) -2 Each
Disabilities
One Eye -2
One Hand -2
Lame -2
One Arm or Leg -3
Paraplegic -4
Weight Related
Skinny -1
Overweight -1
Fat -2
Obese -3
Age Related
Aged (50+ years old) -2
Frail -3
Youth (15 or less years old) -1
Miscellaneous
Addiction -1 to -3
Easily Intoxicated -1
Slow Healer -2
Susceptible to Disease -1
Susceptible to Poison -1
Sterile -1
Mental Banes Value
Skill/Feat Related
Illiterate -1
Innumerate -2
Reduced Class Skills -1
Reduced Feats -3 /feat
Uneducated -3
Social/Wealth Related
Long-Term Enemy -2
Reduced Status (Serf) -1
Reduced Status (Slave) -2
Reduced Status (Criminal) -2
Reduced Starting Cash -1
Decreased Stat
(-1 INT, WIS, or CHR) -2 each
Miscellaneous
Addiction -1 to -3
Berserker -2
Chummy -1
Combat Paralysis -2
Curiosity -1
Greed -1 to -3
Impulsiveness -1
Insomniac -1
Nightmares -1 to -2
On The Edge -2
Phobia -1 to -3
Sleepwalker -1
Spendthrift -1
Stuttering -1 to -2
Truthfullness -2
Weak Will -1
SPECIAL BANES Value
Cursed -2
Cursed by a Deity -3 to -5
Evil Twin / Arch Enemy -3
Infernal Attention -3
Magic Dead -2
Quirk* -1 to -3
Unluck -3 or -5
NOTE: All Boons and Banes may only be taken ONCE - unless the text
description of the Boon or Bane explicitly declares the Boon or Bane
can be taken multiple times. However, if a Catch-all Boon or Bane
is taken, such as Innate Magic Spell, Craft Skill, or Quirk,
they may be taken multiple times if (and ONLY if) the Powers, Skill,
or Quirks involved are fairly different from each other. For example,
you could take Innate Magic Spell: Disrupt Undead, and Innate Magic
Spell: Mage Hand - but you couldnt take Innate Magic Spell: Mage Hand
twice to get 2x the number of uses out of it - unless the DM gives you
express permission.
PHYSICAL BOONS
Appearance-Related Boons
Attractive - The character is considered to have a
pleasing appearance, and is considered attractive by those that find
members of the characters sex appealing. The Character gains +3 to
Bluff and Diplomacy skill checks against people that find the
character attractive.
Handsome/Beautiful - The character is considered to be Handsome
or Beautiful (as appropriate), by those that find members of the
characters sex appealing. The character gains +1 to Bluff and
Diplomacy skill checks vs all members of any race that finds the
characters race appealing, and +6 to Bluff and Diplomacy skill checks
against people that find the character attractive. The +1 and +6
bonus do not stack - use only the +6 bonus if both apply..
Very Handsome/Beautiful - The character is considered to be Very
Handsome or Very Beautiful (as appropriate) by those that find members
of the characters sex appealing. The character gains +2 to Bluff and
Diplomacy skill checks vs members of any race that finds the
characters race appealing, and +8 to Bluff and Diplomacy skill
checks against people that find the character attractive. The +2 and
the +8 bonus do not stack - use only the +8 bonus if both apply.
Perfect Beauty - The character is considered a Perfect
Specimen of his or her sex, and is thought to possess unearthly
beauty by those that would normally find the character appealing. The
character gains +3 to Bluff and Diplomacy skill checks vs members of
any race that finds the characters race appealing, and +10 to Bluff
and Diplomacy skill checks against people that find the character
attractive. The +3 and the +10 bonus do not stack - use only the +10
bonus if both apply.
Attractive Scar - The PC has a scar somewhere visible
on his or her body that `looks dashing' instead of gross, and adds +2
to all reaction rolls (Bluff, Diplomacy, and possibly Intimidate)
where the scar can be seen.
Attractive Voice - The PC has a clear, resonant voice
which sounds quite attractive. The PC gets +2 on all reactions where
her voice would be heard. It will also add +2 to skills such as
Diplomacy and Perform, and Bluff. The bonuses are cumulative with
the powers and skills of a Bard PC.
Acute Senses Boons
Acute Hearing The PC can hear even the smallest sounds if
lucky! The PC gets a bonus of +4 to all Listen skill checks.
Acute Vision The PC can see clearly at far ranges, reducing
the range penalty "to-hit" for missile weapons by one Range Increment
(ie: a +2 bonus useful only for negating range penalties). The PC
also gets a +2 bonus on Search and Spot rolls.
Acute Taste/Smell The PC has exceptional senses, and can taste
or smell with a +2 to Craft:Alchemy, Profession: Cook, and Survival
(for Tracking only). The GM can also allow a +2 circumstance bonus to
Spot when downwind of something rather smelly (signifying the
character smelling the "something" before actually *seeing* it). If
the DM feels this is too "Wussy", then this Boon grants the character
that receives it the "Scent" special ability (See Monster Manual), in
addtion to the abilities listed above. If this power is granted, I
suggest raising the cost of this boon to +3.
Low-Light Vision - The character gains Low Light Vision
(if he does not already possess it). If the character already has
Low Light Vision, the DM may say this boon has no further effect (and
is thus wasted) or may allow the character to instead gain Darkvision
to a range of 60 feet.
Stat-Related Boons
Increased Stat Each time the character selects this Boon, he
may permanently add +1 to his STR, DEX, or CON score (not all three!).
A Character may take this Boon multiple times, for any combination of
stats (as long as he can afford it).
Movement-Related Boons
Quickstride +5ft -The characters base movement is
increased by +5ft, permanently. Medium and Heavy armor still slows
the characters movements, and will hamper his maximum speed. This
speed bonus stacks with the speed increase gained by members of the
Barbarian and Monk classes
Quickstride +10ft The characters base movement is increased by
+10ft, permanently. Medium and Heavy armor still slows the
characters movements, and will hamper his maximum speed. This speed
bonus stacks with the speed increase gained by members of the
Barbarian and Monk classes.
Spell Resistance Boons
Magical Toughness - The character has an unusual resistance to
damaging and harmful spells, and gains DR -/2 versus any form of
magical spell that causes damage (using the whole spell as a
guideline, not each particular missile the spell might create). For
example, if a character with Magical Toughness was hit by 3 magic
missiles (from the same spell) he would reduce the total damage taken
by -2pts, not -6pts (which would be -2pts per missile). If the DM
finds this rather unsatisfactory, a possible alternative is that
harmful spells cause one point of damage less, per die, against that
character. Thus a flurry of three magic missiles does 3d4, not 3d4+3,
and a 10d6 fireball inflicts 10d6-10, rather than full damage. If the
second route is taken, Magical Toughness should be worth +3 as a Boon,
rather than +2.
Spell Resistance - The character who takes this Boon
gains the special quality of Spell Resistance (as an innate power)
equal to SR:10 +1 per character level. Thus, an 11th level character
(regardless of what his or her class levels were taken as) would have
an SR of 21.
Miscellaneous Boons
Alcohol Tolerance - The characters body metabolizes alcohol with
remarkable efficiency. The PC can drink steadily for an indefinite
period of time with no major detrimental effects. In drinking
contests, the PC with this boon will likely win against other drinkers
that don't. If both drinkers have this boon, compare their total STR
and CON to see who wins. If such rules are used, the character gains
+4 to FORT saves to resist the effects of Alcohol.
Double Jointed - Your PC can bend her body into weird
contortions - and also gain a +4 to Climb skill and Escape Artist
checks. Your limbs can bend in unusual and often disturbing (to
viewers) ways.
Hard to Kill - Your character is very tough and clings to
life with unusual tenacity. Most PC's die when their HP total drops
to -10; This boon allows the character to survive until he reaches -20
HP.
Longevity - Your characters lifespan is unusually long.
Add a +20% bonus to the characters natural lifespan. For example, a
humans lifespan is roughly 60-80 years, so Longevity adds 12-16 years
to this span.
Rapid Healing - The character regains hp and lost stat
points (from ability damage, not ability drain) at twice the normal
rate. This includes the damage from diseases and poisons.
Resistant to Diseases - The character throws off/resists all disease
organisms, even if forcibly injected with them. The character gains a
permanent +2 to all saving throws vs Diseases.
Resistant to Poisons - The characters body is exceptionally
resistant to poisons and venoms, even if forcibly injected with them.
The character gains a permanent +2 to all saving throws vs Poisons.
Toughness - The character is exceptionally tough, and
has a damage resistance (similar to a higher level Barbarian) of -/1.
This means he ignores 1pt of damage from any hit or damage he takes in
combat. This Boon can be taken multiple times; its effects stack with
itself, and with other items and class abilities that grant damage
reduction.
Additional Feat - The character possesses an extra feat slot,
which he or she may spend to purchase any extra feat the character
qualifies for. For example, a Fighter may not take Still Spell and
a character with less than 19 DEX would find Improved Two Weapon
Fighting somewhat less than useful (until they raised their stats to
qualify for the pre-requisites).
MENTAL BOONS
Skill/Feat Related Boons
Additional Feat - The character possesses an extra feat slot,
which he or she may spend to purchase any extra feat the character
qualifies for. For example, a Fighter may not take Still Spell and
a character with less than 19 DEX would find Improved Two Weapon
Fighting somewhat less than useful (until they raised their stats to
qualify for the pre-requisites).
Craft Skill - The character may select any craft skill at
Rank 4 for free. (Rank 4 does not include Stat modifiers, which
should be added by the player). This Craft skill can be increased
with skill points as the character rises in levels, as if it were a
Class skill.
Extra Class skills - The PC may select any 4 skills that are not
already class skills - these skills are now treated as class skills
from now on.
Increased Skill Points - The PC has had exceptional training by his
or her teachers, and due to that training has 8 extra skill points to
spend at first level, plus an extra +1 every level thereafter.
Language Talent - The character gains 1d4+1 languages
without having to spend Skill Points. The player *may* save these for
"Later Learning" if he wishes to do so.
Perform Skill -The character may select any Perform skill at
Rank 4 for free. (Rank 4 does not include Stat modifiers, which
should be added by the player). This knowledge skill can be increased
with skill points as the character rises in levels, as if it were a
Class skill.
Profession Skill - The character may select any profession
skill at Rank 4 for free. (Rank 4 does not include Stat modifiers,
which should be added by the player). This profession skill can be
increased with skill points as the character rises in levels, as if it
were a Class skill.
Weapon Master - This boon allows a 1st level Fighter,
Ranger, Paladin or Barbarian to gain BOTH a Weapon Focus Feat (of a
weapon of their choice) and an Exotic Weapon Proficiency (for a weapon
of their choice) free at first level. Fighters have the option of
choosing Weapon specialization as one of their free feats for any
weapon they already have Weapon Focus for, even if they are not level
4 or higher. All other classes gain a free "Weapon Focus" Feat of
their choice. This feat is an unusual case in that its much better
for warrior-classes than non-warriors - so DMs may want to charge +5
for this feat for warrior classes, and +3 for non-warrior classes.
Social/Wealth Related Boons
Heirloom - The PC begins the game with one very costly
item, of his and the DMs devising. This item can be anything worth
500gp or less, and can be called treasure, or gambling winnings -
whatever fits the character background.
Heirloom (Magical Item) - The PC begins the game with a minor magical
item of the DM's & PC's devising. The item is usually one which will
be useful to the characters' class abilities (such as weapons or armor
for fighters and thieves, Scrolls or rings for Mages and Clerics).
The DM always has final say over the item granted. Said item
often has a family history attached to it, and will have sentimental
value over and above it's magical powers. A rough (but by no means
rock-hard) guideline is to keep the magic item at or less than
8000gp in value.
Noble Family - The PC is a younger child of a Noble family,
with 1d4+1 older brothers and sisters. The PC will gain +2 on
reactions from people who respect nobility and their titles, and may
be invited to special events commoners would be excluded from.
Property - The character owns a large home or other
residence, either due to his own wealth or through his family. This
residence can be in a city or in the countryside (GMs choice), and
could be compared to a 4 bedroom home. Optionally, the character owns
land (about 4-10 square miles) that is totally undeveloped as yet.
Wealth - The character begins the game with
1d4+1 times the normal amount of starting money, which can be spent in
any way he desires, except that the DM may (or may not) allow the PC
to use the money to buy magical items.
Stat-Related Boons
Increased Stat Each time the character selects this Boon, he
may permanently add +1 to his INT, WIS, or CHR score (not all three!).
A Character may take this Boon multiple times, for any combination of
stats (as long as he can afford it).
Miscellaneous Mental Boons
Absolute Direction - The PC always knows which way is north, and
can always re-trace a path he has followed within the past month, no
matter how faint or confusing it may be. This boon also works
underground and underwater, and adds +2 to the Navigation Skill.
Animal Empathy - This boon gives the PC a +2 bonus to
reactions vs wild animals, and a +4 bonus vs domesticated animals.
This bonus applies to Animal Handling and Animal Empathy skills as
well.
Common Sense - The PC gets one Do-over a session, if and
when he or she does something really stupid, or makes a really bad
call that turns out poorly for the character. The Do-over must be
announced as soon as possible after the disastrous result being
redone, and if the player takes too long to declare the Do-over, the
DM may instead veto it. If the DM does veto the use of Common Sense,
he should allow the character to use the Boon again, later in the
session (ie: the use is not lost if the DM vetoes the current chosen
Do-over)
Eidetic Memory - Your PC will remember the general sense of
everything he concentrates on. Also, whenever he needs to remember a
detail of something he was told, the DM will roll an INT check vs
DC:15. If the roll succeeds, the DM will tell your PC the remembered
detail. This boon adds +1 to ALL intelligence-based skills.
Empathy - Your PC has a "feel" for people. When he
first meets a person (or re-unites after a long absence), he gets a
Sense Motive skill roll at DC:15. If the roll succeeds, the PC gets
an idea of that persons' character and emotional state. A roll vs
DC:20 will tell the PC whether or not a person is lying - the truth is
not revealed, however - the PC just has a gut instinct that the person
lied.
Fashion Sense - The PC is never caught by surprise when
fashions change - she is always one step ahead of the crowd. The PC
has the ability to create a fashion statement out of the cheapest and
most non-descript materials. A PC with this boon and the Craft:
Seamstress/Tailor gains a +4 bonus to that skill, and has the
potential to be a successful fashion designer. The PC gains a +3 to
all reaction rolls in social situations where she has a chance to plan
her attire in advance.
Intuition - Your PC usually guess's right when faced
with multiple options and no logical way to choose between them. A
successful WIS roll vs DC:15, plus the number of "wrong" choices,
minus the number of "right" choices, means the DM will steer your PC
towards the "Right" choice. A natural 20 means the DM will steer your
PC to the BEST possible choice. A failed roll means the DM points
your PC to any option, determined randomly. A critical failure
(natural 1) means he points the PC to the WORST possible choice. Due
to the nature of the roll, the DM usually makes this roll, instead of
the player.
Investments - Your PC, by virtue of good luck, good
investment or hard work, has valuable investments which pay out a
monthly stipend (even though the actual capital cannot be touched).
This may be part-ownership in a business or trade consortium, or a
young noble's allowance. The income is given out from a roughly set
geographical source, which doesn't move about (unless the DMs game has
institutions like Banks in his game) - so the PC has to travel back to
the source to get his cash. If the cash is not picked up, it "stacks"
until the PC picks it up. The PC should make about 50gp per level
per month.
Peripheral Vision - The PC has a wide range of vision - when
something dangerous or interesting happens "behind your back", the DM
will roll a SPOT check vs DC:20. Success means your character saw
something, or saw enough to alert the character to the possible
danger. An alerted character cannot be Flanked for that round. The
PC can strike either his right or left flanks with no penalties, and
is only +2 to be hit from behind, not +4.
Strong Will -The PC is very hard to frighten, even in
scary or dangerous circumstances, and gains a permanent +2 on all
saving throws vs Fear or Terror.
SPECIAL BOONS
Luck-Related Boons
Jinxed - This character `steals' luck from everyone
around him, giving all affected creatures -1 to all die rolls,
including "To Hit" rolls, damage rolls, saving throws, surprise rolls
and Ability Checks. However, on the plus side, the character himself
is immune to this effect! Range is up to the DM but usually is close
to a 30ft radius. This Bane can be taken no more than 2 times (the
second time increasing the range of the Jinx to 50ft instead of 30ft).
This is considered a Boon because it is predictable, and affects your
enemies as well as your allies - so everyone suffers, except you -
which in its own way is a bonus by default.
Luck - Your character is luckier than normal (which
is measured in increments called Luck Points). Each session of
play, you have access to 1 luck point per time you bought this Boon,
up to a maximum set by the DM (usually 5 points) for Non-Epic
Characters (any character below 21st level), and no more than 8-10 for
even the most skilled of Epic Characters. At the beginning of each
session of play, you regain all your lost Luck points, unless the DM
decides you must wait for the end of the adventure - which can happen
when you often play in adventures that take more than 2-3 sessions to
complete.
Luck Points can be spent at any time, with some restrictions. You can
spend any number of luck points in one round as long as you do not use
more than one luck point for the same purpose in the same round. Luck
points may be spent for the following purposes:
You can re-roll a Combat roll, Initiative Roll, Saving Throw or Skill
Check on a d20, and take the best of either roll, or a 10 if the luck
d20 result is less than 10.
You can automatically confirm a Critical Hit when a Threat is rolled
in combat without having to re-roll to confirm the Critical Hit.
You can automatically stabilize yourself from bleeding to death while
at negative hit-points, and be raised from -9 hit points to 0 (zero)
hit points, simultaneously. If you have Boons or Feats that allow you
to survive at hit point totals less than -9, the Luck Point will raise
your hit points by +10, but never higher than 0 (zero)
You can invoke Serendipity. Serendipity is a re-write of the
scenery that assists your character in some task, usually through
coincidence or happenstance. For Example - The Guard to the Jail cell
you are trapped in turns out to be your Cousin, or while being chased
downstream by a covey of Hags, you fortuitously find an un-tended
canoe that helps you escape their clutches. The DM has Veto rights to
negate the serendipity - especially if it throws the entire plot of
the adventure out of balance, but if he does veto the Serendipity, you
do not lose your luck point
You can gain a Second Wind and heal back up to half your full hit
point total in subdual damage, automatically, or instead may heal 2
hit points of real damage per character level. This kind of simulates
Its not as bad as it looks. sort of injury.
You can influence (by re-rolling once) a die roll that affects the
final fate of your character - such as a Reincarnation spell on your
dead Hero, but NOT stuff like random treasure generation - to get a
form or gender more to your liking. However, unlike the combat roll
use, you cannot default to 10" (average of the die roll) unless the
DM gives you permission. IF you do not have permission, you must
select one of the two dice rolls, even if they both result in the same
end effect.
- Luck cannot be used on Meta-Game rolls; things like determining a
monsters HP total, rolling for hp when gaining a level, or determining
magical items in a given treasure hoard. It can (in this case only)
affect the results of a Reincarnation spell, or possibly affect the
results of a Deck Of Many Things (although the DM will have the final
say on the latter item).
Outsider-Related Boons
Blessed By a Deity - The PC has been blessed with a gift - most
often access to a Domain of spells (and its associated granted power)
- by a Deity of similar alignment. The Character can cast 1 spell
(initially) from the chosen Domain as if her were a Cleric of equal
level. As the character gains experience, he may gain access to
higher level Domain spells as if his was a member of the Cleric class.
Clerics who take this Boon instead gain a Third Domain, and the
ability to cast 1 extra domain spell for each level of spells they
have access to. (ie: Can cast 2 domain spells a day, chosen from 3
Domains).
Blessed By an Elemental - The PC has been blessed by an elemental
being of great power, and has gained 10pts of Elemental resistance
from either Fire (Fire damage), Air (Lightning damage), Water (Cold
Damage) or Earth (Acid damage). This Boon can be received multiple
times; its effects stack.
Planewalker - The PC has the natural ability to travel the
planes. A character with this boon can travel from the first layer
of any outer plane (or any Prime Material world) to the Astral plane,
or vice versa. The PC may also travel from any Prime world to the
Ethereal plane or vice versa. Note that this power does NOT provide
any means of survival on the target plane, so the PC had better come
prepared! This boon can be used up to 3 times per day and requires
one round of concentration and a successful DC:15 Concentration skill
check to activate.
Reanimation - This boon is a lesser version of
Resurrection - since it provides the PC with a limited form of
(skewed) immortality. The PC has "9 lives", and whenever the PC
dies, he reanimates within 1d10 minutes of his death, into the nearest
similar dead body. The order of "preference" of bodies to reanimate
are: Same Race, Same type (Such as Humanoid, Animal etc), least
damaged PC race, Any Animal. Gender is irrelevant, as is age -
although a person cannot rise as someone so old they will soon die
again. Physical stats are rolled on 4d6 (take three highest), and
add +1pt for every 4 levels of the character.
This means he might come back as one of his slain foes, or allied
party members! If his spirit is trapped (via the Soul Bind
spell for example), he cannot reanimate until his spirit is freed. If
there are no dead bodies to reanimate into within a reasonable
distance, the DM can also rule that the PC cannot reincarnate
until something dies "within range" that provides a suitable body.
There is a 10 minute grace period between the time of the
death/reanimation and the spending of a "Life" - so if a PCs paranoid
friends cut down their re-animated friend, he won't waste a life until
he's had a few minutes to tell them who he is.
Reincarnation - This boon is a lesser form of
Resurrection, since it provides a character with a limited form
of immortality. The PC has 9 lives, and upon the characters
death, he or she will be reincarnated (as per the spell) within 1d10
minutes. Otherwise this boon is identical to Reanimation.
Resurrection - This special Boon must be used with care - used
improperly it can give a character a form of immortality
(which is why its so useful in solo games too!). When the
character dies, he is resurrected into a new body after being dead for
1d10 minutes, even if his bodily remains are disintigrated or
dissolved by oozes and acids. You have 9 "Lives" with this Boon
- when they are used up, if you die again, you stay dead. You
ressurect as yourself (not into a new body, like Reanimation
Boon). The DM may rule that if your spirit is trapped (like by the
Soul Bind spell) you cannot resurrect until your spirit is freed. The
DM may use this boon as Incredible luck used to cheat death
rather than magical or divine aid if he wishes - a la Nobody could
have survived that!
Miscellaneous Special Boons
Danger Sense - If the PC is in danger (known or unknown),
the DM should make a Sense Motive roll vs DC:15 for the character.
Success means the character gets a prickly feeling on the back of
their neck and realizes something is wrong. A DC:20 on the roll gives
a little detail as to the nature of the danger, and also prevents the
character from being flanked for the first round of combat, should an
ambush occur within 1 minute of sensing the danger.. This can provide
a non-magical method of "detection" if the PC feels his WIS roll is
reliable enough to trust in this fashion. A successful roll means you
are not caught flat-footed in an ambush.
Innate Magical Spell - The PC has a natural aptitude for magic, and
can cast a spell up to 3/day. Usually the spell in question should
be chosen from the Sorceror & Wizard charts in the PHB, but the DM
might allow the character to choose from the Bard, Cleric, or Druid
lists if he chooses. The DM has Veto rights over any particular
spell. A level 0 spell costs +1, a level 1 spell costs +2, a level 2
spell costs +3 and so on, although the DM should maintain careful and
STRICT limitations on characters who want (or possess) the innate
ability to cast spells above level 3. The highest level spell that
should ever be allowed is maxed out at level 4, which costs +5.
Landed Noble - As "Noble", but the PC is actually the Heir
of a Noble Family (the DM must first grant permission for this). If
so, the PC gains +4 on reactions from people who respect nobility and
titles (including all Bluff, Diplomacy, and Intimidate skill checks).
To offset this, the PCs parents might require the PC to wed a
particular person, or the PC might be plagued by attempts to steal his
or her birthright. The PC (or his family) will own moderate tracts of
land. If either this, Noble Family, or Property is rolled again, the
character (or family) owns LARGE tracts of land, and instead of having
this Boon stack, should take the "Investments" Boon instead.
Mage Sight - The PC is quite sensitive to magical auras.
He may cast (as an innate supernatural power) the spell Detect Magic,
up to Three times per day, and Identify 1/day by sight (Casting time
1rd). The knowledge gained is intuitive in nature, rather than
analytical, but still just as accurate.
Shapechanger - The character has the natural ability to
change between his or her normal form to one other form, chosen when
this Boon is selected. The alternate form can be of any standard PC
race in the PHB, or any Medium-sized (or smaller) Animal, of either
gender and appearance. This is similar to a Druid's Wildshape
ability, with the possible exception that the PC gains the methods of
breathing and movement etc... that the body switched into does. The
PC may stay in the alternate form for as long as he or she desires.
Also, for every 4 levels the character gains, he may add one new
alternate form (subject to the DM's ruling). As a side-effect, the
character gains the "Shapechanger" subtype.
Snatching - This is the power to find (almost) any
desired item from an alternate world and "snatch" it across the
dimensions to your PC. This power cannot be used to travel across
dimensions in any way. The items snatched do not come from the PC's
world, but rather from some nameless alternate; thus a snatcher can
get items for himself, but can never intentionally take them away from
some specific other person. Snatching requires a skill roll to
succeed, and regardless of success or failure, can only be attempted
3/day.
The act of "snatching" takes one full round
and requires the PC to make grasping and reaching motions with his
hand(s). If the PC cannot make these motions, the DC of the snatching
attempt rises by +2. The Character can improve this Boon by taking
the Feat "Skill Focus: Snatching", which permanently adds +2 to
his attempts to Snatch. Snatching is always a class skill, and is
based on INT.
DC Item
10 Common garment or tool (Breeches or a candle, rope or a torch,
a knife or a small shovel.
15 An expensive garment, a shield, a sword, or a somewhat complex
device like theives tools or Holy water. A small handful of
copper or silver coins, a few small gems (10gp to 50gp ea).
20 A rare garment (furs etc...), a suit of light armor, a small
handful of gold coins, a few valuable gems (100gp ea).
25 A suit of medium armor, a handful of platinum coins, a single
valuable gem (worth 500gp to 1000gp), a gun or some other
foreign high-tech weapon.
30 A suit of Heavy armor, a single valuable gem worth 5000gp,
(GM Option: A magical item)
Magical items can usually not be gained in this fashion, and
neither can Hi-Tech items such as guns, jewels or gems (save the most
crude or low quality), unless the DM allows such uses. A character
with Snatching may never "Take 10" or "Take 20". A failed snatching
attempt causes 1d6 points of subdual damage per 5pts the die roll
failed by.
The Evil Eye - The character with this boon is not
necessarily Evil in alignment (indeed, it is quite possible for a Good
character to have this Boon, although it would be rather uncommon in
such individuals). A person blessed with the gift of the Evil Eye
can cast Doom 3/day, and Bestow Curse 1/week (both by a silent act of
will, although in all other ways it resembles a still, silent Doom
spell), and may if he or she chooses, attempt to lay Dire Curses if
horribly wronged (as per guidelines in Ravenloft) or lay a Dying Curse
(as per guidelines in Ravenloft and Dragonlance books). As with all
Special Boons, the DM has final say (and Veto power) over the power of
any Dire or Dying curse a player may choose to try and inflict on
another being.
PHYSICAL BANES
Appearance Related Banes
Unattractive - The character has a displeasing appearance,
and is considered unattractive by those that find the members of the
characters sex appealing. The character suffers -3 to Bluff and
Diplomacy skill checks against people that find the character
unattractive.
Ugly - The character is considered ugly by those
that find the members of the characters sex appealing. The character
suffers -1 to Bluff and Diplomacy skill checks (and +1 to intimidate
skill checks) vs all members of any race that finds the characters
race appealing, and -6 to Bluff and Diplomacy skill checks against
people that find the character unattractive. The -1 and -6 penalties
do not stack - use only the -6 bonus if both apply.
Very Ugly - The character is considered Very Ugly by
those that find the members of the characters sex appealing. The
character suffers -2 to Bluff and Diplomacy skill checks (and +2 to
Intimidate skill checks) vs all members of any race that finds the
characters race appealing, and -8 to Bluff and Diplomacy skill checks
against people that find the character unattractive. The -2 and -8
penalties do not stack - use only the -8 bonus if both apply.
Monstrously Hideous - The character is considered a monstrous
abomination by those that find members of the characters sex
appealing. The character suffers -3 to Bluff and Diplomacy skill
checks (and +3 to Intimidate skill checks) vs all members of any race
that finds the characters race appealing, and -10 to Bluff and
Diplomacy skill checks against people that find the character
unattractive. The -3 and -10 penalties do not stack - use only the
-10 bonus if both apply.
Ugly Scar - The PC has a scar somewhere visible on his
or her body that `looks horrible', and gives a -2 penalty to all
reaction rolls where the scar can be seen. If this Bane is rolled
more than once, treat the subsequent rolls as "unattractive
appearance".
Disturbing Voice - Your PC's voice is naturally unpleasant.
You may choose any explanation for this bane - the voice could be
raspy, high-pitched and squeaky, sound nasal - whatever. This causes
a -2 to reaction rolls where your PC's voice would be heard, including
all attempts at ettiquette, Fast-talking, and oratory. A PC cannot
possess this bane AND the boon "Attractive Voice" - they are each
others' opposites.
Decreased Senses Related Banes
Color Blind - Your PC cannot see any colors at all. This
is usually a nuisance, but will provide difficulties in any situation
requiring color identification (gem-buying, Heraldry, telling Gold
coins from Silver ones etc...). Professional Merchant skills (NWP's)
are at -2, including all attempts at appraisal. The PC suffers -2 to
all shadowing/tracking skills.
Night Blindness - Your PC has very poor night vision, and
suffers -2 to all skills and combat rolls in areas of poor light (such
as torch-light or a full moon) and -4 (or worse) to the above rolls in
anything worse than bright torch-light (such as candle-light or the
dark of the moon. If an enemy is gaining a miss chance due to
concealment based on darkness (such as in a Darkness spell), the enemy
is considered fully concealed (miss chance 50%) when being targeted by
your character.
Poor Hearing - The PC is not deaf, but does suffer some
hearing loss. he is at -4 to all Listen checks, and is at -2 to any
skill proficiency that requires you to hear to be effective, such as
Fast-Talk, Diplomacy, Seduction, etc... An Ear-trumpet will give a +2
to the roll, and a Cure Deafness will remove this bane. If this Bane
is rolled twice, the character is totally deaf, and can communicate
only through sign language, innuendo (in the form of gestures and body
language) or by magical or psionic telepathy.
Deaf - The character is totally, 100% deaf, and
cannot hear ANYTHING. He gains Gesture as a bonus language, and Lip
Reading (if such a skill or language is available in the campaign),
and can be literate in languages - for reading only. Deaf PC's get
a +3 to Bluff or Innuendo and Sense Motive, when used to send
"messages" by gestures and hand signs. Without careful training (or
prior ability to hear) he cannot even correctly pronounce words -
since he has never heard HOW to pronounce words the way they should
be. For other effects of Deafness, refer to the DMG and PHB for
details.
Poor Vision - The PC is very nearsighted, and cannot see
clearly at range. All range penalties for missile weapons and spells
"to Hit" are doubled. The character also suffers -2 on all spot
rolls, and on search rolls to detect secret doors and traps unless
corrective lenses or glasses are worn.
Blind - The character is 100% blind, and cannot see
ANYTHING. He gains Listen as a class skill for all classes he
possesses, and may be literate in any language he knows. However,
since he cannot see the written words, he cannot read - so unless he
was able to see prior to going blind, a blind character will probably
be unable to write (not knowing how to shape the letters since hes
never seen a letter or writing). Scrolls are useless items to persons
who are blind. For other effects of being Blind, refer to the DMG and
PHB for details.
Mute - Your PC cannot speak - all your
communications with other players must be in writing or sign language.
If the PC is not literate, he CANNOT read/write - he can only
communicate through gesture. Mute PC's get a +3 to Bluff or Innuendo
and Sense Motive, when used to send "messages" by gestures and hand
signs. Innuendo is always a class skill for a Mute PC.
Stat Related Banes
Decreased Stat Each time the character selects this Bane, he
must permanently subtract -1 to his STR, DEX, or CON score (not all
three!). A Character may take this Bane multiple times, for any
combination of stats (up to the DMs discretion).
Disabilities
One Eye - You have only one good eye - you may wear a
glass eye or use an eyepatch. Your PC suffers -1 to hit in melee
combat, and -3 with anything involving missile weapons, thrown
objects, or driving a vehicle faster than a horse and buggy. The PC
has -1 to all reaction rolls due to his deformity.
One Hand - Your character has either been born without
a hand, or lost it due to combat or an injury during his childhood.
The character is obviously restricted in some ways - without an
effective prosthesis firing a longbow is virtually impossible, for
example. Most skills that require two hands to do, are either
impossible, or cause the character to suffer a -4 penalty to his skill
check. The character can use a shield if it is rigged to be used
without a hand to grip it (which costs about 2x the cost of a normal
shield). The character can also usually purchase or have made a crude
prosthesis (usually a hook) to replace his hand. If used in combat, a
prosthetic hook is a one-handed light weapon that does 1d3 damage (x2
critical), and can be disarmed. Your PC has -1 to reaction rolls due
to his deformity.
Lame - Your PC has a bad leg. His movement is
reduced by 10ft (from 30ft to 20ft) or by 5ft (from 20ft to 15ft).
You suffer a -2 penalty to any roll involving running or walking, and
suffer a -1 penalty to all melee weapon attacks. Damage rolls are
unaffected by this bane.
One Arm or Leg - One Arm is similar to One Hand except that
the character cannot use a shield, and has a more restricted use of
his limbs (although the -4 penalty does not increase). One Leg is
similar to Lame except that without crutches or a prosthetic leg
(usually a Peg-leg), walking is impossible, and the character can
only crawl. A character with one leg suffers -4 to all Ride skill
checks (at least) and -2 to all attacks made from the back of a horse.
If a person with One Leg wears a Peg-leg, he is instead considered
Lame until he loses his Peg-leg (a peg-leg can be disarmed by an enemy
using the disarm maneuver, and it can also be knocked free in a fall
or during grappling if it is not tied on).
Paraplegic - The character cannot move or feel his legs
in any way, either due to a birth defect, or more commonly due to
severe lower spine trauma from injuries or wounds. Because of this,
he cannot walk at all, nor swim (except in a crude way, and even then
at -8 to skill). The character must be carried or use a wheelchair or
similar device to move about, without using magic or high-tech
devices. If a paraplegic takes part in combat, he suffers -4 to any
roll involving movement, and -2 to all melee or ranged attacks, as
well as -2 to REF saves). In real life many Paraplegics cannot feel
when their legs are injured, and dont see or notice wounds until they
are already severely injured - in the interest of making this playable
as a bane, I have ignored that trait - its already strong enough.
Note that even though a paraplegic might not feel an injury, he still
takes damage when his legs are hurt!
Weight Related Banes
Skinny - Your PC is noticeably and extremely
underweight. This isnt the normal way a person is slender, but
rather extreme skinniness - where bones show strongly and the
character looks both underfed, and possibly unhealthy. A character
who is skinny will figure weight normally and subtract one-third to
one-half. Skinny PC's cannot have a CON higher than 14, and cannot
have a reaction bonus higher than
+4.
Overweight - Your PC is somewhat heavy for his or her
race - not fat, but what modern folk might call Husky or Full Figured.
Overweight characters figure weight normally, and add 30%. This extra
weight is counted as extra encumbrance, and carries a -1 penalty to
reactions (including Bluff, Diplomacy, and Intimidate skill checks) in
health-conscious societies or in areas where food is scarce.
Overweight characters gain +2 to Swimming skill checks.
Fat - Your PC is considered Fat for his race.
Fat characters figure weight normally - and increase it by 60%. This
gives -2 on all reaction rolls (including Bluff, Diplomacy, and
Intimidate Skill checks) and counts as extra encumbrance. Normal
clothes and armor will not fit you - you will have to pay extra or
make your own gear. The PC is at -2 to the Disguise skill, and gets
+4 to Swimming skill checks
Obese - Your PC is considered Obese for his race.
Obese characters figure weight normally, and increase it by 90% to
120% (8+1d4 x10%). This gives -3 on all reaction rolls (including
Bluff, Diplomacy, and Intimidate Skill checks) and counts as extra
encumbrance. Normal clothes and armor will not fit you - you will
have to pay extra or make your own gear. The PC is at -4 to the
Disguise skill, and gets +6 to Swimming skill checks
Age Related Banes
Aged - Your PC is far older than the normal
beginning age of Player Characters. Apply the stat modifiers for OLD
age (from the DMG), and place the characters age somewhere within the
Old age category (players choice). The PC begins the game at Old
age on the Age Tables (approximately 50 for humans). In some cultures
the elderly have great respect shown them, and can gain a +2 on
reaction rolls, but in others they are seen as senile, and suffer a -2
on reaction rolls. Unlike most Banes, this one can be negated by
Youth-restoring magicks such as Potions of Longevity or Elixers of
Youth.
Frail - Your PC is extremely frail, and suffers
double the normal STR, DEX, and CON stat penalties for exceptional age
or youth. In addition to this penalty, the character is also rather
physically frail, and suffers +1pt of real damage from any blow caused
by a Blunt weapon, and +2pts of subdual damage from any non-lethal
attack. In addtion, critical hits caused by blunt weapons (including
most unarmed attacks) are increased by one multiple (such as from x2
to x3).
Youthful - Your character is far younger than the
normal beginning age of Player Characters. Your character is around
age 14-15 (in human years, or an equivalent amount in years for
non-human races) and suffers a -3 to reaction rolls (including Bluff,
Diplomacy, and Intimidate rolls) except when trying to pass oneself
off as a child instead of as an adult. People may like your PC, but
not fully respect her, and your PC may be barred from bars,
war-parties, guild memberships or social clubs due to her age. A
young character also suffers all age-related Stat modifications, which
are typically -1 to STR and CON for anyone ages 12-15 in human years.
Unlike most banes, this one dissappears once the PC reaches her age of
majority (as determined by her culture and the campaign world) -
typically the minimum Adult age in years for her race.
Miscellaneous Physical Banes
Addiction - The character is addicted to either a drug
or alcohol. Alcoholism is inexpensive, incapacitating, and (usually)
legal in most areas. Under normal circumstances, an alcoholic can
confine his drinking to the evenings, and therefore be able to
function (for game purposes) normally. However, any time an alcoholic
beverage (or drug) is present, the PC must make a Will save vs DC:20
(DC:15 if the binge would be self-destructive, like while in a
dungeon) or go on a 2-12 hour binge, followed by a hangover at least
twice as long (during which time all Stats are at a -2 penalty, and
all skills based on INT, WIS, or CHR are at an additional -1 for a net
penalty of -2 when combined with the -2 stat penalty from the line
above). A binge usually costs the character 10gp per level per binge
(alchohol) or 50gp per level per binge (drugs).
- Alcoholics suffer mood swings when drunk, and can go from extreme
friendliness to extreme hostility in seconds. The PC may talk too
freely, or make other mistakes in judgement. An alcoholic must make a
CON roll vs DC:12 yearly; failure means he loses 1pt off of any stat
(determined randomly). This loss is permanent if without access to
magical aid. Being addicted to a Drug is very much like being
addicted to alcohol, except that drug use is usually expensive and
illegal.
Easily Intoxicated - The PC can't hold his liquor, and gets drunk
or intoxicated 3x as fast as a normal PC would. In addition, he or
she suffers -2 to save vs against ingested drugs. PCs with this Bane
tend to have horrible hangovers. DC's of poisons and drugs are
increased by +2 for this character only.
Slow Healer - The PC heals at one half the normal rate of
healing. Magical healing still works normally upon the character.
Susceptible to Diseases - The PC cannot throw off/resist disease
organisms as well as an average character. The character suffers a
permanent -2 to all saving throws vs Diseases.
Susceptible to Poisons - The PC's body is exceptionally vulnerable to
poisons and venoms, even if antidotes are administered. The character
Suffers a permanent -2 to all saving throws vs Poisons.
Sterile - The PC cannot father children (if
male), or cannot bear children (if female) due to reproductive
problems. This doesn't mean the PC cannot enjoy sex! It simply means
the PC will never become pregnant (if Female) or cause a Pregnancy (if
Male). This may seem like a Free bane, but in many societies and
cultures being sterile is a serious disadvantage - such as a when a
typical fantasy Kingdom has its King or Queen die with no Heir. Also,
in societies where children are seen as a sign of status and wealth, a
Sterile adult (who presumably has no children of his or her own) will
suffer -1 to reaction rolls.
MENTAL BANES
Skill/Feat Related Banes
Illiterate - You begin the game not knowing how to read
or write in any language. You may become partially literate by
spending 2 skill points when you level up at a future date, and fully
literate by spending 4 skill points. Once you become literate, this
bane can be deleted.
Innumerate - You have no "feel" for numbers and cannot do
any math in your head; you must count on your fingers and toes. You
cannot count above 20, and even then you're not sure you didn't make a
mistake or two. You must painstakingly count your change from any
merchant. Also, the PC may not guess how many coins are in a pile or
in a bag - their estimates will always be hopelessly wrong.
Reduced Class Skills - The PC must select two class skills. These
skills are now permanently considered cross class for that character.
This Bane may not be taken more than once, unless the DM allows.
Reduced Feats - The character begins play with 1 feat less
than normal. This Bane cannot be taken more than once.
Uneducated - The PC has suffered from very poor tutelage
and thus begins the game with HALF his normal allotment of skill
points (not including INT bonuses), and -1 skill point less each level
he gains. For example, a first level fighter would gain 4 skill
points (plus INT bonus) instead of 8, and only gain 1 skill point per
level thereafter (instead of 2 skill points).
Social/Wealth Related Banes
Long term Enemy - Your PC has a foe that has dogged him
through his youth, and now follows him into adulthood. The DM and PC
should get together and create a fun, challenging foe. Until the PC
deals with the foe, it will be a constant thorn in his side. To keep
the bane challenging, the foe should gain levels at a rate similar to
the PC.
Reduced Status (Serf) - The PC is a member of a lower caste than
other folk, and gains +1 to reaction rolls with members of his own
caste (Serfs), -1 with normal folk, and -2 or more to reaction rolls
with rich and wealthy folk.
Reduced Status (Slave) - (Note that the PC must thus start the game as
a member of an enslaving country or culture). This means he is either
still a slave when the game begins, or an escaped slave - a wanted
criminal, with no rights. If captured, the best he can hope for is a
near-lethal whipping - the worst is death! Most folk will shun or
ignore a slave who approaches them for any reason, giving the PC a
reaction penalty of -3. The PC can reach freedom if he can reach a
country where slavery is illegal - but if he ever returns to the
slave-society, this bane re-surfaces.
Reduced Status (Criminal) - The character is infamous due to some
illegal act of his own or his mentors'. The PC gains a +2 to
reactions with all those who commit such deeds, but a -2 on reactions
with honest folk. If caught, he faces jail time (around 2d6 months at
the least) or worse, depending on his crimes.
Reduced Starting Cash - The PC has a greatly reduced amount of
starting money - HALF the normal amount. If this Bane is taken
twice the PC is Impoverished. If such is the case, the PC starts with
NO money whatsoever - all he owns are the clothes on his back! These
clothes are typically a peasants outfit - or better clothes damaged
so badly they are worth little more than a peasants rags. The
character may NOT choose to own Noble clothing, and then sell his
clothes for his starting money!!!
Stat Related Banes
Decreased Stat - Each time the character selects this Bane,
he must permanently subtract -1 from his INT, WIS, or CHR score (not
all three!). A Character may take this Bane multiple times, for any
combination of stats (up to the DMs Discretion)
Miscellaneous Mental Banes
Addiction - The character is addicted to either a drug
or alcohol. Alcoholism is inexpensive, incapacitating, and (usually)
legal in most areas. Under normal circumstances, an alcoholic can
confine his drinking to the evenings, and therefore be able to
function (for game purposes) normally. However, any time an alcoholic
beverage (or drug) is present, the PC must make a Will save vs DC:20
(DC:15 if the binge would be self-destructive, like while in a
dungeon) or go on a 2-12 hour binge, followed by a hangover at least
twice as long (during which time all Stats are at a -2 penalty, and
all skills based on INT, WIS, or CHR are at an additional -1 for a net
penalty of -2 when combined with the -2 stat penalty from the line
above). A binge usually costs the character 10gp per level per binge
(alchohol) or 50gp per level per binge (drugs).
- Alcoholics suffer mood swings when drunk, and can go from extreme
friendliness to extreme hostility in seconds. The PC may talk too
freely, or make other mistakes in judgement. An alcoholic must make a
CON roll vs DC:12 yearly; failure means he loses 1pt off of any stat
(determined randomly). This loss is permanent if without access to
magical aid. Being addicted to a Drug is very much like being
addicted to alcohol, except that drug use is usually expensive and
illegal.
Berserker - Your PC tends to lose control of herself
under stress, making frenzied attacks against the cause of the stress
(as the PC sees it). Anytime you are hit more than 3 times in one
round you must roll Will save vs DC:20 or else go berserk. When
berserking you attack at -2 to hit, but gain one extra attack per
melee round. You also suffer a -4 AC penalty and cannot opt to fight
defensively. You feel no injuries and suffer no ill effects from them
until the battle is over and the berserk state ends. The PC can try
to end the berserk state whenever he downs or kills a foe (rolling
Will vs DC:15); failure means he continues to berserk for another
round. If still berserking when no enemies are left, the PC will
attack friends and allies!
Chummy - Your PC works well within a group and will always
seek out company rather than be alone. When alone, the PC will be
unhappy and distracted, suffering a -2 penalty to all mental skills,
spells, psionics and INT or WIS based skills.
Combat Paralysis - Combat Paralysis gives the PC a permanent
initiative penalty of -2. If surprised, the character is unable to
act for 1 extra round, and is considered Flat-footed for the entire
time, until the surprise round and extra round are over.
Curiosity - Your PC is naturally inquisitive (nosy), and
when presented with an interesting item or situation, must roll WIS vs
DC:12 to avoid examining it, even if you know it will be dangerous.
The PC rationalizes his curiosity to others. The boon "Common Sense"
doesn't help - you know you're taking a risk, but you've just got to
know....
Greed - Your PC lusts after wealth. Anytime riches
are offered - as payment for fair work, gains from an adventure,
spoils of crime, or just plain bait, you must make a Will save vs
DC:15 to avoid the temptation. This roll is modified by the amount of
wealth offerred (relative to your current level of wealth). Small
amounts will not tempt a wealthy PC much (he will have up to +5 to his
saving throw), but a poor PC could have a penalty as large as -5 to
their Will save. If you took this Bane at the -2 level, the base
Will save DC is 20 instead of 15. If you took this Bane at the -3
level, the base Will save is 25 instead of 15.
Impulsiveness - Your PC hates talk and debate - she prefers
Action! She will put her two cents in when others want to stop and
discuss something - then quickly ignore them and do something -
anything - to provide interest. To wait and ponder a problem requires
a Will roll vs DC:15 to DC:20, depending on how boring the wait is,
and how long she has had to wait around for something to happen.
Note that this doesn't mean the PC will go jump into a pit - but she
may sneak off down a hallway to investigate etc...
Insomniac - The PC has difficulty falling asleep for
extended periods of time; roll WIS vs DC:12 each night - success
results in sleep, while failure means the PC loses 2 hours of sleep
and functions at -1 during the next day's activities. A natural 1
means the PC gets NO sleep that night and functions at -3 for the next
entire day. Once a period of sleeplessness starts, it lasts 3d6 days
before normal sleeping habits resume.
Nightmares - Your PC is tormented each night by horrible
nightmares occuring each time she sleeps. Sometimes they are so
harrowing they affect the PC's efficiency upon awakening. Roll Will
save vs DC:15 every morning. A success means there is no ill effect,
but a failure results in a -2 to all skill and stat checks for the
rest of the day. Spellcasters who fail the WIS check regain -1 spell
per spell level.) Example: If you had 5/3/1 spells (normally) you
would be able to cast 4/2/0 on a day after a harrowing nightmare.
This Bane is worth -2 to spellcasters, and -1 to members of other
classes.
On The Edge - Sometimes your PC doesn't care whether he
lives or dies. He is not actively suicidal, but he will take
unreasonable risks in the face of mortal danger. When the PC faces a
life-threatening situation (such as staring down a gang of thugs while
armed only with a toothbrush), he must make a WIS roll vs DC:12 to
avoid attacking. Most sensible people will avoid you (-2 on reactions
once this bane becomes apparent to others), and lowlives will mistake
your disregard for your own life as bravery, giving +2 on reactions.
Phobia - Your PC is unreasonably afraid of something
- exactly what is up to you and the DM. You can master your fear by
making a WILL Save vs DC:15 but even with success, the fear persists
and the roll must be repeated every 10-30 minutes. If your PC fails
the WILL save, he will refuse to get near the object of his fear, and
will panic if forced, doing weird and freaky things to avoid it - like
jumping off a cliff... The Will save DC increases to DC:20 at the
-2pt level, and DC:25 at the -3pt level.
Some sample phobias are: Crowds, Death and the
dead, Enclosed spaces, Insects, Magic, The number 13, Open spaces,
Darkness, Dirt, Heights, Loud Noises (like Thunder), Oceans & water,
Reptiles, and Weapons & Blood.
Sleepwalker - Your PC walks in his sleep. This is usually
just annoying or embarassing (unless you fall down the stairs), but
can be very dangerous if you happen to sleepwalk in "enemy territory"
- like a dungeon. On any given night, your PC will sleepwalk on a
failed Will save vs DC:15, and will awake after 5d6 minutes of walking
unless someone wakes him earlier. If your PC happens to trip and fall
or otherwise be awoken suddenly, he will be stunned for 1d10 rounds.
While sleepwalking your PC is in a hypnogogic state, giving a -2 to
save vs any Charm-related magic or psionic skill rolls.
Stuttering - Your PC suffers a stammer or speech
impediment, receiving a -2 on all reaction rolls where conversation is
required. Certain skills are impossible (such as Bluff, Innuendo and
Diplomacy), and PC's with this bane must make a DC:20 Concentration
check to correctly cast a spell with a verbal component - if they
fail, they have a 25% spell failure chance for that spell. This
Bane is worth -1pt for non spellcasters, and -2 for all spellcasters
that have verbal spells. A psion for example, does not use verbal
components and so would only gain -1pt for this Bane.
Truthfullness - Your PC hates to lie, and is very poor at
deception. To lie by omission requires a WIS save vs DC:15, and to
actually tell a lie requires a WIS roll vs DC:20. A failed roll means
your PC either blurts out the truth or stumbles so much his lie is
obvious. He also has -4 to Bluff, and -2 to Diplomacy skill checks.
Weak Will - The PC has -1 to save vs all WILL saves.
The PC also has difficulty asserting himself forcefully, thus gaining
him a -1 penalty to Bluff, Diplomacy and Intimidate skill checks in
situations where this trait is obvious.
SPECIAL BANES
Cursed - The PC or his family has been cursed by a
High-Level spellcaster. The nature of the Curse should be designed by
the DM, with input from the PC's player. The DM has final say over
the PC's Curse and its detriments, although a great story idea could
be the PC's attempt to get the curse removed! Unlike Cursed by a
Deity, Curses of this type can often (but not always) be removed with
a Break Enchantment spell (but usually not a simple Remove Curse
spell, unless cast by a very high level caster).
Cursed by a Deity - The PC or his family has been cursed by a
Deity. The nature of the Curse should be designed by the DM, with
input from the PC's player. The DM has final say over the PC's Curse
and its detriments, although a great story idea could be the PC's
attempt to get the curse removed! Most Curses imposed by a Deity
CANNOT be removed with the Remove Curse or Break Enchantment spells,
and require stronger magic - often in the form of a quest or powerful
aid from a spellcaster or outsider. This Bane is show as being worth
-3 to -5 because the effects of any given curse can vary greatly. The
DM should judge how much it will affect the character, and then decide
on how much the curse is worth.
Evil Twin / Arch Enemy - Your PC has an "evil twin" who looks and
sounds like the PC - and who occasionally uses a similar name to that
of the PC. PC's rarely meet their evil twin, but they DO hear about
them, usually when they're taking the blame for something they didn't
do. Evil twins can be mistaken for a split personality. The evil
twin will have the same stats, skills, and profession as the PC, and
appears in an adventure on a 5 or less (rolled on a d20). The only
visual and social difference (in many cases) between an evil twin and
the original is their specific gear, and their alignment.
- The Alternate version of this Bane is Arch-Enemy. You have a
powerful enemy from your past that hates you, or considers you his
nemesis. This enemy will dog your trail your entire life (until dealt
with in a permanent manner), causing serious problems for your
character - including (but not limited to) attempting to kill your
characters loved ones, harming or maiming your character, or
destroying things and institutions your character cares about.
Consider Batman and the Joker, and Superman and Lex Luthor for
examples of good Arch Enemies.
Infernal Attention - The Character (or his family) has attracted
the unwanted attention of a being from the lower planes, who will
prove to be a constant thorn in the side of the character and his
allies. If the PC is evil, the attention could be from the Upper
planes, at the GMs option. The GM should design a suitable NPC to
interact and harass the character - but this should rarely be an NPC
who is involved in COMBAT with the PC... it is more a roleplaying
Bane. On the other hand, the PC may decide that violence is the only
way to end the Infernal Attention.
Magic Dead - A character who is magic dead cannot ever
become an arcane spellcaster of any kind (and perhaps not a Psionic
either, depending on GM decisions). If the PC is already an arcane
spellcaster, he suffers a permanent -10% penalty to earned experience.
This Bane also interferes with the use of triggered magical items
(such as wands, staves and rods), but not constant or use-activated
items (such as armor and weapons, cloaks and such). Anytime a
character has to purposely activate a power in an item, he rolls a
d20; on a 1 or a 20, the attempt fails. If this occurs the charge
used is wasted, or the use per day/week etc is used (but in neither
case is any magical effect created). Note that Use activated items
(such as a ring of Protection +1) that also have activated powers
(such as firing a magic missile 1/day) can be used as per normal for
the base power - but when the triggered power is activated, they must
roll d20 to see if it is wasted.
Quirk - The character has an odd SIGNIFICANT
personality quirk, which must be roleplayed. Some possible examples
of a personality quirk are: Homosexuality, Constant fussing over your
hair and appearance, Compulsive Spending, Compulsive Gambling,
Miserliness, Neat Freak, Necrophiliac, Cannibalism, etc... - The DM
and player should come up with something the PLAYER feels comfortable
playing. The point value (-1 to -3) should represent both how strong
the impulse is and how freaky or disabling it is. Neat Freak might be
worth -1 in most cases, but Cannibalism should be worth at Least -2,
and probably -3.
Unluck - Your PC just has bad luck. Once per gaming
session the DM will arbitrarily and maliciously make something go
wrong for your PC. You may fail a vital die roll, an enemy might show
up against all odds, and so on. If the plot of the adventure requires
that something bad happen to a character, it will likely happen to you
first. The DM will never kill your character outright, but can
inconvenience him. If this bane is taken at the -5pt level, the PC
has REALLY bad luck and the DM can screw him TWICE a session!
This house rule for d20 D&D (3.0 or 3.5, either one should
work) allows for the use of special traits called Boons and Banes in a
D&D game, to enhance or detract from Player character abilities. A
Boon is a good thing for a character, and a Bane is a bad thing.
Boons and Banes (if overdone in either direction) can make a character
too powerful, or un-playable with disadvantages.
The whole point is that they should enhance the role-playing
aspect of the game, and to make it fun - not a torture-session. Thus,
each Boon and Bane have been assigned a numerical value (from +5 to
-5), and the DM will set an "Acceptable" level of Boons/Banes for the
players - such as "No one may have more than a net +2 bonus, or less
than -2." For Smaller groups (such as 2-3 players) the "Game Boon
Level" can be slightly higher, and for large groups the GBL should be
smaller.
Boons and Banes should be chosen based on the players
character concept, and with the DM's assistance. This is to ensure
the DM will allow the boons and banes you choose into his game - some
DMs may not want to run a game with some Boons or Banes, or find them
too weak or too powerful.
Random Die Roll Method
Roll d100 on the chart below once, to determine the total
value (positive or negative) of any Boons and Banes the Character
possesses. A player may always choose to have NO boons or banes for
his character. Boons and Banes are optional!
d100 Total Special & Modifiers
<=01 -4 The DM may modify the average party Boon & Bane level
02-05 -3 by either modifying the random dice roll on the chart
to the left (Such as All
06-20 -2 players get +10% to their rolls), or may simply
declare all players get
21-40 -1 whatever Boons/Banes they roll, +2 (or -2 for a
particularly hard game).
41-60 +0
61-80 +1 Average Values of Boons/Banes should be somewhere
around +0 to +2 for
81-95 +2 an average group of 4-6 players, and average around +2
(or more) for groups
96-99 +3 with less than 4 players.
100+ +4
Special Boons and Banes
Some boons and banes are classified as "Special" - which means
they are unusual, or unusually powerful, and cannot be chosen without
DM permission. This will usually require you to talk to your DM, and
(at the very least) write a background explaining why your character
has the unusual boon or bane.
Gaining & Losing Boons and Banes
Sometimes it is possible to gain or lose a boon or bane after
character creation, whether through magical experiment or horrific
injury, intense training or powerful roleplaying. The DM will be the
final arbiter of who gains or loses a Boon or Bane, according to his
judgement and the following guidelines.
In the case of Injuries (Such as Blindness or One Hand) it is
usually assumed that physical and mental disabilities require at least
7th level spells to repair - otherwise they would already have been
done. Likewise, without magical experimentation or some odd
confluence of events, it would be odd (to say the least) for a human
to develop Low Light Vision after character creation without magic
being involved - and in such cases, a 7th level spell or more is
usually required. Gold and XP costs should be levied against both the
Caster of the spell, and the person receiving the Boon (Usually using
a Limited Wish, Wish, or Miracle). When a person loses a Bane in
this fashion, it can be considered the same as gaining a boon, above.
Since Wish costs about 30,000gp and 5000xp, Players aren't likely to
rush out and try to buy the market dry in spellcaster-granted boons.
When a person gains a Bane through the events of the game, he
is not usually rewarded with any XP or Gold as compensation, although
(for example) he might allow a newly-blinded player character develop
the Acute Hearing boon, or gain the Blind-fight feat through the
Additional Feat Boon.
BOONS & BANES
PHYSICAL BOONS Value
Appearance Related
Attractive +1
Handsome/Beautiful +2
Very Handsome/Beautiful +3
Perfect Beauty +5
Attractive Scar +1
Attractive Voice +2
Acute Senses
Acute Hearing +2
Acute Vision +2
Acute Smell/Taste +2
Low-Light Vision +1
Increased Stat
(+1 STR, DEX, or CON) +2 Each
Movement Related
Quickstride +5ft +1
Quickstride +10ft +2
Spell Resistance
Magical Toughness +2
Spell Resistance (10+1/level) +5
Miscellaneous
Alcohol Tolerance +1
Double-jointed +1
Hard to Kill +1
Longevity +1
Rapid Healing +2
Resistant to Disease +1
Resistant to Poison +1
Toughness (DR -/1) +2 /pt
Additional Feat +3
MENTAL BOONS Value
Skill/Feat Related
Additional Feat +3
Craft Skill +1
Extra Class Skills +1
Increased Skill Points +3
Language Talent +1
Perform Skill +1
Profession Skill +1
Weapon Master +3
Social/Wealth Related
Heirloom (less than 500gp) +1
Heirloom (Magic Item) +2 to +4
Noble Family +2
Property +2
Wealth +1
Increased Stat
(+1 INT, WIS, or CHR) +2 Each
Miscellaneous
Absolute Direction +1
Animal Empathy +1
Common Sense +2
Eidetic Memory +2
Empathy +2
Fashion Sense +1
Intuition +1
Investments +1 to +2
Peripheral Vision +3
Strong Will +1
SPECIAL BOONS Value
Luck Related
Jinxed +2
Luck +1 /pt
Outsider Related
Blessed by a Deity +3
Blessed by an Elemental +3
Planewalker +3
Reanimation +3
Reincarnation +3
Resurrection +5
Miscellaneous
Danger Sense +2
Innate Magical Spell +1 to +3
Landed Noble +4
Mage Sight +3
Shapechanger +3
Snatching +3
The Evil Eye +3
Physical Banes Value
Appearance Related
Unattractive -1
Ugly -2
Very Ugly -3
Monstrously Hideous -5
Ugly Scar -1
Disturbing Voice -2
Decreased Senses
Color Blind -1
Night Blindness -1
Poor Hearing -2
Deaf -4
Poor Vision -2
Blind -4
Mute -2
Decreased Stat
(-1 STR, DEX, or CON) -2 Each
Disabilities
One Eye -2
One Hand -2
Lame -2
One Arm or Leg -3
Paraplegic -4
Weight Related
Skinny -1
Overweight -1
Fat -2
Obese -3
Age Related
Aged (50+ years old) -2
Frail -3
Youth (15 or less years old) -1
Miscellaneous
Addiction -1 to -3
Easily Intoxicated -1
Slow Healer -2
Susceptible to Disease -1
Susceptible to Poison -1
Sterile -1
Mental Banes Value
Skill/Feat Related
Illiterate -1
Innumerate -2
Reduced Class Skills -1
Reduced Feats -3 /feat
Uneducated -3
Social/Wealth Related
Long-Term Enemy -2
Reduced Status (Serf) -1
Reduced Status (Slave) -2
Reduced Status (Criminal) -2
Reduced Starting Cash -1
Decreased Stat
(-1 INT, WIS, or CHR) -2 each
Miscellaneous
Addiction -1 to -3
Berserker -2
Chummy -1
Combat Paralysis -2
Curiosity -1
Greed -1 to -3
Impulsiveness -1
Insomniac -1
Nightmares -1 to -2
On The Edge -2
Phobia -1 to -3
Sleepwalker -1
Spendthrift -1
Stuttering -1 to -2
Truthfullness -2
Weak Will -1
SPECIAL BANES Value
Cursed -2
Cursed by a Deity -3 to -5
Evil Twin / Arch Enemy -3
Infernal Attention -3
Magic Dead -2
Quirk* -1 to -3
Unluck -3 or -5
NOTE: All Boons and Banes may only be taken ONCE - unless the text
description of the Boon or Bane explicitly declares the Boon or Bane
can be taken multiple times. However, if a Catch-all Boon or Bane
is taken, such as Innate Magic Spell, Craft Skill, or Quirk,
they may be taken multiple times if (and ONLY if) the Powers, Skill,
or Quirks involved are fairly different from each other. For example,
you could take Innate Magic Spell: Disrupt Undead, and Innate Magic
Spell: Mage Hand - but you couldnt take Innate Magic Spell: Mage Hand
twice to get 2x the number of uses out of it - unless the DM gives you
express permission.
PHYSICAL BOONS
Appearance-Related Boons
Attractive - The character is considered to have a
pleasing appearance, and is considered attractive by those that find
members of the characters sex appealing. The Character gains +3 to
Bluff and Diplomacy skill checks against people that find the
character attractive.
Handsome/Beautiful - The character is considered to be Handsome
or Beautiful (as appropriate), by those that find members of the
characters sex appealing. The character gains +1 to Bluff and
Diplomacy skill checks vs all members of any race that finds the
characters race appealing, and +6 to Bluff and Diplomacy skill checks
against people that find the character attractive. The +1 and +6
bonus do not stack - use only the +6 bonus if both apply..
Very Handsome/Beautiful - The character is considered to be Very
Handsome or Very Beautiful (as appropriate) by those that find members
of the characters sex appealing. The character gains +2 to Bluff and
Diplomacy skill checks vs members of any race that finds the
characters race appealing, and +8 to Bluff and Diplomacy skill
checks against people that find the character attractive. The +2 and
the +8 bonus do not stack - use only the +8 bonus if both apply.
Perfect Beauty - The character is considered a Perfect
Specimen of his or her sex, and is thought to possess unearthly
beauty by those that would normally find the character appealing. The
character gains +3 to Bluff and Diplomacy skill checks vs members of
any race that finds the characters race appealing, and +10 to Bluff
and Diplomacy skill checks against people that find the character
attractive. The +3 and the +10 bonus do not stack - use only the +10
bonus if both apply.
Attractive Scar - The PC has a scar somewhere visible
on his or her body that `looks dashing' instead of gross, and adds +2
to all reaction rolls (Bluff, Diplomacy, and possibly Intimidate)
where the scar can be seen.
Attractive Voice - The PC has a clear, resonant voice
which sounds quite attractive. The PC gets +2 on all reactions where
her voice would be heard. It will also add +2 to skills such as
Diplomacy and Perform, and Bluff. The bonuses are cumulative with
the powers and skills of a Bard PC.
Acute Senses Boons
Acute Hearing The PC can hear even the smallest sounds if
lucky! The PC gets a bonus of +4 to all Listen skill checks.
Acute Vision The PC can see clearly at far ranges, reducing
the range penalty "to-hit" for missile weapons by one Range Increment
(ie: a +2 bonus useful only for negating range penalties). The PC
also gets a +2 bonus on Search and Spot rolls.
Acute Taste/Smell The PC has exceptional senses, and can taste
or smell with a +2 to Craft:Alchemy, Profession: Cook, and Survival
(for Tracking only). The GM can also allow a +2 circumstance bonus to
Spot when downwind of something rather smelly (signifying the
character smelling the "something" before actually *seeing* it). If
the DM feels this is too "Wussy", then this Boon grants the character
that receives it the "Scent" special ability (See Monster Manual), in
addtion to the abilities listed above. If this power is granted, I
suggest raising the cost of this boon to +3.
Low-Light Vision - The character gains Low Light Vision
(if he does not already possess it). If the character already has
Low Light Vision, the DM may say this boon has no further effect (and
is thus wasted) or may allow the character to instead gain Darkvision
to a range of 60 feet.
Stat-Related Boons
Increased Stat Each time the character selects this Boon, he
may permanently add +1 to his STR, DEX, or CON score (not all three!).
A Character may take this Boon multiple times, for any combination of
stats (as long as he can afford it).
Movement-Related Boons
Quickstride +5ft -The characters base movement is
increased by +5ft, permanently. Medium and Heavy armor still slows
the characters movements, and will hamper his maximum speed. This
speed bonus stacks with the speed increase gained by members of the
Barbarian and Monk classes
Quickstride +10ft The characters base movement is increased by
+10ft, permanently. Medium and Heavy armor still slows the
characters movements, and will hamper his maximum speed. This speed
bonus stacks with the speed increase gained by members of the
Barbarian and Monk classes.
Spell Resistance Boons
Magical Toughness - The character has an unusual resistance to
damaging and harmful spells, and gains DR -/2 versus any form of
magical spell that causes damage (using the whole spell as a
guideline, not each particular missile the spell might create). For
example, if a character with Magical Toughness was hit by 3 magic
missiles (from the same spell) he would reduce the total damage taken
by -2pts, not -6pts (which would be -2pts per missile). If the DM
finds this rather unsatisfactory, a possible alternative is that
harmful spells cause one point of damage less, per die, against that
character. Thus a flurry of three magic missiles does 3d4, not 3d4+3,
and a 10d6 fireball inflicts 10d6-10, rather than full damage. If the
second route is taken, Magical Toughness should be worth +3 as a Boon,
rather than +2.
Spell Resistance - The character who takes this Boon
gains the special quality of Spell Resistance (as an innate power)
equal to SR:10 +1 per character level. Thus, an 11th level character
(regardless of what his or her class levels were taken as) would have
an SR of 21.
Miscellaneous Boons
Alcohol Tolerance - The characters body metabolizes alcohol with
remarkable efficiency. The PC can drink steadily for an indefinite
period of time with no major detrimental effects. In drinking
contests, the PC with this boon will likely win against other drinkers
that don't. If both drinkers have this boon, compare their total STR
and CON to see who wins. If such rules are used, the character gains
+4 to FORT saves to resist the effects of Alcohol.
Double Jointed - Your PC can bend her body into weird
contortions - and also gain a +4 to Climb skill and Escape Artist
checks. Your limbs can bend in unusual and often disturbing (to
viewers) ways.
Hard to Kill - Your character is very tough and clings to
life with unusual tenacity. Most PC's die when their HP total drops
to -10; This boon allows the character to survive until he reaches -20
HP.
Longevity - Your characters lifespan is unusually long.
Add a +20% bonus to the characters natural lifespan. For example, a
humans lifespan is roughly 60-80 years, so Longevity adds 12-16 years
to this span.
Rapid Healing - The character regains hp and lost stat
points (from ability damage, not ability drain) at twice the normal
rate. This includes the damage from diseases and poisons.
Resistant to Diseases - The character throws off/resists all disease
organisms, even if forcibly injected with them. The character gains a
permanent +2 to all saving throws vs Diseases.
Resistant to Poisons - The characters body is exceptionally
resistant to poisons and venoms, even if forcibly injected with them.
The character gains a permanent +2 to all saving throws vs Poisons.
Toughness - The character is exceptionally tough, and
has a damage resistance (similar to a higher level Barbarian) of -/1.
This means he ignores 1pt of damage from any hit or damage he takes in
combat. This Boon can be taken multiple times; its effects stack with
itself, and with other items and class abilities that grant damage
reduction.
Additional Feat - The character possesses an extra feat slot,
which he or she may spend to purchase any extra feat the character
qualifies for. For example, a Fighter may not take Still Spell and
a character with less than 19 DEX would find Improved Two Weapon
Fighting somewhat less than useful (until they raised their stats to
qualify for the pre-requisites).
MENTAL BOONS
Skill/Feat Related Boons
Additional Feat - The character possesses an extra feat slot,
which he or she may spend to purchase any extra feat the character
qualifies for. For example, a Fighter may not take Still Spell and
a character with less than 19 DEX would find Improved Two Weapon
Fighting somewhat less than useful (until they raised their stats to
qualify for the pre-requisites).
Craft Skill - The character may select any craft skill at
Rank 4 for free. (Rank 4 does not include Stat modifiers, which
should be added by the player). This Craft skill can be increased
with skill points as the character rises in levels, as if it were a
Class skill.
Extra Class skills - The PC may select any 4 skills that are not
already class skills - these skills are now treated as class skills
from now on.
Increased Skill Points - The PC has had exceptional training by his
or her teachers, and due to that training has 8 extra skill points to
spend at first level, plus an extra +1 every level thereafter.
Language Talent - The character gains 1d4+1 languages
without having to spend Skill Points. The player *may* save these for
"Later Learning" if he wishes to do so.
Perform Skill -The character may select any Perform skill at
Rank 4 for free. (Rank 4 does not include Stat modifiers, which
should be added by the player). This knowledge skill can be increased
with skill points as the character rises in levels, as if it were a
Class skill.
Profession Skill - The character may select any profession
skill at Rank 4 for free. (Rank 4 does not include Stat modifiers,
which should be added by the player). This profession skill can be
increased with skill points as the character rises in levels, as if it
were a Class skill.
Weapon Master - This boon allows a 1st level Fighter,
Ranger, Paladin or Barbarian to gain BOTH a Weapon Focus Feat (of a
weapon of their choice) and an Exotic Weapon Proficiency (for a weapon
of their choice) free at first level. Fighters have the option of
choosing Weapon specialization as one of their free feats for any
weapon they already have Weapon Focus for, even if they are not level
4 or higher. All other classes gain a free "Weapon Focus" Feat of
their choice. This feat is an unusual case in that its much better
for warrior-classes than non-warriors - so DMs may want to charge +5
for this feat for warrior classes, and +3 for non-warrior classes.
Social/Wealth Related Boons
Heirloom - The PC begins the game with one very costly
item, of his and the DMs devising. This item can be anything worth
500gp or less, and can be called treasure, or gambling winnings -
whatever fits the character background.
Heirloom (Magical Item) - The PC begins the game with a minor magical
item of the DM's & PC's devising. The item is usually one which will
be useful to the characters' class abilities (such as weapons or armor
for fighters and thieves, Scrolls or rings for Mages and Clerics).
The DM always has final say over the item granted. Said item
often has a family history attached to it, and will have sentimental
value over and above it's magical powers. A rough (but by no means
rock-hard) guideline is to keep the magic item at or less than
8000gp in value.
Noble Family - The PC is a younger child of a Noble family,
with 1d4+1 older brothers and sisters. The PC will gain +2 on
reactions from people who respect nobility and their titles, and may
be invited to special events commoners would be excluded from.
Property - The character owns a large home or other
residence, either due to his own wealth or through his family. This
residence can be in a city or in the countryside (GMs choice), and
could be compared to a 4 bedroom home. Optionally, the character owns
land (about 4-10 square miles) that is totally undeveloped as yet.
Wealth - The character begins the game with
1d4+1 times the normal amount of starting money, which can be spent in
any way he desires, except that the DM may (or may not) allow the PC
to use the money to buy magical items.
Stat-Related Boons
Increased Stat Each time the character selects this Boon, he
may permanently add +1 to his INT, WIS, or CHR score (not all three!).
A Character may take this Boon multiple times, for any combination of
stats (as long as he can afford it).
Miscellaneous Mental Boons
Absolute Direction - The PC always knows which way is north, and
can always re-trace a path he has followed within the past month, no
matter how faint or confusing it may be. This boon also works
underground and underwater, and adds +2 to the Navigation Skill.
Animal Empathy - This boon gives the PC a +2 bonus to
reactions vs wild animals, and a +4 bonus vs domesticated animals.
This bonus applies to Animal Handling and Animal Empathy skills as
well.
Common Sense - The PC gets one Do-over a session, if and
when he or she does something really stupid, or makes a really bad
call that turns out poorly for the character. The Do-over must be
announced as soon as possible after the disastrous result being
redone, and if the player takes too long to declare the Do-over, the
DM may instead veto it. If the DM does veto the use of Common Sense,
he should allow the character to use the Boon again, later in the
session (ie: the use is not lost if the DM vetoes the current chosen
Do-over)
Eidetic Memory - Your PC will remember the general sense of
everything he concentrates on. Also, whenever he needs to remember a
detail of something he was told, the DM will roll an INT check vs
DC:15. If the roll succeeds, the DM will tell your PC the remembered
detail. This boon adds +1 to ALL intelligence-based skills.
Empathy - Your PC has a "feel" for people. When he
first meets a person (or re-unites after a long absence), he gets a
Sense Motive skill roll at DC:15. If the roll succeeds, the PC gets
an idea of that persons' character and emotional state. A roll vs
DC:20 will tell the PC whether or not a person is lying - the truth is
not revealed, however - the PC just has a gut instinct that the person
lied.
Fashion Sense - The PC is never caught by surprise when
fashions change - she is always one step ahead of the crowd. The PC
has the ability to create a fashion statement out of the cheapest and
most non-descript materials. A PC with this boon and the Craft:
Seamstress/Tailor gains a +4 bonus to that skill, and has the
potential to be a successful fashion designer. The PC gains a +3 to
all reaction rolls in social situations where she has a chance to plan
her attire in advance.
Intuition - Your PC usually guess's right when faced
with multiple options and no logical way to choose between them. A
successful WIS roll vs DC:15, plus the number of "wrong" choices,
minus the number of "right" choices, means the DM will steer your PC
towards the "Right" choice. A natural 20 means the DM will steer your
PC to the BEST possible choice. A failed roll means the DM points
your PC to any option, determined randomly. A critical failure
(natural 1) means he points the PC to the WORST possible choice. Due
to the nature of the roll, the DM usually makes this roll, instead of
the player.
Investments - Your PC, by virtue of good luck, good
investment or hard work, has valuable investments which pay out a
monthly stipend (even though the actual capital cannot be touched).
This may be part-ownership in a business or trade consortium, or a
young noble's allowance. The income is given out from a roughly set
geographical source, which doesn't move about (unless the DMs game has
institutions like Banks in his game) - so the PC has to travel back to
the source to get his cash. If the cash is not picked up, it "stacks"
until the PC picks it up. The PC should make about 50gp per level
per month.
Peripheral Vision - The PC has a wide range of vision - when
something dangerous or interesting happens "behind your back", the DM
will roll a SPOT check vs DC:20. Success means your character saw
something, or saw enough to alert the character to the possible
danger. An alerted character cannot be Flanked for that round. The
PC can strike either his right or left flanks with no penalties, and
is only +2 to be hit from behind, not +4.
Strong Will -The PC is very hard to frighten, even in
scary or dangerous circumstances, and gains a permanent +2 on all
saving throws vs Fear or Terror.
SPECIAL BOONS
Luck-Related Boons
Jinxed - This character `steals' luck from everyone
around him, giving all affected creatures -1 to all die rolls,
including "To Hit" rolls, damage rolls, saving throws, surprise rolls
and Ability Checks. However, on the plus side, the character himself
is immune to this effect! Range is up to the DM but usually is close
to a 30ft radius. This Bane can be taken no more than 2 times (the
second time increasing the range of the Jinx to 50ft instead of 30ft).
This is considered a Boon because it is predictable, and affects your
enemies as well as your allies - so everyone suffers, except you -
which in its own way is a bonus by default.
Luck - Your character is luckier than normal (which
is measured in increments called Luck Points). Each session of
play, you have access to 1 luck point per time you bought this Boon,
up to a maximum set by the DM (usually 5 points) for Non-Epic
Characters (any character below 21st level), and no more than 8-10 for
even the most skilled of Epic Characters. At the beginning of each
session of play, you regain all your lost Luck points, unless the DM
decides you must wait for the end of the adventure - which can happen
when you often play in adventures that take more than 2-3 sessions to
complete.
Luck Points can be spent at any time, with some restrictions. You can
spend any number of luck points in one round as long as you do not use
more than one luck point for the same purpose in the same round. Luck
points may be spent for the following purposes:
You can re-roll a Combat roll, Initiative Roll, Saving Throw or Skill
Check on a d20, and take the best of either roll, or a 10 if the luck
d20 result is less than 10.
You can automatically confirm a Critical Hit when a Threat is rolled
in combat without having to re-roll to confirm the Critical Hit.
You can automatically stabilize yourself from bleeding to death while
at negative hit-points, and be raised from -9 hit points to 0 (zero)
hit points, simultaneously. If you have Boons or Feats that allow you
to survive at hit point totals less than -9, the Luck Point will raise
your hit points by +10, but never higher than 0 (zero)
You can invoke Serendipity. Serendipity is a re-write of the
scenery that assists your character in some task, usually through
coincidence or happenstance. For Example - The Guard to the Jail cell
you are trapped in turns out to be your Cousin, or while being chased
downstream by a covey of Hags, you fortuitously find an un-tended
canoe that helps you escape their clutches. The DM has Veto rights to
negate the serendipity - especially if it throws the entire plot of
the adventure out of balance, but if he does veto the Serendipity, you
do not lose your luck point
You can gain a Second Wind and heal back up to half your full hit
point total in subdual damage, automatically, or instead may heal 2
hit points of real damage per character level. This kind of simulates
Its not as bad as it looks. sort of injury.
You can influence (by re-rolling once) a die roll that affects the
final fate of your character - such as a Reincarnation spell on your
dead Hero, but NOT stuff like random treasure generation - to get a
form or gender more to your liking. However, unlike the combat roll
use, you cannot default to 10" (average of the die roll) unless the
DM gives you permission. IF you do not have permission, you must
select one of the two dice rolls, even if they both result in the same
end effect.
- Luck cannot be used on Meta-Game rolls; things like determining a
monsters HP total, rolling for hp when gaining a level, or determining
magical items in a given treasure hoard. It can (in this case only)
affect the results of a Reincarnation spell, or possibly affect the
results of a Deck Of Many Things (although the DM will have the final
say on the latter item).
Outsider-Related Boons
Blessed By a Deity - The PC has been blessed with a gift - most
often access to a Domain of spells (and its associated granted power)
- by a Deity of similar alignment. The Character can cast 1 spell
(initially) from the chosen Domain as if her were a Cleric of equal
level. As the character gains experience, he may gain access to
higher level Domain spells as if his was a member of the Cleric class.
Clerics who take this Boon instead gain a Third Domain, and the
ability to cast 1 extra domain spell for each level of spells they
have access to. (ie: Can cast 2 domain spells a day, chosen from 3
Domains).
Blessed By an Elemental - The PC has been blessed by an elemental
being of great power, and has gained 10pts of Elemental resistance
from either Fire (Fire damage), Air (Lightning damage), Water (Cold
Damage) or Earth (Acid damage). This Boon can be received multiple
times; its effects stack.
Planewalker - The PC has the natural ability to travel the
planes. A character with this boon can travel from the first layer
of any outer plane (or any Prime Material world) to the Astral plane,
or vice versa. The PC may also travel from any Prime world to the
Ethereal plane or vice versa. Note that this power does NOT provide
any means of survival on the target plane, so the PC had better come
prepared! This boon can be used up to 3 times per day and requires
one round of concentration and a successful DC:15 Concentration skill
check to activate.
Reanimation - This boon is a lesser version of
Resurrection - since it provides the PC with a limited form of
(skewed) immortality. The PC has "9 lives", and whenever the PC
dies, he reanimates within 1d10 minutes of his death, into the nearest
similar dead body. The order of "preference" of bodies to reanimate
are: Same Race, Same type (Such as Humanoid, Animal etc), least
damaged PC race, Any Animal. Gender is irrelevant, as is age -
although a person cannot rise as someone so old they will soon die
again. Physical stats are rolled on 4d6 (take three highest), and
add +1pt for every 4 levels of the character.
This means he might come back as one of his slain foes, or allied
party members! If his spirit is trapped (via the Soul Bind
spell for example), he cannot reanimate until his spirit is freed. If
there are no dead bodies to reanimate into within a reasonable
distance, the DM can also rule that the PC cannot reincarnate
until something dies "within range" that provides a suitable body.
There is a 10 minute grace period between the time of the
death/reanimation and the spending of a "Life" - so if a PCs paranoid
friends cut down their re-animated friend, he won't waste a life until
he's had a few minutes to tell them who he is.
Reincarnation - This boon is a lesser form of
Resurrection, since it provides a character with a limited form
of immortality. The PC has 9 lives, and upon the characters
death, he or she will be reincarnated (as per the spell) within 1d10
minutes. Otherwise this boon is identical to Reanimation.
Resurrection - This special Boon must be used with care - used
improperly it can give a character a form of immortality
(which is why its so useful in solo games too!). When the
character dies, he is resurrected into a new body after being dead for
1d10 minutes, even if his bodily remains are disintigrated or
dissolved by oozes and acids. You have 9 "Lives" with this Boon
- when they are used up, if you die again, you stay dead. You
ressurect as yourself (not into a new body, like Reanimation
Boon). The DM may rule that if your spirit is trapped (like by the
Soul Bind spell) you cannot resurrect until your spirit is freed. The
DM may use this boon as Incredible luck used to cheat death
rather than magical or divine aid if he wishes - a la Nobody could
have survived that!
Miscellaneous Special Boons
Danger Sense - If the PC is in danger (known or unknown),
the DM should make a Sense Motive roll vs DC:15 for the character.
Success means the character gets a prickly feeling on the back of
their neck and realizes something is wrong. A DC:20 on the roll gives
a little detail as to the nature of the danger, and also prevents the
character from being flanked for the first round of combat, should an
ambush occur within 1 minute of sensing the danger.. This can provide
a non-magical method of "detection" if the PC feels his WIS roll is
reliable enough to trust in this fashion. A successful roll means you
are not caught flat-footed in an ambush.
Innate Magical Spell - The PC has a natural aptitude for magic, and
can cast a spell up to 3/day. Usually the spell in question should
be chosen from the Sorceror & Wizard charts in the PHB, but the DM
might allow the character to choose from the Bard, Cleric, or Druid
lists if he chooses. The DM has Veto rights over any particular
spell. A level 0 spell costs +1, a level 1 spell costs +2, a level 2
spell costs +3 and so on, although the DM should maintain careful and
STRICT limitations on characters who want (or possess) the innate
ability to cast spells above level 3. The highest level spell that
should ever be allowed is maxed out at level 4, which costs +5.
Landed Noble - As "Noble", but the PC is actually the Heir
of a Noble Family (the DM must first grant permission for this). If
so, the PC gains +4 on reactions from people who respect nobility and
titles (including all Bluff, Diplomacy, and Intimidate skill checks).
To offset this, the PCs parents might require the PC to wed a
particular person, or the PC might be plagued by attempts to steal his
or her birthright. The PC (or his family) will own moderate tracts of
land. If either this, Noble Family, or Property is rolled again, the
character (or family) owns LARGE tracts of land, and instead of having
this Boon stack, should take the "Investments" Boon instead.
Mage Sight - The PC is quite sensitive to magical auras.
He may cast (as an innate supernatural power) the spell Detect Magic,
up to Three times per day, and Identify 1/day by sight (Casting time
1rd). The knowledge gained is intuitive in nature, rather than
analytical, but still just as accurate.
Shapechanger - The character has the natural ability to
change between his or her normal form to one other form, chosen when
this Boon is selected. The alternate form can be of any standard PC
race in the PHB, or any Medium-sized (or smaller) Animal, of either
gender and appearance. This is similar to a Druid's Wildshape
ability, with the possible exception that the PC gains the methods of
breathing and movement etc... that the body switched into does. The
PC may stay in the alternate form for as long as he or she desires.
Also, for every 4 levels the character gains, he may add one new
alternate form (subject to the DM's ruling). As a side-effect, the
character gains the "Shapechanger" subtype.
Snatching - This is the power to find (almost) any
desired item from an alternate world and "snatch" it across the
dimensions to your PC. This power cannot be used to travel across
dimensions in any way. The items snatched do not come from the PC's
world, but rather from some nameless alternate; thus a snatcher can
get items for himself, but can never intentionally take them away from
some specific other person. Snatching requires a skill roll to
succeed, and regardless of success or failure, can only be attempted
3/day.
The act of "snatching" takes one full round
and requires the PC to make grasping and reaching motions with his
hand(s). If the PC cannot make these motions, the DC of the snatching
attempt rises by +2. The Character can improve this Boon by taking
the Feat "Skill Focus: Snatching", which permanently adds +2 to
his attempts to Snatch. Snatching is always a class skill, and is
based on INT.
DC Item
10 Common garment or tool (Breeches or a candle, rope or a torch,
a knife or a small shovel.
15 An expensive garment, a shield, a sword, or a somewhat complex
device like theives tools or Holy water. A small handful of
copper or silver coins, a few small gems (10gp to 50gp ea).
20 A rare garment (furs etc...), a suit of light armor, a small
handful of gold coins, a few valuable gems (100gp ea).
25 A suit of medium armor, a handful of platinum coins, a single
valuable gem (worth 500gp to 1000gp), a gun or some other
foreign high-tech weapon.
30 A suit of Heavy armor, a single valuable gem worth 5000gp,
(GM Option: A magical item)
Magical items can usually not be gained in this fashion, and
neither can Hi-Tech items such as guns, jewels or gems (save the most
crude or low quality), unless the DM allows such uses. A character
with Snatching may never "Take 10" or "Take 20". A failed snatching
attempt causes 1d6 points of subdual damage per 5pts the die roll
failed by.
The Evil Eye - The character with this boon is not
necessarily Evil in alignment (indeed, it is quite possible for a Good
character to have this Boon, although it would be rather uncommon in
such individuals). A person blessed with the gift of the Evil Eye
can cast Doom 3/day, and Bestow Curse 1/week (both by a silent act of
will, although in all other ways it resembles a still, silent Doom
spell), and may if he or she chooses, attempt to lay Dire Curses if
horribly wronged (as per guidelines in Ravenloft) or lay a Dying Curse
(as per guidelines in Ravenloft and Dragonlance books). As with all
Special Boons, the DM has final say (and Veto power) over the power of
any Dire or Dying curse a player may choose to try and inflict on
another being.
PHYSICAL BANES
Appearance Related Banes
Unattractive - The character has a displeasing appearance,
and is considered unattractive by those that find the members of the
characters sex appealing. The character suffers -3 to Bluff and
Diplomacy skill checks against people that find the character
unattractive.
Ugly - The character is considered ugly by those
that find the members of the characters sex appealing. The character
suffers -1 to Bluff and Diplomacy skill checks (and +1 to intimidate
skill checks) vs all members of any race that finds the characters
race appealing, and -6 to Bluff and Diplomacy skill checks against
people that find the character unattractive. The -1 and -6 penalties
do not stack - use only the -6 bonus if both apply.
Very Ugly - The character is considered Very Ugly by
those that find the members of the characters sex appealing. The
character suffers -2 to Bluff and Diplomacy skill checks (and +2 to
Intimidate skill checks) vs all members of any race that finds the
characters race appealing, and -8 to Bluff and Diplomacy skill checks
against people that find the character unattractive. The -2 and -8
penalties do not stack - use only the -8 bonus if both apply.
Monstrously Hideous - The character is considered a monstrous
abomination by those that find members of the characters sex
appealing. The character suffers -3 to Bluff and Diplomacy skill
checks (and +3 to Intimidate skill checks) vs all members of any race
that finds the characters race appealing, and -10 to Bluff and
Diplomacy skill checks against people that find the character
unattractive. The -3 and -10 penalties do not stack - use only the
-10 bonus if both apply.
Ugly Scar - The PC has a scar somewhere visible on his
or her body that `looks horrible', and gives a -2 penalty to all
reaction rolls where the scar can be seen. If this Bane is rolled
more than once, treat the subsequent rolls as "unattractive
appearance".
Disturbing Voice - Your PC's voice is naturally unpleasant.
You may choose any explanation for this bane - the voice could be
raspy, high-pitched and squeaky, sound nasal - whatever. This causes
a -2 to reaction rolls where your PC's voice would be heard, including
all attempts at ettiquette, Fast-talking, and oratory. A PC cannot
possess this bane AND the boon "Attractive Voice" - they are each
others' opposites.
Decreased Senses Related Banes
Color Blind - Your PC cannot see any colors at all. This
is usually a nuisance, but will provide difficulties in any situation
requiring color identification (gem-buying, Heraldry, telling Gold
coins from Silver ones etc...). Professional Merchant skills (NWP's)
are at -2, including all attempts at appraisal. The PC suffers -2 to
all shadowing/tracking skills.
Night Blindness - Your PC has very poor night vision, and
suffers -2 to all skills and combat rolls in areas of poor light (such
as torch-light or a full moon) and -4 (or worse) to the above rolls in
anything worse than bright torch-light (such as candle-light or the
dark of the moon. If an enemy is gaining a miss chance due to
concealment based on darkness (such as in a Darkness spell), the enemy
is considered fully concealed (miss chance 50%) when being targeted by
your character.
Poor Hearing - The PC is not deaf, but does suffer some
hearing loss. he is at -4 to all Listen checks, and is at -2 to any
skill proficiency that requires you to hear to be effective, such as
Fast-Talk, Diplomacy, Seduction, etc... An Ear-trumpet will give a +2
to the roll, and a Cure Deafness will remove this bane. If this Bane
is rolled twice, the character is totally deaf, and can communicate
only through sign language, innuendo (in the form of gestures and body
language) or by magical or psionic telepathy.
Deaf - The character is totally, 100% deaf, and
cannot hear ANYTHING. He gains Gesture as a bonus language, and Lip
Reading (if such a skill or language is available in the campaign),
and can be literate in languages - for reading only. Deaf PC's get
a +3 to Bluff or Innuendo and Sense Motive, when used to send
"messages" by gestures and hand signs. Without careful training (or
prior ability to hear) he cannot even correctly pronounce words -
since he has never heard HOW to pronounce words the way they should
be. For other effects of Deafness, refer to the DMG and PHB for
details.
Poor Vision - The PC is very nearsighted, and cannot see
clearly at range. All range penalties for missile weapons and spells
"to Hit" are doubled. The character also suffers -2 on all spot
rolls, and on search rolls to detect secret doors and traps unless
corrective lenses or glasses are worn.
Blind - The character is 100% blind, and cannot see
ANYTHING. He gains Listen as a class skill for all classes he
possesses, and may be literate in any language he knows. However,
since he cannot see the written words, he cannot read - so unless he
was able to see prior to going blind, a blind character will probably
be unable to write (not knowing how to shape the letters since hes
never seen a letter or writing). Scrolls are useless items to persons
who are blind. For other effects of being Blind, refer to the DMG and
PHB for details.
Mute - Your PC cannot speak - all your
communications with other players must be in writing or sign language.
If the PC is not literate, he CANNOT read/write - he can only
communicate through gesture. Mute PC's get a +3 to Bluff or Innuendo
and Sense Motive, when used to send "messages" by gestures and hand
signs. Innuendo is always a class skill for a Mute PC.
Stat Related Banes
Decreased Stat Each time the character selects this Bane, he
must permanently subtract -1 to his STR, DEX, or CON score (not all
three!). A Character may take this Bane multiple times, for any
combination of stats (up to the DMs discretion).
Disabilities
One Eye - You have only one good eye - you may wear a
glass eye or use an eyepatch. Your PC suffers -1 to hit in melee
combat, and -3 with anything involving missile weapons, thrown
objects, or driving a vehicle faster than a horse and buggy. The PC
has -1 to all reaction rolls due to his deformity.
One Hand - Your character has either been born without
a hand, or lost it due to combat or an injury during his childhood.
The character is obviously restricted in some ways - without an
effective prosthesis firing a longbow is virtually impossible, for
example. Most skills that require two hands to do, are either
impossible, or cause the character to suffer a -4 penalty to his skill
check. The character can use a shield if it is rigged to be used
without a hand to grip it (which costs about 2x the cost of a normal
shield). The character can also usually purchase or have made a crude
prosthesis (usually a hook) to replace his hand. If used in combat, a
prosthetic hook is a one-handed light weapon that does 1d3 damage (x2
critical), and can be disarmed. Your PC has -1 to reaction rolls due
to his deformity.
Lame - Your PC has a bad leg. His movement is
reduced by 10ft (from 30ft to 20ft) or by 5ft (from 20ft to 15ft).
You suffer a -2 penalty to any roll involving running or walking, and
suffer a -1 penalty to all melee weapon attacks. Damage rolls are
unaffected by this bane.
One Arm or Leg - One Arm is similar to One Hand except that
the character cannot use a shield, and has a more restricted use of
his limbs (although the -4 penalty does not increase). One Leg is
similar to Lame except that without crutches or a prosthetic leg
(usually a Peg-leg), walking is impossible, and the character can
only crawl. A character with one leg suffers -4 to all Ride skill
checks (at least) and -2 to all attacks made from the back of a horse.
If a person with One Leg wears a Peg-leg, he is instead considered
Lame until he loses his Peg-leg (a peg-leg can be disarmed by an enemy
using the disarm maneuver, and it can also be knocked free in a fall
or during grappling if it is not tied on).
Paraplegic - The character cannot move or feel his legs
in any way, either due to a birth defect, or more commonly due to
severe lower spine trauma from injuries or wounds. Because of this,
he cannot walk at all, nor swim (except in a crude way, and even then
at -8 to skill). The character must be carried or use a wheelchair or
similar device to move about, without using magic or high-tech
devices. If a paraplegic takes part in combat, he suffers -4 to any
roll involving movement, and -2 to all melee or ranged attacks, as
well as -2 to REF saves). In real life many Paraplegics cannot feel
when their legs are injured, and dont see or notice wounds until they
are already severely injured - in the interest of making this playable
as a bane, I have ignored that trait - its already strong enough.
Note that even though a paraplegic might not feel an injury, he still
takes damage when his legs are hurt!
Weight Related Banes
Skinny - Your PC is noticeably and extremely
underweight. This isnt the normal way a person is slender, but
rather extreme skinniness - where bones show strongly and the
character looks both underfed, and possibly unhealthy. A character
who is skinny will figure weight normally and subtract one-third to
one-half. Skinny PC's cannot have a CON higher than 14, and cannot
have a reaction bonus higher than
+4.
Overweight - Your PC is somewhat heavy for his or her
race - not fat, but what modern folk might call Husky or Full Figured.
Overweight characters figure weight normally, and add 30%. This extra
weight is counted as extra encumbrance, and carries a -1 penalty to
reactions (including Bluff, Diplomacy, and Intimidate skill checks) in
health-conscious societies or in areas where food is scarce.
Overweight characters gain +2 to Swimming skill checks.
Fat - Your PC is considered Fat for his race.
Fat characters figure weight normally - and increase it by 60%. This
gives -2 on all reaction rolls (including Bluff, Diplomacy, and
Intimidate Skill checks) and counts as extra encumbrance. Normal
clothes and armor will not fit you - you will have to pay extra or
make your own gear. The PC is at -2 to the Disguise skill, and gets
+4 to Swimming skill checks
Obese - Your PC is considered Obese for his race.
Obese characters figure weight normally, and increase it by 90% to
120% (8+1d4 x10%). This gives -3 on all reaction rolls (including
Bluff, Diplomacy, and Intimidate Skill checks) and counts as extra
encumbrance. Normal clothes and armor will not fit you - you will
have to pay extra or make your own gear. The PC is at -4 to the
Disguise skill, and gets +6 to Swimming skill checks
Age Related Banes
Aged - Your PC is far older than the normal
beginning age of Player Characters. Apply the stat modifiers for OLD
age (from the DMG), and place the characters age somewhere within the
Old age category (players choice). The PC begins the game at Old
age on the Age Tables (approximately 50 for humans). In some cultures
the elderly have great respect shown them, and can gain a +2 on
reaction rolls, but in others they are seen as senile, and suffer a -2
on reaction rolls. Unlike most Banes, this one can be negated by
Youth-restoring magicks such as Potions of Longevity or Elixers of
Youth.
Frail - Your PC is extremely frail, and suffers
double the normal STR, DEX, and CON stat penalties for exceptional age
or youth. In addition to this penalty, the character is also rather
physically frail, and suffers +1pt of real damage from any blow caused
by a Blunt weapon, and +2pts of subdual damage from any non-lethal
attack. In addtion, critical hits caused by blunt weapons (including
most unarmed attacks) are increased by one multiple (such as from x2
to x3).
Youthful - Your character is far younger than the
normal beginning age of Player Characters. Your character is around
age 14-15 (in human years, or an equivalent amount in years for
non-human races) and suffers a -3 to reaction rolls (including Bluff,
Diplomacy, and Intimidate rolls) except when trying to pass oneself
off as a child instead of as an adult. People may like your PC, but
not fully respect her, and your PC may be barred from bars,
war-parties, guild memberships or social clubs due to her age. A
young character also suffers all age-related Stat modifications, which
are typically -1 to STR and CON for anyone ages 12-15 in human years.
Unlike most banes, this one dissappears once the PC reaches her age of
majority (as determined by her culture and the campaign world) -
typically the minimum Adult age in years for her race.
Miscellaneous Physical Banes
Addiction - The character is addicted to either a drug
or alcohol. Alcoholism is inexpensive, incapacitating, and (usually)
legal in most areas. Under normal circumstances, an alcoholic can
confine his drinking to the evenings, and therefore be able to
function (for game purposes) normally. However, any time an alcoholic
beverage (or drug) is present, the PC must make a Will save vs DC:20
(DC:15 if the binge would be self-destructive, like while in a
dungeon) or go on a 2-12 hour binge, followed by a hangover at least
twice as long (during which time all Stats are at a -2 penalty, and
all skills based on INT, WIS, or CHR are at an additional -1 for a net
penalty of -2 when combined with the -2 stat penalty from the line
above). A binge usually costs the character 10gp per level per binge
(alchohol) or 50gp per level per binge (drugs).
- Alcoholics suffer mood swings when drunk, and can go from extreme
friendliness to extreme hostility in seconds. The PC may talk too
freely, or make other mistakes in judgement. An alcoholic must make a
CON roll vs DC:12 yearly; failure means he loses 1pt off of any stat
(determined randomly). This loss is permanent if without access to
magical aid. Being addicted to a Drug is very much like being
addicted to alcohol, except that drug use is usually expensive and
illegal.
Easily Intoxicated - The PC can't hold his liquor, and gets drunk
or intoxicated 3x as fast as a normal PC would. In addition, he or
she suffers -2 to save vs against ingested drugs. PCs with this Bane
tend to have horrible hangovers. DC's of poisons and drugs are
increased by +2 for this character only.
Slow Healer - The PC heals at one half the normal rate of
healing. Magical healing still works normally upon the character.
Susceptible to Diseases - The PC cannot throw off/resist disease
organisms as well as an average character. The character suffers a
permanent -2 to all saving throws vs Diseases.
Susceptible to Poisons - The PC's body is exceptionally vulnerable to
poisons and venoms, even if antidotes are administered. The character
Suffers a permanent -2 to all saving throws vs Poisons.
Sterile - The PC cannot father children (if
male), or cannot bear children (if female) due to reproductive
problems. This doesn't mean the PC cannot enjoy sex! It simply means
the PC will never become pregnant (if Female) or cause a Pregnancy (if
Male). This may seem like a Free bane, but in many societies and
cultures being sterile is a serious disadvantage - such as a when a
typical fantasy Kingdom has its King or Queen die with no Heir. Also,
in societies where children are seen as a sign of status and wealth, a
Sterile adult (who presumably has no children of his or her own) will
suffer -1 to reaction rolls.
MENTAL BANES
Skill/Feat Related Banes
Illiterate - You begin the game not knowing how to read
or write in any language. You may become partially literate by
spending 2 skill points when you level up at a future date, and fully
literate by spending 4 skill points. Once you become literate, this
bane can be deleted.
Innumerate - You have no "feel" for numbers and cannot do
any math in your head; you must count on your fingers and toes. You
cannot count above 20, and even then you're not sure you didn't make a
mistake or two. You must painstakingly count your change from any
merchant. Also, the PC may not guess how many coins are in a pile or
in a bag - their estimates will always be hopelessly wrong.
Reduced Class Skills - The PC must select two class skills. These
skills are now permanently considered cross class for that character.
This Bane may not be taken more than once, unless the DM allows.
Reduced Feats - The character begins play with 1 feat less
than normal. This Bane cannot be taken more than once.
Uneducated - The PC has suffered from very poor tutelage
and thus begins the game with HALF his normal allotment of skill
points (not including INT bonuses), and -1 skill point less each level
he gains. For example, a first level fighter would gain 4 skill
points (plus INT bonus) instead of 8, and only gain 1 skill point per
level thereafter (instead of 2 skill points).
Social/Wealth Related Banes
Long term Enemy - Your PC has a foe that has dogged him
through his youth, and now follows him into adulthood. The DM and PC
should get together and create a fun, challenging foe. Until the PC
deals with the foe, it will be a constant thorn in his side. To keep
the bane challenging, the foe should gain levels at a rate similar to
the PC.
Reduced Status (Serf) - The PC is a member of a lower caste than
other folk, and gains +1 to reaction rolls with members of his own
caste (Serfs), -1 with normal folk, and -2 or more to reaction rolls
with rich and wealthy folk.
Reduced Status (Slave) - (Note that the PC must thus start the game as
a member of an enslaving country or culture). This means he is either
still a slave when the game begins, or an escaped slave - a wanted
criminal, with no rights. If captured, the best he can hope for is a
near-lethal whipping - the worst is death! Most folk will shun or
ignore a slave who approaches them for any reason, giving the PC a
reaction penalty of -3. The PC can reach freedom if he can reach a
country where slavery is illegal - but if he ever returns to the
slave-society, this bane re-surfaces.
Reduced Status (Criminal) - The character is infamous due to some
illegal act of his own or his mentors'. The PC gains a +2 to
reactions with all those who commit such deeds, but a -2 on reactions
with honest folk. If caught, he faces jail time (around 2d6 months at
the least) or worse, depending on his crimes.
Reduced Starting Cash - The PC has a greatly reduced amount of
starting money - HALF the normal amount. If this Bane is taken
twice the PC is Impoverished. If such is the case, the PC starts with
NO money whatsoever - all he owns are the clothes on his back! These
clothes are typically a peasants outfit - or better clothes damaged
so badly they are worth little more than a peasants rags. The
character may NOT choose to own Noble clothing, and then sell his
clothes for his starting money!!!
Stat Related Banes
Decreased Stat - Each time the character selects this Bane,
he must permanently subtract -1 from his INT, WIS, or CHR score (not
all three!). A Character may take this Bane multiple times, for any
combination of stats (up to the DMs Discretion)
Miscellaneous Mental Banes
Addiction - The character is addicted to either a drug
or alcohol. Alcoholism is inexpensive, incapacitating, and (usually)
legal in most areas. Under normal circumstances, an alcoholic can
confine his drinking to the evenings, and therefore be able to
function (for game purposes) normally. However, any time an alcoholic
beverage (or drug) is present, the PC must make a Will save vs DC:20
(DC:15 if the binge would be self-destructive, like while in a
dungeon) or go on a 2-12 hour binge, followed by a hangover at least
twice as long (during which time all Stats are at a -2 penalty, and
all skills based on INT, WIS, or CHR are at an additional -1 for a net
penalty of -2 when combined with the -2 stat penalty from the line
above). A binge usually costs the character 10gp per level per binge
(alchohol) or 50gp per level per binge (drugs).
- Alcoholics suffer mood swings when drunk, and can go from extreme
friendliness to extreme hostility in seconds. The PC may talk too
freely, or make other mistakes in judgement. An alcoholic must make a
CON roll vs DC:12 yearly; failure means he loses 1pt off of any stat
(determined randomly). This loss is permanent if without access to
magical aid. Being addicted to a Drug is very much like being
addicted to alcohol, except that drug use is usually expensive and
illegal.
Berserker - Your PC tends to lose control of herself
under stress, making frenzied attacks against the cause of the stress
(as the PC sees it). Anytime you are hit more than 3 times in one
round you must roll Will save vs DC:20 or else go berserk. When
berserking you attack at -2 to hit, but gain one extra attack per
melee round. You also suffer a -4 AC penalty and cannot opt to fight
defensively. You feel no injuries and suffer no ill effects from them
until the battle is over and the berserk state ends. The PC can try
to end the berserk state whenever he downs or kills a foe (rolling
Will vs DC:15); failure means he continues to berserk for another
round. If still berserking when no enemies are left, the PC will
attack friends and allies!
Chummy - Your PC works well within a group and will always
seek out company rather than be alone. When alone, the PC will be
unhappy and distracted, suffering a -2 penalty to all mental skills,
spells, psionics and INT or WIS based skills.
Combat Paralysis - Combat Paralysis gives the PC a permanent
initiative penalty of -2. If surprised, the character is unable to
act for 1 extra round, and is considered Flat-footed for the entire
time, until the surprise round and extra round are over.
Curiosity - Your PC is naturally inquisitive (nosy), and
when presented with an interesting item or situation, must roll WIS vs
DC:12 to avoid examining it, even if you know it will be dangerous.
The PC rationalizes his curiosity to others. The boon "Common Sense"
doesn't help - you know you're taking a risk, but you've just got to
know....
Greed - Your PC lusts after wealth. Anytime riches
are offered - as payment for fair work, gains from an adventure,
spoils of crime, or just plain bait, you must make a Will save vs
DC:15 to avoid the temptation. This roll is modified by the amount of
wealth offerred (relative to your current level of wealth). Small
amounts will not tempt a wealthy PC much (he will have up to +5 to his
saving throw), but a poor PC could have a penalty as large as -5 to
their Will save. If you took this Bane at the -2 level, the base
Will save DC is 20 instead of 15. If you took this Bane at the -3
level, the base Will save is 25 instead of 15.
Impulsiveness - Your PC hates talk and debate - she prefers
Action! She will put her two cents in when others want to stop and
discuss something - then quickly ignore them and do something -
anything - to provide interest. To wait and ponder a problem requires
a Will roll vs DC:15 to DC:20, depending on how boring the wait is,
and how long she has had to wait around for something to happen.
Note that this doesn't mean the PC will go jump into a pit - but she
may sneak off down a hallway to investigate etc...
Insomniac - The PC has difficulty falling asleep for
extended periods of time; roll WIS vs DC:12 each night - success
results in sleep, while failure means the PC loses 2 hours of sleep
and functions at -1 during the next day's activities. A natural 1
means the PC gets NO sleep that night and functions at -3 for the next
entire day. Once a period of sleeplessness starts, it lasts 3d6 days
before normal sleeping habits resume.
Nightmares - Your PC is tormented each night by horrible
nightmares occuring each time she sleeps. Sometimes they are so
harrowing they affect the PC's efficiency upon awakening. Roll Will
save vs DC:15 every morning. A success means there is no ill effect,
but a failure results in a -2 to all skill and stat checks for the
rest of the day. Spellcasters who fail the WIS check regain -1 spell
per spell level.) Example: If you had 5/3/1 spells (normally) you
would be able to cast 4/2/0 on a day after a harrowing nightmare.
This Bane is worth -2 to spellcasters, and -1 to members of other
classes.
On The Edge - Sometimes your PC doesn't care whether he
lives or dies. He is not actively suicidal, but he will take
unreasonable risks in the face of mortal danger. When the PC faces a
life-threatening situation (such as staring down a gang of thugs while
armed only with a toothbrush), he must make a WIS roll vs DC:12 to
avoid attacking. Most sensible people will avoid you (-2 on reactions
once this bane becomes apparent to others), and lowlives will mistake
your disregard for your own life as bravery, giving +2 on reactions.
Phobia - Your PC is unreasonably afraid of something
- exactly what is up to you and the DM. You can master your fear by
making a WILL Save vs DC:15 but even with success, the fear persists
and the roll must be repeated every 10-30 minutes. If your PC fails
the WILL save, he will refuse to get near the object of his fear, and
will panic if forced, doing weird and freaky things to avoid it - like
jumping off a cliff... The Will save DC increases to DC:20 at the
-2pt level, and DC:25 at the -3pt level.
Some sample phobias are: Crowds, Death and the
dead, Enclosed spaces, Insects, Magic, The number 13, Open spaces,
Darkness, Dirt, Heights, Loud Noises (like Thunder), Oceans & water,
Reptiles, and Weapons & Blood.
Sleepwalker - Your PC walks in his sleep. This is usually
just annoying or embarassing (unless you fall down the stairs), but
can be very dangerous if you happen to sleepwalk in "enemy territory"
- like a dungeon. On any given night, your PC will sleepwalk on a
failed Will save vs DC:15, and will awake after 5d6 minutes of walking
unless someone wakes him earlier. If your PC happens to trip and fall
or otherwise be awoken suddenly, he will be stunned for 1d10 rounds.
While sleepwalking your PC is in a hypnogogic state, giving a -2 to
save vs any Charm-related magic or psionic skill rolls.
Stuttering - Your PC suffers a stammer or speech
impediment, receiving a -2 on all reaction rolls where conversation is
required. Certain skills are impossible (such as Bluff, Innuendo and
Diplomacy), and PC's with this bane must make a DC:20 Concentration
check to correctly cast a spell with a verbal component - if they
fail, they have a 25% spell failure chance for that spell. This
Bane is worth -1pt for non spellcasters, and -2 for all spellcasters
that have verbal spells. A psion for example, does not use verbal
components and so would only gain -1pt for this Bane.
Truthfullness - Your PC hates to lie, and is very poor at
deception. To lie by omission requires a WIS save vs DC:15, and to
actually tell a lie requires a WIS roll vs DC:20. A failed roll means
your PC either blurts out the truth or stumbles so much his lie is
obvious. He also has -4 to Bluff, and -2 to Diplomacy skill checks.
Weak Will - The PC has -1 to save vs all WILL saves.
The PC also has difficulty asserting himself forcefully, thus gaining
him a -1 penalty to Bluff, Diplomacy and Intimidate skill checks in
situations where this trait is obvious.
SPECIAL BANES
Cursed - The PC or his family has been cursed by a
High-Level spellcaster. The nature of the Curse should be designed by
the DM, with input from the PC's player. The DM has final say over
the PC's Curse and its detriments, although a great story idea could
be the PC's attempt to get the curse removed! Unlike Cursed by a
Deity, Curses of this type can often (but not always) be removed with
a Break Enchantment spell (but usually not a simple Remove Curse
spell, unless cast by a very high level caster).
Cursed by a Deity - The PC or his family has been cursed by a
Deity. The nature of the Curse should be designed by the DM, with
input from the PC's player. The DM has final say over the PC's Curse
and its detriments, although a great story idea could be the PC's
attempt to get the curse removed! Most Curses imposed by a Deity
CANNOT be removed with the Remove Curse or Break Enchantment spells,
and require stronger magic - often in the form of a quest or powerful
aid from a spellcaster or outsider. This Bane is show as being worth
-3 to -5 because the effects of any given curse can vary greatly. The
DM should judge how much it will affect the character, and then decide
on how much the curse is worth.
Evil Twin / Arch Enemy - Your PC has an "evil twin" who looks and
sounds like the PC - and who occasionally uses a similar name to that
of the PC. PC's rarely meet their evil twin, but they DO hear about
them, usually when they're taking the blame for something they didn't
do. Evil twins can be mistaken for a split personality. The evil
twin will have the same stats, skills, and profession as the PC, and
appears in an adventure on a 5 or less (rolled on a d20). The only
visual and social difference (in many cases) between an evil twin and
the original is their specific gear, and their alignment.
- The Alternate version of this Bane is Arch-Enemy. You have a
powerful enemy from your past that hates you, or considers you his
nemesis. This enemy will dog your trail your entire life (until dealt
with in a permanent manner), causing serious problems for your
character - including (but not limited to) attempting to kill your
characters loved ones, harming or maiming your character, or
destroying things and institutions your character cares about.
Consider Batman and the Joker, and Superman and Lex Luthor for
examples of good Arch Enemies.
Infernal Attention - The Character (or his family) has attracted
the unwanted attention of a being from the lower planes, who will
prove to be a constant thorn in the side of the character and his
allies. If the PC is evil, the attention could be from the Upper
planes, at the GMs option. The GM should design a suitable NPC to
interact and harass the character - but this should rarely be an NPC
who is involved in COMBAT with the PC... it is more a roleplaying
Bane. On the other hand, the PC may decide that violence is the only
way to end the Infernal Attention.
Magic Dead - A character who is magic dead cannot ever
become an arcane spellcaster of any kind (and perhaps not a Psionic
either, depending on GM decisions). If the PC is already an arcane
spellcaster, he suffers a permanent -10% penalty to earned experience.
This Bane also interferes with the use of triggered magical items
(such as wands, staves and rods), but not constant or use-activated
items (such as armor and weapons, cloaks and such). Anytime a
character has to purposely activate a power in an item, he rolls a
d20; on a 1 or a 20, the attempt fails. If this occurs the charge
used is wasted, or the use per day/week etc is used (but in neither
case is any magical effect created). Note that Use activated items
(such as a ring of Protection +1) that also have activated powers
(such as firing a magic missile 1/day) can be used as per normal for
the base power - but when the triggered power is activated, they must
roll d20 to see if it is wasted.
Quirk - The character has an odd SIGNIFICANT
personality quirk, which must be roleplayed. Some possible examples
of a personality quirk are: Homosexuality, Constant fussing over your
hair and appearance, Compulsive Spending, Compulsive Gambling,
Miserliness, Neat Freak, Necrophiliac, Cannibalism, etc... - The DM
and player should come up with something the PLAYER feels comfortable
playing. The point value (-1 to -3) should represent both how strong
the impulse is and how freaky or disabling it is. Neat Freak might be
worth -1 in most cases, but Cannibalism should be worth at Least -2,
and probably -3.
Unluck - Your PC just has bad luck. Once per gaming
session the DM will arbitrarily and maliciously make something go
wrong for your PC. You may fail a vital die roll, an enemy might show
up against all odds, and so on. If the plot of the adventure requires
that something bad happen to a character, it will likely happen to you
first. The DM will never kill your character outright, but can
inconvenience him. If this bane is taken at the -5pt level, the PC
has REALLY bad luck and the DM can screw him TWICE a session!