This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Boons ====== Boons are special abilities separate from Talents that may be purchased with [[game_systems:experience|Experience]]. You may spend a **maximum** of 35 Experience on Boons during [[:chargen|]]. In order to gain extra Experience to purchase Boons, a player may wish to select [[chargen:drawbacks|Drawbacks]] for their character. Boons may be purchased after character creation for **double their listed value** in [[game_systems:experience|Experience]] points. ---- ===== Black Marketeer: 7 ===== <WRAP round box> //You know your business, and you always know where to find like-minded individuals.// **Effect:** Choose a specific category of merchandise, such as melee weapons, bows, guns, armor, scrolls, wondrous items (must be a specific slot, such as head, belt, gloves, etc.), or any other applicable category, at GM discretion. You gain an NPC [[chargen:contacts|Contact]] (or contacts) who serves as the source for such items. You gain a 10% boost in your favor when purchasing or fencing such items. For example, if you make a [[priority:skills:diplomacy|Diplomacy]] check to procure an item for 10 [[equipment:crafting_materials|Common Crafting Goods Parts]], this Boon would discount that negotiated price to 9 parts instead. The player and the GM should discuss what type of item you trade, and the finer details of your connections, such as how you became involved with them. </WRAP> ---- ===== Bland: 7 ===== <WRAP round box> //You are remarkably unremarkable.// **Effect:** Anyone attempting to describe your character cannot come up with anything more precise than “average height, average build, average hair, etc.” In addition, any memory checks relating to this character are made at a -5 penalty. Lastly, anyone attempting to spot you in a crowd takes a -10 penalty to their [[priority:skills:perception|Perception]] check. </WRAP> ---- ===== Brawn Over Brains: 15 ===== <WRAP round box> //Why use fancy tactics when "Hit them harder" works just as good?// **Effect:** Your [[game_systems:tactic_pool|Martial Tactics]] pool now restores based off of your Constitution modifier instead of your Intelligence modifier. In addition you may use Constitution as your secondary ability, but it still cannot be used as primary and secondary at the same time. </WRAP> ---- ===== Catlike: 10 ===== <WRAP round box> //You are gifted with an uncanny elegance, a stealthy gait, and an almost preternatural ability to move without making a sound.// **Effect:** Treat your falling distance as half of its true value. You are never prone after taking a fall, unless you fall unconscious (or die). Apply this Boon's effect **before** other fall-reduction effects, such as [[paths:mobile_path#slow_fall_1|Slow Fall]]. You gain [[priority:skills:stealth|Stealth]] as a Key Skill, and a +2 trait bonus to it. </WRAP> ---- ===== Celebrity: Varies ===== <WRAP round box> //Due to either earning it, or being born into it, you are famous - your name is known throughout the game setting.// **Effect:** You may choose a single appropriate [[priority:skills|Skill]] which results from your fame. Common choices are [[priority:skills:perform|Perform]] or [[priority:skills:knowledge|Knowledge (Nobility)]]. You gain this specific skill as a Key Skill, and you also gain a +2 trait bonus towards the chosen skill. In addition, as you are well known; other characters in the world may look upon you with a particular favor, bestow gifts upon you, or otherwise provide special treatment due to your status. The GM and the player should work together during character creation to determine the source and effects of this status. This Boon usually costs about 10 [[game_systems:experience|Experienc]]e. </WRAP> ---- ===== Chugga: 10 ===== <WRAP round box> //Nobody downs drinks as fast as you - nobody.// **Effect:** You may drink a potion or a similar consumable liquid as a [[chargen:common_terms#action_types|Swift Action]]. This cannot be used with your [[paths:alchemy_path#infusion|Extracts]] or [[paths:alchemy_path#mutagen_su|Mutagens]], but can be used with another's infusion. </WRAP> ---- ===== Circadian Meditation: 10 ===== <WRAP round box> //Through rigorous meditation, you can exercise a semblance of control over your body’s needs by sheer force of will.// **Effect:** As a full-round action, the character may enter a meditative state, which slows effects on their body. During this time, the character may hold their breath for a number of minutes equal to their [[priority:abilities#constitution|Constitution]] modifier. Any poisons or diseases or similar afflictions affecting the character have their duration paused for the duration of the meditation, and they resume from where they left off afterwards. Lastly, a character may forgo water for a number of days equal to their Constitution modifier, and may forgo food for a number of weeks equal to their Constitution modifier. Whilst in this state, the character may not take any other actions. However, they remain aware of their surroundings and may end the meditative state at any time. </WRAP> ---- ===== Common Sense: 10 ===== <WRAP round box> //Not as common as its name purports.// **Effect:** A number of times per session equal to your total [[game_systems:hero_points|Hero Points]], you may consult with the GM about a specific course of action in a given session. The GM is then required to explain if the action would be a good or a bad idea, and why. Note that the GM is not required to answer with information that the character does not know. </WRAP> ---- ===== Daredevil: 5 ===== <WRAP round box> //Better to be lucky than good, when you’re living on the edge.// **Effect:** Whenever you perform a particularly daring action (at GM discretion), you get a [[game_systems:hero_points|Hero Point]] refreshed. You may ask the GM beforehand to confirm whether or not an action is suitable. </WRAP> ---- ===== Double-Jointed: 7 ===== <WRAP round box> //You are capable of contorting your body in strange ways to get where you shouldn’t be.// **Effect:** You gain the compression universal monster ability. [[priority:skills:escape_artist|Escape Artist]] is always a Key Skill for you, and you receive a +2 trait bonus to it. </WRAP> ---- ===== Eidetic Memory: 7 ===== <WRAP round box> //You have the uncanny ability to remember all sorts of things.// **Effect:** Also known as photographic memory, you never have to roll to remember mundane information that your character has heard. In addition, you gain a +4 trait bonus to saves against spells and effects that are memory related, and a +4 trait bonus to remember distant or very specific information. **Special:** You can’t take this Boon if you have the [[chargen:drawbacks#airhead5|Airhead]] drawback. </WRAP> ---- ===== Friends in High Places: 10 ===== <WRAP round box> //Sorry, can't help with this job - I've got lunch with the king.// **Effect:** You receive Contact points equal to twice your Charisma score, instead of an equal amount. In addition, you may surpass the normal Connection Rating limit for [[chargen:contacts|Contacts]] of 4. As always, consult with your GM on who these contacts are, and how you know them. </WRAP> ---- ===== Guts: 10 ===== <WRAP round box> //You're very brave or very foolish, or some mix of the two.// **Effect:** You are immune to fear and intimidation effects. </WRAP> ---- ===== Hawk Eyes: 10 ===== <WRAP round box> //You have exceptional natural vision - 20:20 is an understatement.// **Effect:** You take no penalty from distance when making visual [[priority:skills:perception|Perception]] checks, but you must be able to see the target of your check in question. Additionally, you increase the range increment of all ranged weapons you use by 50%, rounding down to nearest 5 ft. increment. </WRAP> ---- ===== Heavy Drinker: 10 ===== <WRAP round box> //You’re a consistent patron of breweries, taverns, and inns across the land, and your “experience” has made you get the most out of your booze.// **Effect:** You gain a +4 bonus to Fortitude saves against all ingested poisons, both alcoholic and nonalcoholic. In addition, whenever you imbibe alcohol, you gain the [[Barroom Brawler]] Talent for a duration dependent on the quality of the drink. Note that you must wait for the effects of an active drink to expire before you may “refresh” with another to gain a different benefit from the feat. *Cheap Drink - 1d4 rounds *Solid Ale - 1d4 minutes *Battle Brew - 1d20 minutes *King’s Drink - 1d6 hours </WRAP> ---- ===== Heirloom Item: 5-15 ===== <WRAP round box> //You wield the blade of your father’s, father’s, father’s, father’s…// **Effect:** You may ignore the standard 25% limit on a single item for starting resources. The more spent on this boon the more percentage of your resources may be spent on the item: 5 Points: Up to 50% 10 Points: Up to 75% 15 Points: Up to 100% </WRAP> ---- ===== Heroic: 10 ===== <WRAP round box> //Some people are born great.// **Effect:** You gain an extra [[game_systems:hero_points|Hero Point]]. </WRAP> ---- ===== Highlander: 10 ===== <WRAP round box> //So fast.// **Effect:** You may spend a [[game_systems:hero_points|Hero Point]] to move up to double your base speed, or to charge, as an [[chargen:common_terms#action_types|Immediate]] action. </WRAP> ---- ===== High Pain Tolerance: 7 ===== <WRAP round box> //You're used to seeing pieces of yourself all over the battlefield.// **Effect:** Whenever your [[game_systems:health|Wounds]] in any area are reduced to 0 or less, you may roll a Fortitude save (DC 10 + number of negative Wounds) - if you are successful, the part of you in question remains fully functional (that is, you take none of the normal penalties) for a number of rounds equal to your Hit Dice, including the Head. Additionally, you gain a +4 bonus on Fortitude saves against effects which would knock you unconscious, and coup de grace attempts made against you. Note: If the Wound pool in question equals of a number of negative Wound Points equal to or exceeding the character's Constitution score, it is severed or destroyed as normal. </WRAP> ---- ===== Incredible Sense: 10 ===== <WRAP round box> //One of your senses is particularly effective.// **Effect:** Choose a single sense (Sight, Scent, Hearing, Taste, or Touch). When rolling [[priority:skills:perception|Perception]] checks that use this sense, you gain a +10 trait bonus on the check. You may use this sense to pinpoint a target’s location within 30 feet, with a sufficient [[priority:skills:perception|Perception]] check (DC subject to DM discretion). If you select Taste or Touch, this Boon instead costs 5 EXP. </WRAP> ---- ===== Iron Stomach: 7 ===== <WRAP round box> //You can eat almost anything, under almost any conditions. Someone has to down the expired milk.// **Effect:** Double your Fortitude bonus against any ingested poisons, diseases, or similar effects. You may safely digest any non-poisoned or diseased material with a Hardness equal to or less than your total [[priority:health|Hit Dice]] (chewing not included). </WRAP> ---- ===== Lead Veined: 7 ===== <WRAP round box> //You possess an innate aversion to scrying magic.// **Effect:** Whenever a caster attempts to cast a Divination [Scrying] spell on you, they must make a [[priority:magic|Caster Level]] check with a DC of (10 + Your [[priority:health|Hit Dice]]). If they fail, the spell is expended and nothing happens. If they succeed, you roll a [[chargen:common_terms#saving_throws|Will]] save against the spell as normal, but your character knows they have been scryed on, and by specifically what spell, but not the identity of the caster. </WRAP> ---- ===== Lucky: 10 ===== <WRAP round box> //Some people are born lucky.// **Effect:** Whenever you spend a [[game_systems:hero_points|Hero Point]], roll 1d6. On a 6, the Hero Point is not spent. This does not work when burning a Hero Point. </WRAP> ---- ===== Magical Chameleon: 7 ===== <WRAP round box> //You leave few signs of your presence for others gifted in magic.// **Effect:** Your spells never leave a lingering aura of magic. In addition, other casters must make a [[priority:skills:perception|Perception]] check (DC 10 + your [[priority:magic|Caster Level]]) to see magical effects on your person. This effect does not transfer to spells you cast on other characters, such as turning your party's Rogue [[priority:magic:spells:tier2:invisibility|invisible]]. </WRAP> ---- ===== Mind Over Matter: 10 ===== <WRAP round box> //You've developed a trick to slowly restoring your Mana by exploiting the outer planes, rather than straining your body to generate it naturally.// **Effect:** You now use your Intelligence modifier instead of your Constitution modifier to determine your hourly [[priority:magic#mana|Mana]] regeneration rate and bonus MP. </WRAP> ---- ===== Mockingbird: 7 ===== <WRAP round box> //Some people collect stamps, others collect voices. Nothing strange about that.// **Effect:** You can mimic almost any sort of voice, or even animal calls and sound effects, and you can throw your voice at a distance. This functions similarly to a combination of the [[priority:magic:spells:tier0:ghost_sound|]] and [[priority:magic:spells:tier1:ventriloquism|]] spells, though it is an Extraordinary ability, and therefore non-magical. </WRAP> ---- ===== Monkey’s Grip: 10 ===== <WRAP round box> //You wield the unwieldy with surprising effectiveness.// **Effect:** Select a single, specific weapon which you are proficient with. You may use an oversized version of that weapon without penalty, or wield a normally sized two-handed weapon with a single hand. However, the weapon may not be more than one size category above you. For example, this would not allow a [[chargen:races:halfling|Halfling]] to wield a Large-sized Greatsword. If the weapon is oversized, it must still be wielded with the appropriate number of hands as if you were sized appropriately. **Special:** You must be a [[game_systems:size|Size]] of small or less to benefit from this Boon. </WRAP> ---- ===== Narrow Path: 5 ===== <WRAP round box> //You chose the road less traveled. It's less traveled for a good reason though.// **Effect:** You may only select **one** [[:paths|Path]], and may never purchase additional Paths (however, you still receive [[game_systems:hero_points|Hero Points]] from increasing your [[priority:potential|Potential]]). In exchange, all [[game_systems:experience|Experience]] costs for Talents on your chosen Path are halved from their normal value (though their requirements remain unchanged). **Special:** You may only select this Boon at [[:chargen|]]. </WRAP> ---- ===== Natural Immunity: 10 ===== <WRAP round box> //Through a genetic mutation, a magical effect, or similar effects, you are completely immune to a particular threat.// **Effect:** Pick a single disease, poison, or other such toxin - you are considered immune to that effect. Specific applicable spells are suitable selections for this Boon, such as [[priority:magic:spells:tier3:stinking_cloud|Stinking Cloud]]. This example selection would **not** render you immune to other cloud based spells. </WRAP> ---- ===== Overcharge: 10 ===== <WRAP round box> //You are capable of drawing on a power to bolster your magical abilities, at the cost of using your own body as the conduit.// **Effect:** Whenever you cast a spell, you may give yourself a +2 trait bonus to your [[priority:magic|Caster Level]] for that ability, or increase the Saving Throw DC by 2, but you become fatigued afterwards. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground, both unconscious and prone, for 1d4 hours. Creatures immune to fatigue cannot benefit from this boon. The fatigue and exhaustion from this ability cannot be cured by any means other than a full 8 hours of rest, even if the character needs less than 8 hours to recover their spells or other abilities. Similarly, if you are rendered unconscious from using this ability, you may not be revived through any means aside from resting for the number of hours rolled. </WRAP> ---- ===== Perfect Timing: 5 ===== <WRAP round box> //You have the uncanny ability to keep track of the time.// **Effect:** You always know the time, down to the minute, and also have a perfect sense of rhythm and timing. This sense can only be disrupted through prolonged isolation, unconsciousness, or disruption through being drugged or similar effects. On any [[priority:skills:perform|Performance]] check involving such skill with rhythm, you gain a +5 trait bonus. Lastly, you act as a temporal anchor - you know when an event has caused a temporal distortion, such as a timeline branching, time traveling, or similar 4th dimensional effects, provided that your ability has not been disrupted by one of the above caveats. This perception may be subject to an appropriate [[priority:skills|skill]] check, at DM discretion. </WRAP> ---- ===== Predator: 10 ===== <WRAP round box> //Under duress, you gain the abilities of a master hunter.// **Effect:** As a [[chargen:common_terms#action_types|Swift Action]], you may activate this ability by spending a [[game_systems:hero_points|Hero Point]]. Doing so grants you thermal vision against applicable living targets for a number of minutes equal to your total [[priority:health|Hit Dice]]. This thermal vision negates all concealment for such targets that would normally be granted by smoke, [[priority:magic:spells:tier2:darkness|darkness]], [[priority:magic:spells:tier2:invisibility|invisibility]], or similar effects. **Special:** You cannot take this Boon if you have the [[chargen:drawbacks#blind10|Blind]] drawback or curse. </WRAP> ---- ===== Raised By Wolves: 5 ===== <WRAP round box> //You were raised by or around a specific type of animal, and have grown close to their kind after learning their ways.// **Effect:** Choose a single animal type. You are capable of freely speaking to animals of this type, as if under the effects of [[priority:magic:spells:tier1:speak_with_animals|Speak with Animals]]. In addition, all animals of your selected type possess a starting attitude of [[priority:skills:diplomacy|Friendly]] towards you. </WRAP> ---- ===== Safehouse: 10 ===== <WRAP round box> //You have a place to hide, in a pinch.// **Effect:** You begin the game with a Safehouse, which functions as a barebones, standalone Storage room (4-8 squares). You must specify the exact location of the safehouse within the world, and certain locations may be deemed unsuitable by the GM at their discretion. The location of the Safehouse may only be revealed through the character who owns it deliberately leading someone there - another character or NPC trailing the owner will always lose them when trying to locate the safehouse independently. If the owner is mind controlled, or otherwise not in charge of their actions, they may lead others to the safehouse unwillingly. Additionally, the safehouse provides protection from all means of [[priority:magic:spells:tier4:divination|divination]] and [[priority:magic:spells:tier4:scrying|scrying]]. Creatures and objects within the safehouse are completely immune to such effects, for as long as they remain in the safehouse. The safehouse may never be increased in size, but items and accommodations may be added within the space. If the safehouse is ever destroyed, or the character wishes to move it, they must spend one week of downtime and appropriate funds or materials to create a new one in a suitable location (this amount is determined by the GM). </WRAP> ---- ===== Sex Appeal: 5 ===== <WRAP round box> //You have a way with the opposite sex.// **Effect:** You gain a +4 trait bonus to [[priority:skills:diplomacy|Diplomacy]] and [[priority:skills:bluff|Bluff]] checks against NPCs who are the opposite gender of your character. </WRAP> ---- ===== Shield Surfer: 7 ===== <WRAP round box> //You practice an unconventional approach to moving around on the battlefield.// **Effect:** As part of a [[chargen:common_terms#action_types|Move]] or charge action, you may toss your shield onto the ground and ride atop it. Doing so sets your move speed to 50 ft. for the duration (however, if your base move speed is faster, you instead add +20 ft. of movement to it when using this ability). Surfing down a slope can up to double this speed, at GM discretion. Whilst surfing, you do not provoke [[chargen:common_terms#attacking|attacks of opportunity]] from moving through enemy squares. Additionally, you ignore 10 ft. of height per character level when falling, as long as you’re riding the shield. At the end of your movement, you may re-equip the shield as a [[chargen:common_terms#action_types|Free action]]. You do not gain the benefits of the shield when using it in this manner. </WRAP> ---- ===== Sleep Like A Horse: 10 ===== <WRAP round box> //You sleep in an unusual manner, but it definitely keeps you from being as vulnerable whilst asleep. Great for those night-shifts on guard duty.// **Effect:** You may now sleep standing up, meaning that you are not Prone whilst sleeping. Additionally, you may sleep in two hour intervals without penalties, provided that you still get enough sleep each day. Lastly, you are only treated as Surprised when asleep, rather than Unaware. This Boon allows you to sleep in Armor without issues. </WRAP> ---- ===== Speed Reader: 5 ===== <WRAP round box> //You are capable of processing information at immense speed.// **Effect:** When researching in a library, the time unit is reduced to minutes, in place of hours. This effectively translates to mean that this character can read a full page of written text (~800 words) in 5 seconds, or an 800 page book in approximately one hour. The information is not memorized unless the character also possesses [[Boons#eidetic_memory|Eidetic Memory]], but they gain a basic understanding of the contents, meaning that this works well for quickly finding a specific piece of information. **Special:** You can’t take this Boon if you possess the [[chargen:drawbacks#illiterate3|Illiterate]] Drawback. </WRAP> ---- ===== Too Pretty To Hit: 5 ===== <WRAP round box> //It’s more about force of personality than actually being pretty—sometimes a character just has a presence about them that keeps people from shooting straight.// **Effect:** You may substitute your Dexterity modifier for your Charisma modifier to your Armor Class, but only when taking the [[chargen:common_terms#armor_class_shields_and_concealment|Total Defense]] action. </WRAP> ---- ===== Tracker: 5 ===== <WRAP round box> //You always manage to find your way back to camp.// **Effect:** You always know which way is North. In addition, if you have one or more ranks in [[priority:skills:survival|Survival]], you may always retrace your path, even in locations where this would be impossible, such as within a [[priority:magic:spells:tier8:maze|Maze]] or in the Feywild. You gain a +2 trait bonus on Survival checks, and lastly you gain a +4 trait bonus on saves versus the [[priority:magic:spells:tier8:maze|Maze]] spell. </WRAP> ---- ===== Varied Experiences: 5 ===== <WRAP round box> //Through training or pure necessity, you’ve learned to accomplish certain tasks in an unorthodox way.// **Effect:** Select a single [[priority:skills|Skill]] and a single [[priority:abilities|Ability Score]]. The skill in question now scales off of the selected ability score, in place of its default. This **does not** allow the skill to scale off of two ability scores, and this Boon does categorize the skill as a [[chargen:common_terms#key_skills|Key Skill]]. You may only select this Boon once, and only for a specific skill (for example, you could only select "[[priority:skills:craft|Craft]]: Underwater Basket Weaving", rather than just "Craft"). This Boon must be approved by the DM in order to be selected. </WRAP> ---- ===== Water Nymph: 7 ===== <WRAP round box> //You likely grew up in a port town or other water-dense area, making you very comfortable with swimming.// **Effect:** You gain a swim speed equal to half your base land speed, and a +4 bonus to [[priority:skills:athletics|Athletics]] checks to swim. </WRAP> ----