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weird_features [2019/12/07 00:40] andrewweird_features [2020/01/09 19:55] (current) dave
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 ====== Weird Features ====== ====== Weird Features ======
  
-The weird features deck gives features that aren't just skills, since that belongs in the background deck. They should perhaps be focused on exactly what prepared these adventurers for exploration into the unknown in the first place.+ALl have been migrated to Special or Famiy pages
  
-They should be formatted as a title with a block of text including flavor and a description of the benefit of the feature.  
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-===== First Batch ===== 
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-===== BATCH TWO ===== 
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-__Angelic Blessing__ 
-The Archangel Michael appeared over your head at your birth and blessed you in the name of the Lord.  If you choose the Cleric archetype, you gain 1 extra level-1 spell known. 
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-__Animal Empathy__ 
-You spent many years with a mad hermit in the forest near home.  Once he ordered you to cook a “magic weasel” he found, and when you tasted some of the juices you gained a degree of animal empathy.  You can now give orders to your horse, dog or any well trained animal which you have become familiar to.  These orders succeed on a Cha check.  The command have a range of 40' and count as quick action.  If you don't have Animal Handling proficiency, you gain it. 
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-__Bestia Neptunis__ 
-One of your ancestors is rumored to have been a Bestia Neptunis (Sea Monster of some sort).  It is true that you can hold your breath for 15 minutes and make simple telepathic communication with marine mammals. 
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-__Blood of Atlantis__ 
-Whenever you are near an Atlantean object that is magical, and you concentrate, you can detect that magic and sometimes even a little information about its nature and function. 
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-__Clan of the Lidless Eye__ 
-Your childhood neighbors muttered that your family were descended from Trolls or Elves or Djinni.  You seem to need no sleep and are immune to sleep spells and similar sleep-related magic or sleep poisons. 
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-__Devil for the Drink__ 
-A notorious drinker, after a battle, if your character drinks a pint of alcoholic liquid, he is immediately heals 1d6 hit points of damage (once per fight). 
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-__Fire Won't Burn There, No Fire At All__ 
-On the seventh day of the seventh month of your seventh year, your family burned down around you, and you were seen protected by a shining nimbus.  To this day, you gain +4 on all saving throws and attacks against Fire.  You also take ½ damage from all fire attacks. 
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-__God Owes You a Favor__ 
-Due to a major service done by your father to the Church, if you are present at an Archbishop's cathedral on the first Sunday of any month, you are given a free healing potion. 
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-__I Ain't Afraid of No Bears__ 
-Your grandpa, Bearkiller Kniva, was so feared by bear-kind, that when a bear or part-bear monster tries to attack you it must make a morale check every round before it can swing. 
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-__In Tune With the Oneness of the Universe__ 
-After a strange encounter with forest mushrooms, you now see how the forces of the universe are largely illusion.  You can use the Subtle Force (telekinesis) Cantrip at will, regardless of whether you normally use arcane magic or not. 
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-__Just Can't Keep You Down__ 
-Rumored to be sired by a black bear in the dark of the moon, you refuse to die.   Whenever you are brought to 0 hit points, roll a Constitution check (with proficiency bonus) to immediately leap up and regain 1d4+1 hit points. 
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-__Luminous Inheritance__ 
-At birth, a scraggly stranger entered your home and gifted your parents with 6 iron rods, each 12” long, and each of which radiates light equivalent to a lantern, without need for fuel.  The rods are covered with mysterious Atlantean glyphs. 
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-__Mark of Cain__ 
-You have a mysterious birthmark, which when shown to Trolls and Giants will cause them to be non-hostile to you (until you cross them). 
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-__Mind Over Matter__ 
-After studying with a strange foreigner in your off hours as a youth, you can, once a day, if you concentrate for 10 minutes, levitate up to 30' off the earth for as long as you maintain concentration. 
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-__Mysterious Blessing__ 
-On the way to meet your comrades at the first adventure, a luminous man with his face shrouded by a cloak appears in front of you and makes a sign of blessing, raising one of your Ability Scores (rolled randomly) by 1d4 points. 
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-__Natural Born Alchemist__ 
-Having spent too much time with the gnomes of the garden and forest, you have learned to identify any magic potion or alchemical concoction with a simple sniff. 
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-__Pixie Protector__ 
-You have become friends with a powerful Pixie, Fairy or Sidhe in the forest nearby.  He will do you favors as long as you don't make a pig of yourself.  If you do, he will make a pig of you. 
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-__Ratman__ 
-One of your ancestors was cursed as a wererat for a time.  You can never be surprised by a rat, ratman or wererat of any sort.  You also gain +2 to hit, damage, and other checks against any sort of rat, ratman, wererat or rat-monster. 
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-__Ruh-Roh__ 
-For some reason, you have been best friends with an otherwise normal talking dog for your whole life. 
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-__Robust Bloodline__ 
-From a long line of mountain-men, you heal one point of damage per day, in addition to any other sort of healing, whether you rest or not. 
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-__Salubrious Blood__ 
-It was told to you at your 12th birthday that you are descended from Joseph of Aramithea and so are of the Grail Family, related to Percival and Galahad of old.  You may be called on one day to perform a service for the Grail, but in the meantime, you are immune to all diseases, including lycanthropy and tomb rot. 
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-__Second Sight__ 
-Descendant of prophets and witches, if you take a round of inaction to focus, you can see the true nature of things through any illusion, disguise or even invisibility.  The sight lasts for as long as you concentrate. 
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-__Sign of the Magi__ 
-You were born at a strange astrological concordance of the planets Saturn and Mercury, which caused a local astrologer to warn your parents to watch for signs.  On the seventh hour of the seventh day after your birth, strange writings appeared in flame on your forehead, causing you no harm.  You proved to be  magical prodigy in your youth and gain 1 extra cantril and 1 extra first level spell known at first level.  The astrologer would never again speak of, to or near you. 
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-__Solar Attunement__ 
-Born in the middle of Stonehenge, or some similar ancient solar site, you gain +1 to AC, Hit, Damage and checks when you outside under direct sunlight. 
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-__Steeped in Holiness__ 
-From your youth minor miracles, light and a feeling of blessedness surrounded you.  You are able to make healing potions, cleric scrolls, and holy water at 25% less cost in components and time. 
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-__Time Enough for the Earth in the Grave__ 
-Having saved an air-spirit from doom, your character gets +4 to saves vs. being turned to stone and takes half damage from all attacks by Earth Elementals and their earthy kin. 
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-__Trace of the True Cross__ 
-You were born in the presence of a fragment of the True Cross.  Your defense against any Spiritual Attack is improved by +5. 
weird_features.1575679205.txt.gz · Last modified: 2019/12/07 00:40 by andrew