Sense for These Things
Continuing playing with the idea of quirks that replace favored class bonuses.
Sense for These Things
Any character may take this quirk once in place of one favored class bonus. You may use this quirk one per day. You may take this quirk more than once. Each time it allows you to use it one additional time per day.
You have a vague sense for what actions tend to help you move forward in difficult times. When deciding on a course of action, you can ask the GM is one specific course of action will move you and your group forward in a current adventure, mystery, or plot. basically, you get to ask if a plan takes you to another encounter that is part of the adventure, or not. You don;t discover if your assumptions are correct, or it it is near the end, or if you are likely to win. Just if the plan moves you to an event related to what’s going on.
Posted on September 16, 2016, in Game Design, Pathfinder Development and tagged Development, Game Design, Pathfinder First Edition, Quirks. Bookmark the permalink. Leave a comment.
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