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Quirk: Screaming Brain

Continuing playing with the idea of quirks that replace favored class bonuses. In this case, playing with some ideas for the uncontrolled psychic trope.

Screaming Brain

Sometimes, bad things sometimes happen to those who hurt you. You aren’t always conscious to see it, though.

Only characters with the Psychic Sensitivity feat (Pathfinder Roleplaying Game Occult Adventures) may take this quirk. They may take it in place of any favored class bonus.

Select one skill that has an occult skill unlock, and which you have ranks in. You cannot use this skill’s occult skill unlock, despite having Psychic Sensitivity.
Select a spell from the psychic spell list that lists one or more targets, and which has a spell level no higher than 1/3 your character level (minimum 1st level). When you are forced to make a saving throw by an enemy, and your die roll is a 5 or less, and you fail the save and suffer the full effects for doing so (without the effect being negated or reduced by some effect or ability), as a free action you must target the foe that forced you to make a save with the psychic spell selected. The spell affects only that target, regardless of how many targets it normally affects. This happens even if you are knocked unconscious or killed. You are dazed until the beginning of your next turn, and staggered on your next turn. At 6th level, and every 3 levels thereafter, you may change the psychic spell selected.

After this ability has been activated, it does not activate against until you have regained uses of your daily abilities.

You may select this quirk more than once. Each time you must select a different psychic spell. When this ability is activated, determine which spell is cast randomly among those you can still use today. Each spell can be used only once per day, when all have been used you can no longer use this ability until you next regain uses of your daily abilities.

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Titled

Continuing playing with the idea of quirks that replace favored class bonuses.

Titled

Any character may take this quirk in place of a favored class bonus. You gain a formal, official, recognized title. Other creatures gain a +2 bonus to Knowledge checks to identify you. You gain a +2 bonus to Intimidate checks made against creatures that have successfully identified you. The GM (with your input) picks a location where you have additional legal rights or authority based on your title. In this location, your bonus also applies to Diplomacy checks made against creatures that have successfully identified you.

If the downtime rules are in use, you also gain a +2 bonus to any downtime check made in the location you have additional rights or authority.

This quirk may be taken more than once. Each time the bonus other creatures get to identify you increases by +2, and the GM gives you one more location where you have additional rights or authority. Your own bonuses do not increase.

If you take this at first level, you begin play with maximum starting wealth for your class.

ReSkin

Continuing playing with the idea of quirks that replace favored class bonuses. So, in honor of Talk Like a Pirate Day

ReSkin

Any character can take this quirk in place of one favored class bonus. Select a weapon. You can treat that as any one specific other weapon of the same type (melee, thrown, ranged, or firearm), the handedness or less (2h >1-h > light), and the same complexity or less (exotic > martial > simple), that does not possess any special rules the true weapon does not possess. You can only treat a weapons as one weapon at a time – if you choose to treat a longsword as a rapier you can use Weapon Finesse with it, but Weapons Focus (longsword) no longer applies. The only thing retained by a weapon when used as another weapon is appearance, qualifying as a god’s favored weapon and/or holy symbol, and the damage type.

You may take this quirk more than once. Each time it applies to one weapon (which may be the same or different) which you may use as another weapon.

But You HAVE Heard of Me!

Continuing playing with the idea of quirks that replace favored class bonuses. So, in honor of Talk Like a Pirate Day

But You HAVE Heard of Me!

Any character can take this quirk in place of one favored class bonus. Creatures receive a +5 circumstance bonus to Knowledge checks to identify you. If you are present when a character does this, you are aware of it if you make a Sense Motive check with a DC equal to the identifying character’s Knowledge check result.

Once per day, you can call on your infamy with a character who has met you in the past 24 hours and successfully identified you with a Knowledge check. You may make a Bluff, Diplomacy, or Intimidate check against that character as a swift action. The DC for such checks is the normal DC or 15 + target’s CR, whichever is higher.

(And if you want more pirate-themed stuff, check out Fight Like a Pirate, or the Pirate Haven of Blackrock! On sale today at the Open Gaming Store.)

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.

Friends in Low Places

Continuing playing with the idea of quirks that replace favored class bonuses.

Friends in Low Places

Any character may take this quirk once in place of one favored class bonus. There’s a chance you have friends (or at least contacts) in settlements you visit. Each time you enter a settlement that is not mostly unfriendly or worse toward you, you may make a DC 20 Diplomacy check. Add the settlement’s modifier for size (from -4 for a thorp to +4 for a Metropolis). You can’t take 10 or take 20 on this check even if you are normally able to do so.

On a successful check, you have a local friend of ally. This is a character with NPC class levels no higher than half your level, to a maximum of the normal number of qualities a settlement of this size has. This may be an old friend, or an ally of an organization or group you belong to. You and your GM should determine in advance the nature of your net of friends and allies.

They are friendly, but not helpful, and have no special authority or resources beyond the norm for typical members of the settlement. You can’t have more total levels of friends and allies that your character level. You can take this quirk more than once, each time adding your level to the total levels worth of friends and allies you may have.

Sagacity

Sometimes a player wants to be a real specialist in a specific field, and the GM doesn’t want them to be hitting higher DCs when they take 20.

Sagacity
Any character with one or more ranks in a Knowledge skill may take this quirk in place of a favored class bonus. This quirk may be taken more than once. Each time you select this quirk, select one use of one Knowledge skill you have at least one rank in. For example, identifying undead (using Knowledge Religion), or knowing current rulers and their symbols (using Knowledge nobility). When making that skill check for that specific purpose, roll an additional d20 and use the result higher d20 rolled.

When you take this quirk multiple time you can either apply it to the same use (gaining multiple d20s you roll, always taking the highest single result), or apply it to a new specific use of a specific Knowledge skill. You cannot apply this quirk to a skill more than once per rank you have in that skill.

A character who has taken this quirk 5 or more times is generally acknowledged as a sage.