Leper Curse (Apath)

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Unofficial rules compendium

Leper

Publisher: Trailseeker.

You suffer from some obvious and frightening medical condition that can never be cured. This need not be leprosy, it can be any horrid-looking ailment. This condition is not contagious or debilitating, but looks obviously unhealthy. Most creatures have a base attitude of hostile towards you (see Diplomacy), avoid you and either throw you out, bully you, or treat you as if you weren't there. If they agree to trade, they generally charge 200% cost for most goods and services, and a staggering 500% for personal services and housing and will not bye anything from you at any price. The best recourse is to trade only through friends, but even then the price of personal services and housing remains the same. This does not directly affect social skills, you can still use social skills normally, but an improved base attitudes always reverts to hostile.

Obviously, not all groups of creatures will react the same. Dwarfs might tolerate what elves do not. But the majority of creatures in the campaign will have a strong negative reaction to you, with only occasional exceptions.

Being a leper only ever affects the attitude of groups of non-player characters. Player characters and individual NPCs are free to hold whatever attitude they want towards you, tough many will be influenced by public opinion, at least initially. The hostile attitude only applies to you; your companions are not affected, and might even impress others by their benevolence in being willing to be around you.

Your experience with hardship gives you a +5 sacred bonus on Survival checks.

Humans and members of your own race are unwilling to come close to you or interact for fear of getting tainted. A creature trying to target you with an attack or effect, or to move adjacent, must make a Will save (DC equal to 10 + ½ class level + Charisma modifier) or lose the action. They can try to act against you again on a later round to gain another saving throw. Once a creature has saved against this ability, it automatically succeeds at any saving throws against this ability for the next 24 hours. Including you in an area effect does not require a saving throw. This is a mind-affecting fear effect. Creatures with an attitude of helpful are immune, including all members of your party.

At 5th level, all creatures of your type (usually all humanoids) avoid you as above.

At 10th level, you become immune to all disease, infection, and parasitic infestation, including magical ones.

At 15th level, all living creatures avoid you as above.

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