Chains Curse (Apath)

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Unofficial rules compendium

Bondage

You are permanently bound in magical chains.

Select one or more of the following bonds. You can choose several bonds with cumulative effects. As an option, you can instead roll randomly each day to see how you are bound that day.

  1. Blinders Your vision is impaired. When you are adjacent to two or more opponents, they are all considered to be flanking you. You suffer a -2 penalty to Perception. You do not gain the benefits of the Point Blank Shot feat, but you count as if you had this feat for the purpose of prerequisites.
  2. Mittens Your hands are useless, except that you can still use them for somatic components. You cannot wield weapons but the mittens count as brass knuckles and you can wield a hook hand or shield strapped to a mitten. You gain the Two-Weapon Fighting feat, ignoring prerequisites, but this feat is only usable with gauntlets, shields, or hook hands. Any feat using this bonus feat as a prerequisite also gains the limitation. If you have bound arms, mittens have no effect.
  3. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use kicks, tackles, and head butts for unarmed attacks. You gain Eschew Materials as a bonus feat and all your spells benefit from Still Spell, with no increase in cast time or spell level.
  4. Gagged You cannot speak in more than a whisper. You cannot use language-based abilities and Bluff, Diplomacy, or Intimidate against anyone more than 5 ft. away from you. The DC to hear you speaking (including using social skills and spells with verbal components) increases to DC 15 (from the usual DC 0).
  5. Hobbled Reduces your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. You are immune to caltrops, grease spells, and similar floor hazards.
  6. Hogtied You are prone and cannot take physical actions. All your speeds are reduced to 5 ft., but you can still take 5 ft. steps and your movement is not affected by difficult ground. You gain Eschew Materials as a bonus feat and all your spells benefit from Silent Spell and Still Spell, with no increase in cast time or spell level. You become supernaturally light, and count as only 1/10 of your weight when carried by another.
  7. Leashed You are leashed to an object, and must always remain adjacent to that object. You cannot manipulate this object by any means. Another creature can pick up this object and pull you around. You are constantly moved adjacent to the creature carrying this object whenever it moves, even if the creature moves faster than you can or moves in a way you cannot, such as by flying or teleporting.

At 5th level, you have learned to play on your bondage for tricks, pity, and to scare others. You gain a +2 bonus on Bluff, Diplomacy, and Intimidation checks and one of these skills becomes a class skill for you.

At 10th level, you can re-roll a failed saving throw at any time, but doing so imposes a random bond on you. You can only re-roll each saving throw once. If you gain a duplicate bond, reroll the result.

At 15th level, you can cause one attack that hit you to miss as an immediate action, but doing so imposes a random bond on you. Re roll of you gain a duplicate result. Combat maneuvers are not attacks for this purpose.

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