Chains Curse (Apath)
Unofficial rules compendium | |
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Chains
Publisher: Legendary Games.
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. Any bonuses provided by bonds only apply when you are actually bound.
- 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 cannot gain the benefits of the Point Blank Shot feat, but you count as if you had this feat for the purpose of prerequisites. Blinders have no effect if you wear a blindfold or is otherwise blinded.
- Blindfold You suffer the blinded condition. All opponents are considered to have total concealment (50% miss chance). You gain Blind-Fight as a bonus feat. You have adjusted to your condition to the point where you take no penalty on Armor Class or skills except that you take a -4 penalty on Perception checks and all checks and activities that rely on vision (such as reading and Perception checks based solely on sight) automatically fail. You automatically pinpoint an opponent within 30 ft. unless that opponent successfully uses Stealth against you, and you can cast targeted spells against them. You can never be flat-footed or flanked.
- 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.
- Bound Arms prevent most physical manipulation and the use of weapons and tools. You can still use kicks, tackles, and head butts for unarmed attacks. All your spells benefit from the Eschew Materials and Still Spell feats, with no increase in cast time or spell level.
- 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. You can still cast spells with verbal components. The DC to hear you speaking (including using social skills and spells with verbal components) increases to DC 15 (from the usual DC 0).
- Hobbled All your speeds are halved. You are immune to caltrops, grease spells, and similar floor hazards. Being hogtied negates hobbled.
- 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 a +5 bonus on concentration checks and all your spells benefit from the Eschew Materials and Still Spell feats, 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.
- Leashed You are leashed to a Fine object, and always remain adjacent to that object. You cannot manipulate this object by any means, nor can a creature you control move it. Another creature can pick up the object and pull you around. You are constantly moved adjacent to this object whenever it moves, even if it moves faster than you can or moves in a way you cannot, such as by burrowing, flight or teleportation.
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 these skills become class skills 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, re-rolling duplicates. You can only re-roll each saving throw once, and you cannot use this ability if you already suffer all of the bonds.
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, as the level 10 ability. If you roll a duplicate bond, the ability fails and the action is wasted. Combat maneuvers are not attacks for this purpose.
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