Leper Curse (Apath)

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Unofficial rules compendium

Leper

Publisher: Trailseeker & Legendary Games.

This curse explores the consequences of prejudice. It should only be selected if all players are comfortable with it.

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 NPCs have a base attitude of hostile towards you (see Diplomacy), and harass you or treat you as if you weren't there. They will not provide you services or lodging at any price. 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.

Creatures of your own type (usually humanoid) are unwilling to interact with you for fear of getting tainted. A creature trying to target you with an attack or effect, or to move adjacent, must make a Fortitude 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 a helpful attitude are immune, this includes all party members.

At 5th level, all animals, humanoids, magical beasts, and monstrous humanoids avoid you as above, in addition to your own type.

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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