Trust Traits

Trust is important in any party. Teamwork feats are great, and powerful, but the teamwork qualifier is difficult.



The following Trust Traits are available to new characters. They must be chosen at character creation.

The intention here is twofold: one- to encourage characters to work together as a team and have intertwined backstories and motivations.
Two: to prevent team turnover. Better to raise someone from the dead than loses out on all the benefits of the trait.


True Love: You are considered to be the True Love of another PC. You would risk anything to protect them. Unless they also spend the trait, the love is unrequited. You can have multiple true loves with multiple PCs, implying a polygamous relationship. You must spend 1 trait for each PC who you are truly in love with.

  • Heal checks get +10 with the PC you love, and you can stabilize them as a standard action without need of a check.
  • Any healing spell or ability you use that restores HP restores +1 HP per die to your true love. 
  • Aid another checks get +2 better than normal with your true love.
  • Any spell cast to dispel magic, break curses, resurrect, or otherwise end an ongoing affect on your true love functions at +2 caster levels, and if the effect causes negative levels (such as raise dead), those are temporary negative levels instead of permanent. This includes if you create the effect using magical items, but not if someone else casts them on your behalf. 
  • Any kind of harm to your true love is considered "against your nature" for compulsion effects. 
  • Bestow Curse and Bestow Greater Curse and other spells which requires the caster to choose a special way that the curse can be destroyed automatically include "True Love's Kiss". 
  • You get a +10 bonus on perception or sense motive checks to identify possession or charms in your true love, or to identify your true love in disguise, or see through someone else's attempt to impersonate your true love. 

Blood Brothers: Whether you are related, or childhood friends, you are considered life partners, though there is no romantic involvement. This requires a 1 trait investment from both players. "Brother" here is just a trait name- the characters need not be any specific gender or the same gender as each other. Like your true love, Blood Brothers would never betray or abandon each other. A group of 3+ can all take 1 instance of blood brother and be each other's "Band of Brothers", but once named, the choices can't be changed. You can't "buy in" to an existing group with a replacement character. 

  • Blood brothers are assumed to share teamwork feats with each other. So any teamwork feat one takes, they can treat as if they both have. They still must meet the action and position requirements of the feats. They both get the benefit, but only with each other. You can't use your blood brother's teamwork feat in conjunction with some other person who has that feat without your blood brother being involved. 
  • You get +2 on saves against any compulsion effect where you're asked to harm your blood brother, unless you believe it's for their ultimate benefit. These actions are considered "against your nature". 
  • You get a +5 bonus on perception or sense motive checks to identify possession or charms in your blood brother, or to identify your blood brother in disguise, or see through someone else's attempt to impersonate your blood brother. 

Bound Soul: The character's soul is bound to another in some fashion.

  • If the bound character is present to act as a focus, they count as a body part for spells like scrying (or nightmare).
  • Their presence can supplement as having met someone for the purpose of casting spells like locate creature.
  • If they are used as a focus during resurrection type magic, the negative levels is reduced: Raise Dead gives only 1 negative level, Resurrection gives 0.
  • They may also share their "use" of beneficial spells and affects that can only affect a creature once every so often, such as benefiting from restoration an extra time per week, or benefiting from a witch's cure hex an extra time per day. Grating this extra use prevents the effect from working on the other character during that time period. 
  • If one of them has a familiar with the share spells ability, or deliver touch spells, that familiar can share spells or deliver touch spells cast by either of them. 
Bound soul is a one way connection. Both characters must take it for it to work both ways.


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