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An NPC by Any Other Name
NPC Boons
Adept
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An entry marked with this has additional sections within it.
NPC Boons
Source
GameMastery Guide pg. 255
Chapter 4 presents an optional system for boons—minor in-game bonuses and benefits specific NPCs can grant to PCs who befriend them. This system of favors and benefits encourages PCs to invest greater interest in working with NPCs and creates a way to reward characters with something other than experience and treasure. At the end of the statistics for each of the following NPCs is a suggestion for a minor benefit that is appropriate to the NPC and that works within this system. GMs who wish to employ these favors or create their own boons might use those presented here as guides for new benefits. At the same time, GMs should not feel that every one of the following NPCs has to offer exactly these boons, or any boon at all. Those interested in designing their own boons or customizing them to their game should feel free to modify these effects however they feel best suits their needs. A complete explanation of boons and how PCs might gain them appears on page 88.
Adept
Source
GameMastery Guide pg. 89
While users of divine magic are often regarded simply as healers, their wisdom and vaunted positions mean they can have much more to offer.
Favor
: Free healing on a single occasion.
Favor
: Letter of recommendation to lower-ranking priests, ordering them to help the PCs as required (granting the aid of a 1st-level adept hireling for 3 days).
Skill
:
Favor
able introductions to contacts in a local church, providing a PC a +2 bonus on Diplomacy checks made to influence members of that specific church.
Skill
: Proves especially knowledgeable in mysterious alchemical techniques, granting a PC a +4 bonus on one Craft (alchemy) check made to create an alchemical item.
Unique
: Can brew 4 unique potions that instantly heal the disease filth fever.
Unique
: Allows the PC to commune with the spirit animal of his tribe, granting the PC the ability to
speak with animals
of a specific regional species once per day.
Aristocrat
Source
GameMastery Guide pg. 89
Aristocrats vary in rank from village squires to emperors, with most having wealth and position that grants them great influence in a community.
Favor
: Provides an invitation to an aristocratic event, such as an estate party, royal gala, or public celebration.
Favor
: Use of influence to save the PCs from prosecution for a crime.
Skill
: Offering a day-long primer on local courtesy, granting the PC a +2 bonus on a Knowledge (nobility) check for the city or region.
Skill
: Attends a character on his visit to the royal court, granting the PC a +4 Sense Motive check on interactions with the court’s members during that outing.
Unique
: Loans a ship and provides a crew for a voyage to a distant land.
Unique
: Grants a PC a minor, landless title that affords him access to certain local rights.
Commoner
Source
GameMastery Guide pg. 89
Although not usual famous or wealthy, commoners have a wide variety of skills and can usually come up with creative ways to repay favors.
Favor
: Provides room and prepares an elaborate feast in a PC’s honor.
Favor
: Provides a 50% discount on a high quality, nonmagical item made using one of his Craft skills.
Skill
: Freely uses his highest Craft or Profession skill for the PC for a month of service (perhaps crewing a vehicle or ship, tending to a rare plant, or training an animal) .
Skill
: Shares rural remedies, granting the PC a +2 bonus when using Heal to treat diseases.
Unique
: Creates a map or leads a PC through the local wilderness to a secret location only he knows about.
Unique
: Competently manages a home or business for an absentee PC.
Expert
Source
GameMastery Guide pg. 89
Skill
ed craftsmen, professionals, and learned members of society regularly have a wide range of specific talents and obscure information that can prove useful to PCs.
Favor
: Provides material for a PC, cutting the price to create a non-magical item in half.
Favor
: Can find a seller to buy any non-magic item or a buyer for any magic item.
Skill
: Grants access to an exceptionally well outfitted workspace, granting a PC a +4 bonus on a specific Craft or Profession check.
Skill
: Teaches a PC a trick of the trade, granting a perpetual +1 bonus on one Craft or Profession check that the PC and expert share.
Unique
: Obtains membership in a regional guild, providing a PC with a 10% discount on a certain kind of goods in a wide region.
Unique
: Can create a special tool that opens an ancient lock, circumvents an impassible trap, or replaces a part of a fabulous broken mechanism.
Warrior
Source
GameMastery Guide pg. 89
Professional warriors typically have a wide range of experience and useful contacts among other career combatants, those they serve, and those they oppose.
Favor
: Gifts a PC one non-magical weapon, piece of armor, or adventuring gear.
Favor
: Can guard a precious object or hide it where none will find it.
Skill
: Relates his experience patrolling the local sewers, granting a PC a +2 bonus on Knowledge (dungeoneering) checks in the city sewers.
Skill
: Provides information with which to blackmail a local criminal, granting a PC a +4 bonus on Intimidate checks against local street thugs.
Unique
: Can form a posse, bringing together a group of 2d4 low-level warriors to aid in one specific plan.
Unique
: Grants the secret of a specialized fighting style, providing a PC with a +1 bonus on initiative.