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Special Campaign Boons & Banes

or, "It's my campaign, and I'll do what I want!"

Boon:  Stonewall Signy

Pinned in place on the first floor of Wyvernclaw Keep, Signy found incredible resolve, holding the first floor alone against no fewer than 8 Beastmen as they broke through the door, they could not get past Signy, nor move her out of their path to the Oracle, wounded on the floor above.

 

3 Uses Remaining

Benefit

As a swift action, you can declare yourself “Stonewall Signy”  This conveys to you the following effects:

  • You may not use a missile weapon of any kind for any reason while this boon is in effect.

  • While this boon is in effect, you may not move normally.  You must declare one square your center point, and you may move only within it and the 8 squares surrounding the center point.  Bull rush and other effects and abilities may move you normally.  If outside of this area, you lose all of these Boon’s effects until you return to the center point area again, at which time, the effects immediately resume.

  • You gain DR5/Adamantine from all physical attacks. 

  • You gain +4 Strength

  • All weapons you wield gain the Reach effect (does not stack with weapons that already have Reach).

  • You are immune to Fear effects. 

  • You may fight at 0 or negative hit points without penalty and are automatically stable each round spent at 0 or negative hit points.

These effects last for a number of minutes equal to your Constitution bonus plus 1d6.  You may voluntarily cancel this boon at any time (and cannot be forced to do so by other creatures for any reason) but it cannot be used again for 24 hours.

 

This Boon can be recharged; expending 1 hero point earns 3 additional uses of this Boon.

Boon:  N’Kiir Navigation

Within the city of Daggermark (and perhaps other similar, urban environments), N’Kiir’s eccentricities serve her survival instinct flawlessly.  Requiring less sleep than most, N’Kiir has spent the last month literally crawling into any crevice that might conceivably lead to an exit or cubby hole.  Her sense of awareness in the city is heightened, and she has an uncanny way of knowing which way the people around her will move before they do.  Last, her comfort in associating with the poor and wretched has led her to places within the city that only the truly weary can find.

 

3 Uses Remaining

Benefit

This Boon can be used to convey one of the following benefits:

  • Ignore all difficult terrain during movement

  • Use the Evasion ability (as per a Rogue) against a spell or spell-like ability

  • Cause an attack to have to re-roll to-hit, or a confirmed critical hit to re-roll the confirmation roll.

  • Perform an action that normally provokes an Attack of Opportunity without provoking an AoO.

 

This Boon can be recharged; expending 1 hero point earns 3 additional uses of this Boon.

Boon:  Cerenthir Courage

Few have had the privilege to see Cerenthir dauntless against the horde.  The party, of course, and Brother Narael has had a part in telling the tale of his stand against 2 river ogres in Riverton.  But the one most impressed was Gorum, god of battle.

 

2 Uses Remaining

Benefit

This Boon can be used as follows:

  • As a move action, use this Boon to heal (xd6) +x hit points, where x = the number of enemies within (their own) melee attack range of Cerenthir (for each size category larger than Cerenthir, the creature counts as an additional enemy). 

  • If Cerenthir is unconscious or at 0 hit points or fewer, this Boon may be used.  Cerenthir stabilizes (and recovers from any bleed or similar effects automatically) but its hit point healing effects are delayed 1d3 rounds (kept secret by the GM). 

 

This Boon can be recharged; expending 1 hero point for 3 additional uses of this Boon.

 

GM Dane Patterson

heliodorus04@yahoo.com

 

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