
Detect Magic |

I've been compiling a list of boons associated with different Sandpoint residents. So far, I've got Belor, Abstalar and Jubrayl finished up.
Here's what I've got for each:
- Belor can share an old shield technique with a PC. Whenever the PC has a shield equipped and chooses to fight defensively or use the Combat Expertise feat, he gains an additional +1 bonus to AC.
- Belor can teach a PC a new dual-wielding technique he has developed. Whenever the PC uses the Two-Weapon Fighting feat, he gains a +1 bonus on damage rolls made with his off-hand weapon for 1 round whenever he successfully strikes an opponent with his main-hand weapon. This effect can only trigger once per round.
- Belor can alert a PC to the local customs, traditions, and rumors. Whenever the PC is within Sandpoint, he gains a +2 bonus on opposed Perception or Sense Motive checks.
- Belor can arrange a meeting between a PC and any resident NPC of Sandpoint (such as Kendra Deverin or Old Quink).
- Belor can detain any resident NPC of Sandpoint for up to 24 hours, allowing a PC access for questioning. This privilege extends to visitors from Magnimar, whom Belor may also detain (in some cases, he may be unable to detain those of sufficiently high level, such as those above 9 HD).
- Belor can assign a patrol of guards to assist a PC for up to 1 hour, within Sandpoint. Alternatively, he may assign a single guard for up to 24 hours.
- Abstalar can act as a mediator for a PC when he attempts to influence the attitude of a resident of Sandpoint. When he does so, the NPC automatically shifts one step closer to helpful—and at this point, the PC rolls his Diplomacy check. He gains a +4 bonus on this check, due to Abstalar’s guidance. Out of respect for Father Zantus, even NPCs that are hostile towards the PC will comply.
- Abstalar can gift a PC with an Elixir of the Phoenix (imbiber gains the effect of the breath of life spell, CL 10th). Anyone who carries this item instantly triggers its effect when brought below 0 hit points (they need not drink it to gain its effect), at which point the elixir bursts into flames and shatters the vial. The target of this contingency also gains an aura of flames for 5 rounds. Anyone striking the target during this time is dealt 1d8 points of fire damage.
- Jubrayl can instruct a PC in an old knife-fighting technique. If the PC wields a dagger and nothing in his off-hand, he deals an additional +1 point of damage with it. However, if he uses the Two-Weapon Fighting feat, he gains a +1 shield bonus to AC as long as he carries a dagger in his off-hand.
- Jubrayl can show a PC how to conceal a dagger in such a way as to allow quick access to it. The PC can draw a concealed dagger as a move action (or a free action, if he has the Quick Draw feat).
- Jubrayl can teach a PC to speak Thieves’ Cant and to recognize Shadow Signs (a sort of written language—comprised of symbols—used by thieves).
- Jubrayl can spread a rumor on behalf of a PC. Such a rumor will reach the ears of each and every resident of Sandpoint over the course of 1d3 days. In a week’s time, such a rumor might spread as far as Magnimar.
- Jubrayl can arrange for a disturbance for a PC, whose distraction imposes a –2 penalty on opposed Perception checks for up to 10 minutes. In addition, during this time he can assure the PC has cover, allowing Stealth checks to be made during the day without an imposed penalty.
- Jubrayl can perform various criminal services for a PC. He can arrange to smuggle people or items into or out of Sandpoint. He can command a robbery, break-in, or assault on a target. He can arrange to buy or sell illegal items, acting as a fence (15,000 gp limit). He can falsify testimony or forge documents, or even break a PC out of jail.
Anyone else create NPC boons for the ROTRL adventure?