1001 Small Treats for DMs to Grant During Character Creation


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Soilent wrote:

86. Players may Roll 1D20+class die upon leveling up, with a penalty equal to their maximized class die.

Example: Barbarians roll 1d20+1d12-12

I let them tempt fate.

This may result in effective HP loss upon leveling up.

Ouch... not a treat for Barbarians at all. Compared to a normal 1d12 toss this will lose 1.5 HP per level.

It does do very nicely for those d6 classes though who will gain an average of 4.5 HP per level using it.

Scarab Sages

88. You have prodigious skill in a certain pursuit. You gain Skill Focus in the skill of your choice (which you must be trained in) as a bonus feat. If you have a racial feature that grants Skill Focus as a bonus feat, you may choose instead to exchange both this bonus feat and that racial feature for an additional +1 bonus your highest ability score (your choice if more than one ability is tied for highest).

Scarab Sages

I usually create like a list of 1-6 smallish magic items, tattoos, or the like that they can randomly roll and start with. Gift from that crazy uncle everyone seems to have, or leftovers from a wild night they dont remember, 2 of my favorite examples are.
1. green porcupine with a golden crown tattoo - How or why you got the mythical porcupine king tattooed on your calf/forearm You dont know but boy does he look serious cool. - You are just more... stable and surefooted- +2 bonus to CMD versus things that will trip you, +2 bonus to acrobatics checks when moving across things of unsure footing. +2 to starting up conversations
or
2.magic undercloths (read underwear) - The wearer is always in a comfortable state regardless of the weather, hot days cold days, drizzly days, none of that matters, You just feel... comfortable.(note can still suffer from effects of too much heat or cold, just, its doesnt seem to bother you in the least)


KestrelZ wrote:
31. Everyone receives 1 additional skill point at creation to place in craft, profession, or performance (for non-bards) to represent a background occupation or hobby.

I let them have 3 points, but they had to have a background any nothing combat related.

89. Part of your background is that you start with a "free" level of NPC class. (Not Adept). This gives martials and skill monkeys a little boost over spellcasters, and even gives the spellcasters a few more HP and skills.

Shadow Lodge

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Not sure if this counts as necromancy, or a bump
90. One free archetype! (Within reason)


For that to be a treat you'd have to have said no archetypes first.


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Unless he's saying you stack an archetype on top of the class without swapping abilities.


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91. Chaotic PCs can duplicate the effects of a Rod of Wonder once per day. Good PCs can cast Bless Weapon once per day. Lawful PCs can always do nonlethal damage with weapons from any one weapon group, or get Merciful Spell (with no casting time increase for spontaneous casters) as a bonus feat. Evil PCs (if any) get Poison Use and add +1 to the DCs of any poisons they personally deliver.

Scarab Sages

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92. Each PC gains (or will gain) Eldritch Heritage at 3rd level, Improved Eldritch Heritage at 11th level, and Greater Eldritch Heritage at 17th level, as bonus feats without need for prerequisites. Their Charisma score is for this purpose is treated as equivalent to their highest ability score - 4. Their heritage is determined according to the player's sign in the Western zodiac, as follows:

Aquarius - Marid

Pisces - Aquatic

Aries - Infernal

Taurus - Oni

Gemini - Destined

Cancer - Pestilence

Leo - Celestial

Virgo - Martyred

Libra - Impossible

Scorpio - Aberrant

Sagittarius - Fey

Capricorn - Accursed

Shadow Lodge

Azten wrote:
For that to be a treat you'd have to have said no archetypes first.

no I mean you don't loose anything to get it.

Irontruth wrote:
Unless he's saying you stack an archetype on top of the class without swapping abilities.

Yes that

Rouges also get the glory rogue archetype too


93. Lil' Buddy.
You start play with a mundane pet of your choice, with a value of up to 25gp. It is pre-trained with the appropriate number of Tricks appropriate for its Intelligence.

Shadow Lodge

If you don't give #93 extra HD eventually it'll die to an aoe pretty dang soon, but that's still pretty cool, espically for a more social urban game


94. Family Guy/Gal. You are happily married and have children. Living and doing things with your family is something that has always given you plenty of joy. Unfortunately, it was financially tough to get by with your current occupation so you turned to adventuring. After a few tears this fact was accepted by all your family members and you promised to them to come back. This dedication gives you internal fortitude when you need it the most.

+1 rank to Craft skill of your choice and +1 to Craft (Cooking). Also, you carry with you a small memento of your family on your person that is easilly accesible (necklace, wristband etc). This memento is not a magic item and never counts as such when determening magic item slots. Once per day as a swift action you can grasp this memento to gain +2 luck bonus on any saving throw. However, if you lose this memento you gain a permanent -1 penalty to any saving throw (players choice). This penalty cannot be overcome by any means except finding the lost memento or gaining a new one.

EDIT: Name and losing the memento sections added.


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95. During your youth you stumbled upon a small breach into Limbo. Lost and terrified, you were by chance stumbled upon by a scatterbrained but friendly voidworm protean, who took an interest in you and protected and played with you. You spent what felt like months floating in the chaos with your new friend until suddenly you woke up back near the breach, which was now closed. No time had seemingly passed but you onow it was no dream as you gained abilities from your experience. As well as the ability to call on your old friend.

You gain a +1 bonus on saves aganist polymorph effects, as well as a sonic resistance of 5. Additionally, you gain the ability to summon your voidworm friend as through lesser planar ally once a week. If so inclined you make take this voidworm as a familiar at level 7 regardless of class, and you may ignore the chaotic neutral alignment restriction.


96. Twinkies


I really like this, but some entries don't belong here. I'm going to start a new thread, ironic boons. Watch for it.


97. Warrior of Lost Battles. You have fought in countless battles - usually on the losing side. These harsh experiences have given you an edge to survive even when the tide turns against you.

Once per day you can take a special full round action "Run like hell": When prone, you can stand up and take the withdraw action immediately after that. You still provoke attacks of opportunity as normal.


98. Rebelling Aristocrat. You are noble born and do not like your heritage. You have taken your time to learn the court etiquette, talk like a highborn and walk like a blue blood. Still, you rebel where you can and have learned to use a weapon that is tad barbaric to the circles you frequent.

You gain profiency with one of the following weapons:

-Axe, hooked
-Boomerang
-Whip

Shadow Lodge

99. Letting them play as a weird race/concept like a quickling or another party member's familiar/companion.


In the Crimson Throne AP the game comes with a selection of traits where players must pick one to tie into their back story. The general idea is the local crime lord has wronged the player in some way through drug addiction, murder, defamation or poor living conditions and these come with tiny perks/flaws.

Quote:

Campaign trait: LOVE LOST

Orphaned: The murder victim was your only surviving parent. You had to grow up fast to take care of your siblings or to handle your family’s matters and were forced from an early age to support yourself. You gain a +2 bonus on one of the following skills: Craft, Perform, or Profession.

Widowed: The murder victim was a lover. With your lover’s death, a part of you died as well, leaving you haunted, grim, and prone to dark musings. You gain a +2 bonus on Intimidate checks.

I think is one of the most elegant and clever ways to tie the player characters into the first quest, share a goal and give characters back story.


Wow, Deadalready, way to necromance without even numbering the hundredth entry. :P

101. Each PC picks a skill. They have a family member, mentor or dear friend who is super pro at that one skill, and might be available in certain locations to help them out.

Scarab Sages

Deadalready wrote:
In the Crimson Throne AP the game comes with a selection of traits where players must pick one to tie into their back story. The general idea is the local crime lord has wronged the player in some way through drug addiction, murder, defamation or poor living conditions and these come with tiny perks/flaws.

My idea with this thread was supposed to be stuff outside the scope of Campaign Traits for whatever reason.

Silver Crusade

102. One free masterwork item of any type, be that armor, weapons, or even a backpack

103. Chances to re-roll if the player has been especially funny, helpful, or has role played exceptionally (basically bennies from Savage Worlds).


104. Buy some river beads at the dollar store. Call them PathStones. For every good part of their backstory, they get a PathStone. They can trade PathStones for clues and items to help advance the story. Every gaming session that they roleplay their backstory, they get another PathStone. For example, visiting the friar who took you and your siblings in when you were orphaned, he tells you a legend that is actually a clue to a riddle.


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I'm Hiding In Your Closet wrote:
Strength for Spellcraft, however, is still right out

What if this technique for identifying spells has been passed down my family for generations?


Goddity wrote:

I once knew a paladin who convinced the GM to let him have a split personality literally.

Determined randomly on some days he was a lawful good paladin and sometimes he was a chaotic evil anti paladin. it was really cool, because then the anti paladin tried to convince us it was the paladin and chaos ensued. (He was still helpful to our goals in both forms it was just his methods and abilities differed)

My group nearly did something like this (but not with such diametrically opposed classes) for two players that were only able to show up on alternate sessions.

Scarab Sages

Baval wrote:
I'm Hiding In Your Closet wrote:
Strength for Spellcraft, however, is still right out
What if this technique for identifying spells has been passed down my family for generations?

Then I fold my arms and give you 'that look.'


I'm Hiding In Your Closet wrote:
Baval wrote:
I'm Hiding In Your Closet wrote:
Strength for Spellcraft, however, is still right out
What if this technique for identifying spells has been passed down my family for generations?
Then I fold my arms and give you 'that look.'

Well, the technique DOES require another person trained in spellcraft in order to beat the information out of.

I suppose with enough reenactments of '24' the PC might actually retain something...


I'm Hiding In Your Closet wrote:
Baval wrote:
I'm Hiding In Your Closet wrote:
Strength for Spellcraft, however, is still right out
What if this technique for identifying spells has been passed down my family for generations?
Then I fold my arms and give you 'that look.'

is it this one?

http://www.flyingmachinestudios.com/assets/images/posts/leiningen/so-sparkl y.png

remove space

Scarab Sages

Baval wrote:


is it this one?
http://www.flyingmachinestudios.com/assets/images/posts/leiningen/so-sparkl y.png

No, more like this one.

Scarab Sages

105. The PCs all have Spaceballsian stunt-doubles that can do stuff the PC they're attached to normally couldn't. Mechanically-speaking, the stunt-double is not an actual statted-out character, but whenever the PC makes use of the stunt double's abilities, the stunt double just somehow happens to be taking the PCs place just for that moment. At 1st, 5th, 10th, 15th, and 20th levels, pick one of the following benefits:

- ranks equal to 1+3/4 PCs character level in any skill that the PC does not possess as a class skill. The stunt double does have this as a class skill, and their relevant ability score is considered to be 16 for purposes of using this skill.

- any feat with no prerequisites other than an ability score minimum, race, sex, weight, height, or age, of which the PC does not meet some or all such requirements, as a bonus feat; the PC is considered to meet these requirements, whatever they are, when utilizing the feat (since it's really the stunt-double doing it). However, the PC is not considered to actually have these feats for any other purposes, and cannot count them as prerequisites for any other feats or prestige class entry.

- 1 caster level in any spellcasting class the PC does not have levels in. The stunt-double is considered to have a score of 16+1 per 4 PC character levels in whatever ability score(s) their spellcasting is based in. They do not gain any other class features associated with the class this way other than the standard number of spells per day/spells known for a 1st-level character of that class. If this bonus is selected more than once for the same spellcasting class, then every time it is selected after the first, 2 caster levels are added instead of 1. Classes such as Wizards and Witches who can learn additional spells by studying scrolls and such do not have that option in this case, although they do gain 2 extra spells known for free for each caster level gained.

- the ability to be treated as a different alignment of PCs choice other than the alignment they actually are, for 1 full round, at will as an immediate action. This alignment must be more than one step removed from the PCs alignment.

- the ability to automatically succeed (as though a natural '20' had been rolled) on one saving throw other than whichever saving throw(s) is/are the PCs strongest, 1/day. Should this matter, the stunt-double is considered to have a base save in that saving throw equal to the strongest normal base saving throw bonus of the PCs character level (i.e. +2 at 1st-level, +4 at 5th-level, +10 at 16th-level, etc), +5. Each time this bonus is selected, it adds an additional use per day.

- the use of any (full base) class feature (not including weapon/armor proficiencies or spellcasting, but including supernatural abilities and abilities mechanically similar to spellcasting, such as Alchemy) available at 1st-level to any class in which the PC has no levels, as a 1st-level member of that class; features from classes whose alignment requirements are incompatible with the PCs own alignment may not be selected. If this bonus is selected multiple times, it must be selected from a different class each time.


106. Fun size snickers


Irontruth wrote:
106. Fun size snickers

I like the way this guy thinks!


107. For an average game you get 10 race points to build your character. For a human that requires no race points so you can buy ability points 1 to 1. If they have 2 extra arms that can hold weapons, that's 8 race points and they have only 2 points to put in abilities. I'm still trying to figure out how many race points it costs to be an elf, dwarf, gnome, halfling, or whatever. I'm still looking through the Advanced Race Guide.

Scarab Sages

108. Possibly because you live in an arcane magocracy that takes a strong interest, both for better and for worse, in its citizens' lives and welfare, you all start with a handy haversack. Another example of something that the DM of a game I was in for a while actually gave us - he didn't actually provide the above background for it, but it does fit with the setting we were in.


109. At 1st level give every character 4 points to put in class skills. Can put one point in a skill to enable using it. Some may withhold this from wizards, which is ok.


110: Friends with Benefits: You are the girl/boyfriend of the DM. You gain a bonus to Sense Motive against the DM equal to the number of months you have been a couple. Your character sheet somehow always misses editing and you are given leeway regarding the rules that other players are not. Additionally, one time per session you may plead, whine or beg or otherwise make such gestures suggesting your displeasure to reroll one failed roll. This trait for all intent and purposes otherwise acts as a "Get Out of Jail Free" card, which you also seem to always have available when playing "That Other Game"


111: One for the Team: The DM allows you to "boot scene" or otherwise not role play the religious aspects of your character. This only works if you are a member of a real-world faith that makes you uncomfortable with role playing these elements and only if *no one else will* play the cleric again.

Scarab Sages

GreatKhanArtist wrote:
110: Friends with Benefits:
GreatKhanArtist wrote:
111: One for the Team:

These two aren't quite in the spirit of the thing.

110. Whether by ritual, training, blessing, or inborn gift, each PC is completely immune to the signature special attack of one kind of monster (i.e. a vargouille's kiss, a mind flayer's psionic blast, a dragon's fear aura, a rust monster's rusting touch, etc). Each PC chooses a different monster. Some DM arbitration may be prudent.

111. You have each received a permanent boon from some sort of powerful magical being for services rendered, or maybe just because they favor you. Each PC chooses a different 0-level spell (subject to DM approval) that they can cast at will as a swift action as a supernatural ability.

112. You have superlative talent in a particular pursuit. You may not have even realized it was anything special until somebody else pointed it out. Each PC gains a single skill unlock, randomly determined from among their starting class skills.

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