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Created By
Ganteka Future (talk)
Date Created: 18 April 2010
Status: Tentative Completion
Editing: Please feel free to edit constructively!


The Bogey Chart 3[]

{{#set:Summary=This is designed as a replacement for previous incarnations of The Bogey Chart.}} Okay, so new format for this chart. Presented below are 5 separate lists consisting of Boons, Bogeys, Flavors, Boon Gear and Bogey Gear. Any use of this article is to be DM supervised. Results generated by these lists are generally referred to as "bogeys", despite whatever list it came from.

Each player rolls once on each list unless a reroll is deemed necessary by the DM. Some players like to keep their bogeys secret, so a DM should ask players beforehand if they would like to go aside with him to roll on the lists. A DM may opt not to use the gear lists. It is recommended that the gear lists are not used for characters of an ECL greater than 1.

The Bogey Philosophy[]

Dungeons and Dragons is a game. It's supposed to be fun. The bogey chart is supposed to make it more fun. Though, it may not be your kind of fun, in which case it would make your game less fun. If that is the case, don't use it. If you like what you read below, consider testing it out in a short one-session game to see how it works with your group.

If someone rolls something they very much protest to taking for their character, a DM should not force it upon him. Drastic unwanted changes to your character make a game less fun. Hopefully, this version should remove most of the instances of that happening.

Using This Article[]

As for game balance, this article is likely to create a few disparities. Use with caution.

If a player rolls a bogey on a list, and later rolls something else on another list that counteracts or cancels out a previously rolled bogey, the DM should allow a reroll.

If your gaming group decides to use this, every player must roll on it.

Boons[]

Boons are the bonus aspect of this article and grant a minor mechanical bonus to your character's abilities. Roll a d100:

Table: The Chart of Boons
#         Boon Description
1 Basic Training You gain regular ol' Weapon Focus for a weapon you are proficient with.
2-3 Burley You gain a +1 racial bonus to Strength.
4-5 Talented Choose a "Usable Untrained" skill not on your class skill list. This skill is now always a class skill (such as Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim, Use Rope).
6-7 Multilingual You have learned an additional language of your choice.
8-9 Resilient You gain a +1 racial bonus on Fortitude saves.
10-11 Saw it Coming You gain a +2 dodge bonus to your AC against projectile and thrown weapon attacks.
12-13 Darkvision You gain Darkvision out to 60 feet. If you already have Darkvision, it extends another 60 feet.
14-15 Diver You gain a +2 bonus on Swim checks. In addition, you can hold your breath for eight times your Constitution before you risk drowning. If you already have a swim speed or the ability to breathe underwater (or no need to breathe at all), you may re-roll.
16-17 Nimble You gain a +1 racial bonus to Dexterity.
18-19 Compensate When you roll a natural 1 on a d20 for an attack roll, your next attack roll made in that encounter (up to a minute later) gains a +2 morale bonus.
20-21 Potion Plus When you consume a healing potion, you gain 1 additional HP per potion dice (such as +1 for a 1d8 cure light wounds or +3 for a 3d8 cure serious wounds). When you consume a potion with a duration, it lasts for 1 unit of time longer in whatever unit of time it is measured in (such as rounds, minutes, 10 minutes or hours).
22-23 Spiritual Connection You have the supernatural ability to communicate via "spiritual communication" with one other being (an NPC no greater than 3 ECLs higher than you, chosen by you, approved by your DM). As a standard action, you may converse ("speaking" or "listening" in your head). If you fail to take the action to receive a message from your spiritual connection, you "hear" gibberish. This connection works across planar boundaries but not through barriers of force and cannot be changed to be connected to another being.
24-25 Move to the Beat Any musical Perform check result of 20 or higher inspires courage in you (much like the bard ability) when you hear it. The effect lasts for as long as you hear the music and for 5 rounds thereafter. You receive a +1 morale bonus on saving throw against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 10 HD this bonus increases to +2 and increases again to +3 at 20 HD. This is a mind-affecting ability. Additionally, you are immune to the effects of irresistible dance.
26-27 Walk It Off Your natural healing rate is twice as fast as normal. You recover only 2 HP per HD for a full rest.
28-29 Throw It! You gain the Throw Anything Complete Warrior feat.
30-31 Tough You gain a +1 racial bonus to Constitution.
32-33 Immune System You gain a +2 racial bonus on Fortitude saves against diseases.
34-35 Armor Master Your armor check penalty is reduced by 1 (though never reducing it beyond 0). If you are not proficient with armor, reroll.
36-37 Desperate Speed When running from danger or running into danger (taking a run action), you gain a +10 foot morale bonus to your base land speed. You gain a +4 bonus on your Constitution check to continue running in these conditions.
38-39 A Good Night's Rest You gain the Rapid Metabolism feat.
40-41 Turtle When you fight defensively, you gain a +4 dodge bonus, instead of a +2 bonus. When you enter a total defense, you gain a +6 dodge bonus, instead of +4.
42-43 Low-light Vision You gain Low-Light Vision. If you already have Low-Light Vision, you gain Superior Low-Light Vision, allowing you to see four times as far in conditions of low illumination.
44-45 Tactical Training You gain a +1 bonus on trip, disarm and sunder attempts.
46-47 Unassociated Boon You gain a +1 racial bonus to your lowest ability score. If it is a tie, you choose which of the lowest scores receive this boon.
48-49 Take a Hit You gain Damage Reduction 1/— against non-lethal damage from weapon attacks.
50-51 Sprightly Dodger You gain a +1 racial bonus on Reflex saves.
52-53 Popeye You choose your favorite food or drink. When you consume it, once per day, you gain the effects of a bull's strength. This is an extraordinary effect. Duration is based off of your HD.
54-55 Never Give Up You gain a +2 morale bonus to attack rolls and damage when your HP drops to or below your ECL (example: 3 HP at ECL 3).
56-57 Stubborn You gain a +2 racial bonus on Will saves against compulsions.
58-59 Clutch Confidence You gain a +2 morale bonus on skill checks made during "life threatening" situations.
60-61 Free Zero You are able to cast a 0 level spell 3/day as a spell-like ability. You may choose any spell from the sorcerer/wizard spell list or cleric spell list. You may choose either Intelligence, Wisdom or Charisma as your key ability. The save DC is equal to 10 + 1/2 your HD + your key ability modifier.
62-63 Aptitude You gain a +1 racial bonus to Intelligence.
64-65 Great at Parties 1/minute you can instantaneously transform up to a gallon of water you touch into wine as a spell-like ability.
66-67 Thick Skinned You gain a +1 natural armor bonus to your AC.
68-69 Combative You gain a +1 bonus on grapple, bull rush and overrun checks.
70-71 On a Roll When you roll a natural 20 on an attack roll and roll another 20 on your confirmation roll, you gain a +2 morale bonus on your attack rolls for that encounter (up to 1 minute later).
72-73 Feats of Skill Choose a feat that grants a +2 bonus for two skills as a bonus feat (such as Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Autonomous, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Psionic Affinity, Self-Sufficient, Stealthy).
74-75 Second Wind You can, as a standard action 2/day, heal yourself for a number of HP equal to your HD total.
76-77 Helpy Helperton When you aid another, you grant a +3 bonus (instead of +2).
78-79 Sagely You gain a +1 racial bonus to Wisdom.
80-81 Ready You gain a +1 bonus to your Initiative.
82-83 Wide Awake You gain a +2 racial bonus on Will saves against sleep effects. If your character does not sleep, reroll.
84-85 Rugged You gain an additional 1 hp for every HD you gain.
86-87 Dedicated Skills You gain the Skill Focus feat applied to the skill of your choice. This skill must be a "Usable Untrained" skill (such as Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim, Use Rope).
88-89 Elemental Maniac From your hands, you can make a little flame, freezing burst, splash of acid or shocking spark. This effect deals 1 point of its given energy damage (but not to you).
90-91 Sound Mind You gain a +1 racial bonus on Will saves.
92-93 Free One You are able to cast a 1st level spell 1/day as a spell-like ability. You may choose any spell from the sorcerer/wizard spell list or cleric spell list. You may choose either Intelligence, Wisdom or Charisma as your key ability. The save DC is equal to 10 + 1/2 your HD + your key ability modifier.
94-95 Social You gain a +1 racial bonus to Charisma.
96-97 Built-up Resistances You gain a +2 racial bonus on Fortitude saves to resist poisons.
98-99 Previous Employment You gain 4 additional skill points at 1st level only.
100 DM LAW The DM custom picks a boon for you from the chart above.


Bogeys[]

Bogeys are the penalty aspect of this article and grant a minor mechanical drawback or shortcoming to your character's abilities. Roll a d100:

Table: The Chart of Bogeys
#         Bogey Description
1 Hunting Accident You are missing either a hand (you gain a free hook) or a leg (you gain a free peg but your base land speed is reduced by 5 feet).
2-3 Meak You suffer a -1 racial penalty to Strength.
4-5 Inept You suffer a loss of 4 skill points at 1st level (though you still gain a minimum of 1 skill point).
6-7 Illiterate You are unable to read or write. You may spend two skill points (much as a barbarian) to become literate. You do not gain literacy by multiclassing.
8-9 Caught Off Guard You suffer a -2 penalty to Initiative.
10-11 Gullible You suffer a -1 penalty on Will saves.
12-13 Slight Load Your carrying capacity is determined as if you were a size smaller.
14-15 Slow Runner Your run speed is decreased by one multiple. The Run feat cancels the effect of this bogey, granting no other benefit.
16-17 Arthritis You suffer a -1 racial penalty to Dexterity.
18-19 Short of Breath You may only hold your breath for half as long as you otherwise could before risking suffocation (typically you now may only hold your breath for one round per point of Constitution.
20-21 Trap Springer You suffer a -1 penalty to Reflex saves or your AC against effects and attacks from traps.
22-23 Peer Pressure You suffer a -2 penalty against compulsion effects.
24-25 Never Tried it Before You suffer a -1 penalty on all skills without at least 1 rank.
26-27 Magic Interference One magic armor you wear or magic weapon you wield is treated as having a drawback. This drawback is chosen by the DM. If you wield or wear a magic item already has a drawback, you do not suffer an additional drawback.
28-29 Elemental Vulnerability Choose either fire, cold, acid or electricity. You now take 150% damage from this energy effect, regardless of a saving throw (or if that save was successful).
30-31 Sickly You suffer a -1 racial penalty to Constitution.
32-33 Alcoholic You find it difficult to resist the sweet sting of alcohol. When you are aware of the availability and nearby presence (within 60 feet) of alcohol, you must make a Will save DC 15 or be compelled to pursue obtaining the focus of your alcoholism as readily as you are able. Valid threats of harm to you override this compulsion. Additionally, you suffer a -2 penalty on any save to resist drunkenness.
34-35 Lame Gimp Your base land speed is treated as though you are always encumbered with a heavy load, which may slow you down.
36-37 Weak Grip You suffer a -2 penalty or grapple checks, Climb checks and checks to avoid dropping your weapon (for a fumble) on a result of a natural 1 on an attack roll.
38-39 Poison Prone You suffer a -2 penalty on all saves to resist poisons.
40-41 Fragile You suffer a -1 penalty on Fortitude saves.
42-43 Small Hands You must wield weapons sized for a creature of one size smaller than your actual size to avoid a penalty to your attacks.
44-45 Unmotivated You suffer a -2 morale penalty on skill checks and ability checks outside of threatening situations.
46-47 Dump Stat You suffer a -1 racial penalty to the ability score of your choice.
48-49 Glutton You find it difficult to resist savoring the flavors that abate the grumbling hunger within. When you are aware of the availability and nearby presence (within 60 feet) of food, you must make a Will save DC 15 or be compelled to pursue obtaining this food as readily as you are able. Valid threats of harm to you override this compulsion. After eating, you are sated for 1d4+1 hours.
50-51 Weary You suffer a -2 on all saves to resist sleep effects. If you do not sleep or are immune to sleep effects, roll again.
52-53 A Poor Fit You suffer an additional point of Armor Check Penalty whenever wearing armor.
54-55 Magical Overflow Whenever you activate a use-activated magic item, you glow like a candle for 1 round, shedding dim illumination out to 5 feet.
56-57 Disease Prone You suffer a -2 penalty on all saves to resist diseases.
58-59 Weak Heart You suffer a -4 penalty on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you automatically become fatigued from sleeping in any armor. The Endurance feat cancels the effects of this bogey, but grants no other benefit.
60-61 Forgetful You suffer a -2 penalty on all Knowledge checks and Intelligence ability checks.
62-63 Ignorant You suffer a -1 racial penalty to Intelligence.
64-65 Untrained Choose two skills you currently have as a class skills. These skills are now not class skills and are never class skills.
66-67 Unresponsive You suffer a -1 penalty on Reflex saves.
68-69 Jittery You must move at least 1 square every round in combat or suffer a -1 morale penalty on attacks, spell DCs and saves.
70-71 Fail for the Day Anytime you roll a natural 1 on a skill check, you suffer a -2 morale penalty to that skill until you have fully rested (or 24 hours have passed).
72-73 Failures of Skill Find a feat that grants a +2 bonus for two skills (such as Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Autonomous, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Psionic Affinity, Self-Sufficient, Stealthy). Instead of gaining a +2 bonus to those skills, you instead take a -2 penalty to those skills.
74-75 Potion Minus When you consume a healing potion, you gain 1 fewer HP per potion dice (such as -1 for a 1d8 cure light wounds or -3 for a 3d8 cure serious wounds). When you consume a potion with a duration, it lasts for 1 unit of time shorter in whatever unit of time it is measured in (such as rounds, minutes, 10 minutes or hours).
76-77 Slow Recovery Your natural healing rate is half as fast as normal. You recover only 1 HP per 2 HD for a full rest.
78-79 Unwise You suffer a -1 racial penalty to Wisdom.
80-81 Lonely You suffer a -1 morale penalty on attacks, ability checks, saves and skills when not within 30 feet of an ally.
82-83 No Help You provide no bonus to others when you use the aid another ability.
84-85 Lost Opportunity You suffer a -2 penalty on attack rolls made as attacks of opportunity.
86-87 Avoided Skills You suffer a -3 penalty to the skill of your choice. This skill must be a "Usable Untrained" skill (such as Appraise, Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Heal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Sense Motive, Spot, Survival, Swim, Use Rope).
88-89 Night Terrors Every time you sleep (or trance for elven-folk), roll a d20. On a result of a natural 1, you wake up screaming and flailing periodically (every 1d4 hours during this rest), causing you to be unable to regain lost HP and ability damage as if you had not rested at all.
90-91 Afraid You suffer a -2 penalty on saves against fear effects. If you have an immunity to fear effects, your immunity is instead negated.
92-93 Claustrophobic You suffer a -2 morale penalty to attacks and saves when in tight quarters (such as in a 5 ft. wide hallway, when unable to move, surrounded or flanked, when in rooms smaller than 15 x 15 ft. and when grappling).
94-95 Awkward You suffer a -1 racial penalty to Charisma.
96-97 Off Focus When you roll a natural 1 for an attack roll, you suffer a -2 morale penalty to your attack rolls for that encounter until you score a successful hit (or up to a minute later).
98-99 Schizophrenic You suffer from hallucinations. When you roll a natural 1 on Spot, Search or Listen checks, you detect falsehoods which you are unable to distinguish from actuality. You typically detect the same few things, though, any falsehood is at the DM's discretion.
100 DM LAW The DM custom picks a bogey for you from the chart above.

Flavors[]

Flavors are roughly neutral gains, minimally affecting a character, providing a bonus and a penalty or even not providing any mechanical difference at all. Roll a d100:

Table: The Chart of Flavors
#         Flavor Description
1 Sterile You are unable to reproduce.
2-3 Scars You suffer a -1 circumstance penalty to Diplomacy, Disguise and Gather Information. Against monstrous or brutish races (such as orcs), this instead becomes a +1 bonus.
4-5 Shy You don't (usually) volunteer your services.
6-7 Proud You find it hard to back down from a fair challenge. When challenged, you must make a Will save DC 15 or be compelled to accept the challenge.
8-9 Cannibal You find the idea of eating other members of your race as appealing. If you do not eat, reroll.
10-11 Opportunistic Eater You have no qualms of eating anything that's fit to eat. If you do not eat, reroll.
12-13 Possessive You don't (usually) share your gear or equipment.
14-15 Fertile You have a high chance of having children.
16-17 Vegetarian You don't eat meat. If you do not eat, reroll.
18-19 No Shame You'll do (pretty much) anything for a reasonable price.
20-21 Noticeable Trait Choose one: Nifty eyes, exotic hair color, bald (body hair included), visible tattoo, exotic skin tone (including albinism, serpent's tongue or glowing blood.
22-23 Oh So Pretty Meee-ow, your looks are highly aesthetically pleasing, despite your Charisma.
24-25 Street Talk You are illiterate for your bonus languages. However, any time you use one of your illiterate languages as part of the skill check, you gain a +2 circumstance bonus on Gather Information checks.
26-27 Reincarnated You retain partial memories from a past life as someone else.
28-29 Luck After you roll your initiative for an encounter, roll a d3:
1 = -1 luck penalty to attack rolls and skill checks.
2 = No effect.
3 = +1 luck bonus to attack rolls and skill checks.
30-31 Well Endowed Yeah, that's right... Well Endowed.
32-33 Second Identity You have taken up two identities as publicly known personas. You have no need to make a Disguise check to portray either persona, as each is natural to you.
34-35 A Way With Others Choose one (that is not your own type): Humanoids, monstrous humanoids, giants, fey, outsiders or aberrations. You gain a +2 circumstance bonus on Bluff, Diplomacy and Sense Motive when checked against creatures of the chosen type. However, you suffer a -2 circumstance penalty on these skills when checked against members of your own type.
36-37 Manic Depressive Your mood varies greatly from day to day. Every 24 hours, roll a d4:
1 = Depressed: You suffer a -1 morale penalty on attack rolls, saving throws and skill checks.
2-3 = No effect.
4 = Manic: You gain a +1 morale bonus on attack rolls, saving throws and skill checks.
38-39 Adjustment You gain a +1 racial bonus to an ability score of your choice. However, you also suffer a -1 racial penalty to another ability score of your choice. You may not boost an ability score above 18 or below 8 with this adjustment. If you use point-buy systems to determine your ability scores, reroll.
40-41 Elemental Tradeoff You take only 50% damage from either fire, cold, acid or electricity. However, you also gain a vulnerability. Choose a different energy. You now take 150% damage from this energy effect, regardless of a saving throw (or if that save was successful). If you have rolled Elemental Vulnerability, you must choose a different energy to be vulnerable against.
42-43 Whaley Choose one: Unibrow, ugly teeth, warts, pimples, extremely tanned or excess body hair.
44-45 Diary/Journal You keep a log of your life and thoughts. You may reroll if you are illiterate or unable to write.
46-47 On a Mission You will (eventually) be visited by a spirit/outsider/entity that tasks you with a geas/quest of the DM's choosing.
48-49 Nickname You (within the first session of play, or from beforehand) gain a nickname. This nickname is chosen by the other players.
50-51 Cursed Choose one: Your weight is doubled, your hair grows out to a length equal to your height (regrowing in a day when cut), you gain the ears or facial features of an animal and when you laugh you make that animal's noise, you are mute (unable to speak), sex changed or you have warts and boils.
52-53 Spiritual Aid When you take a full round action to pray to a higher power, you gain a +2 bonus to a skill check completed in the next round as if an intangible force used an aid another action to provide you guidance.
54-55 In Deed You gain the deed and documentation showing ownership of 100 acres of land on the outskirts of where ever the game takes place. Land quality and terrain type is at the DM's discretion.
56-57 Acute Planar Heritage Choose one: Little non-functional vestigial wings, short tail, elongated ears, tiny horns, shimmering skin, black nails, constantly waving hair, slightly warm touch, slightly cold touch, constantly wet or unusually dry.
58-59 Title of Distinction You have an honorific title which, while not granting any other boons, makes you sound cool. Choose one: Knight, duke/duchess, seer, prince/princess, marquis, count/countess, viscount/viscountess, earl, baronet/baronetess, noble, gentleman/lady or esquire.
60-61 One Time Only Whenever you find yourself in a dire situation, your options are running low and things looking grim, you have the potential to call upon a force greater than yourself. Call it fate, destiny, the will of the god's or a kindly DM, but whatever it is, it only works once, ever. At a time of your choosing, you may, as a swift action, attempt to summon forth this force by rolling a natural 20 on a d20 roll. Failure does nothing and you may not try again for another 24 hours. Success means you have reached through to a greater force. The DM then, in response to the situation, makes an adjustment to the course of events to tilt them in your favor. Note that "your favor" does not necessarily mean the favor of your allies.
62-63 Conditional Choose one: petrified, polymorphed, deafened or blinded. You gain a +2 bonus on saves to resist this condition. However, you must pick a second condition from the list in which you receive a -2 penalty to checks on.
64-65 The Map In your possession, possibly passed down from your elders, or won in a game of chance, you have a map to a hidden treasure. However, the map is vague. The DM chooses where the map leads and what lies in wait.
66-67 Catchphrase You enjoy using your catchphrase whenever possible. Have other players help make suggestions for it.
68-69 Werelame Every night of the full moon (at sunset until sunrise), you suffer a purely aesthetic involuntary transformation into some manner of (typically uncommon or just plain made up) hybrid werebeast. If you are of a race that is incapable of contracting lycanthropy or you have the shapechanger subtype, reroll. Remove curse frees you of this enchantment. Your equipment changes to fit your (slightly altered) form. You gain a +2 bonus to not be identified as yourself when in this form when making a Disguise check.
70-71 One Last Act If your HP are reduced to -10 or less while you were conscious and able, you may take one last standard action before dying. However, you are beyond saving, and no healing will restore you.
72-73 Hunted An NPC keeps hiring thugs, goons, mercenaries, trackers and hunters to find you. The purpose the NPC seeks to hunt you down, as well as the minions he sends, is at the DM's discretion. The DM chooses when to introduce this into the game. Often, and hopefully, this is resolved for the PC during the course of play.
74-75 Odorous Choose one: You smell of a vegetable of your choice, you smell of musk, you smell of dirt or you smell of flowers.
76-77 Kleptomaniac You gain Sleight of Hand as a class skill. However, you suffer a -2 penalty to this skill when used to take an object from another creature's possession.
78-79 Bloodlines Choose one: You have 1d4 offspring, you're married, you have no known surviving family members, you have 1d4 siblings, you're orphaned, you're adopted, you have received a marriage proposal or you have a previously arranged marriage engagement.
80-81 Voice in Your Head Whenever you are faced with indecision, a voice chimes in your head. The DM rolls a d2:
1 = The voice says "do it."
2 = The voice says "don't do it."
82-83 Odd Quirk Choose one: You pick your nose, you enjoy whistling or humming, you mumble, you have a loud voice, you have an obnoxious laugh, you burp loudly, you swear constantly or you have a bad cough.
84-85 Interspecies Erotica You have no qualms about pursuing a relationship outside your own race.
86-87 Longevity Your race's aging categories are boosted by an additional 25%. If your race does not age or gain aging effects, reroll.
88-89 Pug Fugly Ugh, you look like you took one too many jabs from the ugly stick, despite your Charisma.
90-91 Sleep in the Nude You don't wear anything to bed.
92-93 Descendant of Reputation You have a notable ancestor whose fame (or infamy) carries on with you.
94-95 Addict You are addicted to some drug, food, spell or consumable item of your choice. When you are aware of the availability and nearby presence (within 60 feet), you must make a Will save DC 15 or be compelled to pursue obtaining the focus of your addiction as readily as you are able. Valid threats of harm to you override this compulsion.
96-97 Pestering Presence? A thing (that only you are able to interact or with or detect) follows you around and talks to you. Choose one: A ghostly apparition, a playful pixie, a tricksy imp or a floating face.
98-99 Birth Defect Choose one: Extra fingers, extra toes, fewer fingers, fewer toes, hermaphrodite, maximum racial height, minimum racial height, 3rd nipple, unusually masculine, unusually effeminate, club foot, bulbous growth or birthmark.
100 DM LAW The DM custom picks a flavor for you from the chart above.


Gear Charts[]

Gear boons and bogeys are intended for 1st level characters only after players have chosen their gear with their starting money. It is a DM's decision to allow players to sell gear obtained after rolling on these charts and before play begins, but note that the default answer is "no".

Boon Gear[]

Roll a d10:

Table: The Chart of Gear Boons
#     Gear Boon Description
1 Fancy Pants You gain an additional set of clothes plus a bonus set of masterwork light armor.
2 Take This... ... it's dangerous to go alone. You gain a bonus masterwork weapon that you are proficient with and has a base cost of 50 gp or less.
3 Platinum! You gain 10 platinum pieces.
4 The Right Tool You gain a masterwork tool of your choice.
5 Pimp Ride You gain either an appropriately-sized commonplace mount or beast of burden chosen from: light horse, riding dog, mule or pony.
6 Mystery Prize You gain a free minor wondrous item. Get ready to roll a d20 off the table.
7 Minion Choose one: A handmaiden, a butler, a squire or a stableboy. This minion requires no payment for its services. This minion is as your race (or other common ECL 1 race if you aren't an ECL 1 race character) with commoner stats. This minion levels automatically, staying at 1/3rd of your levels (minimum of 1st level).
8 Chemistry Set Choose 100 gp worth of alchemical items. No leftover coins are kept.
9 Ready for War Choose 50 gp worth of weapons. No leftover coins are kept.
10 Material Upgrade Choose an armor, shield or weapon in your possession and upgrade it to either mundane crystal, cold iron or alchemical silver.

Bogey Gear[]

Loss of equipment through Bogey Gear does not result in loss of equipment gained from Boon Gear. Roll a d10:

Table: The Chart of Gear Bogeys
#     Gear Bogey Description
1 Beggar's Luck You lose all your items except your clothes, 3 coppers and a weapon of your choice.
2 Bad Mojo An item of yours of the DM's choosing is cursed with a curse of the DM's choosing.
3 Grandpa's Old Gear Your starting gear is worse. Your armor's check penalty increases by 1. Your weapon's suffer a -1 penalty to attack. Remove any masterwork quality from your items. This penalty does not apply to magical gear.
4 Mugged You lose any item worth more than 20 gp. You start with 50% HP loss.
5 Eventual Drawback You are cursed (though you are by default, unaware of this). This curse transfers over to the first magical weapon you wield or magical armor you wear, becoming a permanent drawback.
6 Unlucky Lottery The DM rolls a d2 for each of your items to determine which ones you get to keep, and which ones you lose.
7 Pay Toll You lose all the remaining coins you have.
8 Dropped it in a Precipice You lose all your weapons. However, you gain a free club or quarterstaff.
9 Failure to Accessorize You lose everything but your clothes, weapons, shields and armor.
10 Targeted Theft One item of the DM's choice is lost.



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