Character Abilities

In general, an ability is something special about the character or something special that the character can do. Abilities are distinguished from skills in that abilities do not require a die roll to use. Making effective use of an ability may require a successful skill use, and some skills are useless without certain abilities; these should all be clearly indicated.

Abilities

Abilities will be listed by name, follwed by a point cost (in parens). The number listed is the cost in character points. If the listing includes multiple numbers separated by `/', then the number indicated in the nth position is the cost for the nth time the abilities is gained. If the number in the cost is followed by a `*', then the power may be gained multiple times, each at the listed cost. If the cost section has a number followed by a `+', then the cost for the ability is the number listed plus some special additional cost, as described in the ability description.

Hit die (1/2/4/6/8/10/12*):

Hackmaster characters must buy additional hit points in order to become `tougher' as they progress. This ability determines what type of die is used when increasing hitpoints, according to the following table. Note that this ability only allows for a single roll; it must be spent each time the character wishes to gain hit points.

Cost 1 2 4 6 8 10 12
Roll Used d4 d6 d8 d10 d12 2d8 d20

This ability may be purchased multiple times, following the same restrictions as skills.

Increased movement (5*):

The character's base movement score is increased by 1.

Animal Companion (10*):

A character with this ability has an animal companion; a creature of some type (chosen by the GM) that is `bonded' with the character, and the character and companion may come to share some traits. This bond introduces a certain weakness as well; strong effects to either member of the bond are likely to have repercussions to the other member. Animal Companions are typically exemplary members of their species. Characters with animal companions may use the Companion Link skill to attempt to make special use of the link; see that skill for details.

Paragon of Virtue (4):

A character using this ability exudes virtuousness and goody-goody-ness directly out of every pore. This effect is so strong that the character has a natural aura (10' diameter) within which summoned or evil creatures suffer a -1 penalty to all actions. Beings affected by this aura know the character to be the source of their discomfort. Typically, the excersize of this ability is accompanied by some heroic theatrics.

Curative (7*):

Characters with this abilities may perform a `Laying on of Hands' ritual that cures normal diseases of all types once a week for every five experience levels. For example, a 10th level character can use his cure disease ability two times a week. In certain cases, the character may be called upon to attempt to use the healing skill in order to be effective, especially against certain magical diseases like lycanthropy and mummy rot.

Lay on Hands (5*):

The ability to heal himself or another by the laying on of hands once a day. This ability restores two hit points per character level, but does not mend permanent wounds.

Spontaneous Healing (5):

This ability allows the character to attempt (using the Spontaneous Healing Skill) to convert spell energy into magical healing energy.

Special enemy (7):

Characters focus their efforts on one exceedingly bothersome type of creature. A character must choose his special enemy before reaching 2nd level. Sample enemies include orcs, trolls, bugbears, and lizard men. The GM must approve the player s choice. From that point on, the character gains a +4 bonus to his attack rolls when encountering that type of creature. The character can attempt to hide the enmity he feels for these creatures, but he suffers a -4 penalty on reaction rolls vs. that type of creature. Further, the character should seek out such creatures over other foes in combat, unless there is some much greater danger.

Alter moods (5):

When performing before a non-hostile group, the bard can alter the group's mood. This can be achieved via an inspiring poem, a tragic tale, a collection of jokes, or a lively tune. Everyone hearing the bard's performance must make a saving throw vs. paralyzation. For every three experience levels the bard possesses apply a -1 modifier to each roll. If the save fails, the group's current attitude can be shifted one level in the direction chosen by the bard. See the reactions section of the Dungeon Master Guide for more details.

Rally friends (5):

The bard can inspire his compatriots who are about to enter battle. If the bard knows the nature of the threat they face, the bard can spend three full rounds rallying his friends with one of the following effects: a +1 bonus on attack rolls, a +1 bonus to saving throws, or a +2 bonus on Morale rolls during the upcoming battle. The range is 10' per level of the bard, and the duration is one round per level of the bard.
Shapechange (10+):
This ability allows the character to change his/her/its physical form into that of an animal. The character gains all normal characteristics of the assumed form, but retains normal intellect and personality. Some of the character's skills and abilities may not be usable in the assumed form.

The first time this ability is taken, the character may use this power once per day. For each additional 2 points spent after the first, the character may transform 1 extra time that day. It is suggested that the change take approximately 1 minute, that the allowed size range from as small as a field mouse to as large as a hippopotamous, and that the maximum duration of the change be 1 day. For special efforts (fast change, extremely small or large size, etc), a concentration or Constitution check is recommended.

Detect Undead (10):

Clerics can detect undead within a sphere 50' in radius. The detection gives only rough direction (quadrant). It takes one round to scan, and the cleric cannot be attempting other actions. Clerics cannot detect undead through thick barriers.

Turn undead (15):

A priest with this power may turn undead, using Table 61 : Turning Undead in the PHB. Priests of evil alignment may command undead.

Command undead (15):

A priest with this power may command undead, using Table 61 : Turning Undead in the PHB.

Allure (4)

A character with this trait attracts more romantic attention than normal -- either becuase of behavior, charm, aura, appearance, or ``just something'', other people find themselves drawn towards your character. Alluring chracters are allowed to have one additional henchman above their limit.

Alertness (5)

These characters are blessed with a combination of peripheral vision, good hearing, and mental stamina that makes them very resistant to surprise. Such characters receive a bonus when the GM determines if the alert characters and their party must roll for surprise.

Ambidexterity (6)

The quintessential munchkin ability, it's also quite nice for non-munchkins. This character is equally skilled with the use of either hand. This trait carries over into training, so that the PC can use weapons, bear a shield, and perform acts of strength equally well with the right or left hand. The character is good at the two weapon fighting style, suffering no penalty for the first hand, and only a -2 penalty for off-hand use.

Blindfighting (5)

Characters with this ability are especially well trained/talented at fighting and maneuvering without the use of vision. Other senses become more accurate, but even these are not necessarily required, as the character is practiced at dealing with sensory impairment.

Artistic Ability (4*)

This character has a particular natural talent for some particular artistic endeavor, such as painting, weaving, singing, poetry, sculpting, or playing an instrument. While characters with skill in these areas may progress relatively far in that endeavor, it is the people with this ability that are truly exceptional. This ability allows the character to exceed the normal `rank<=level' restiriction on the matching skill, similar to the `talent ability.

Talent (1/3/8*)

Character skills are limited in rank to being no greater than the character's current level. A talent is an exception to this rule. Each talent is specific to a particular skill, an allows the character's rank in that skill to exceed the character's level by up to 4. Characters may take multiple talents in the same skill, raising the limit each time (but are, of course, subject to GM approval).

Empathy (4*)

Characters with this ability are naturally more inclined towards correctly guessing the intentions, motivations, and emotions of other characters. After appropriate study and exposure, the Empathic character may attempt a Perception check to try and puzzle out this information. This ability may be purchased multiple times, with a +1 bonus to the check for each time bought. YYY - skill?

Fast Healer (4)

Fast Healers simply recover more quickly from damage than most people. They will automatically recover 1 hp within d3 turns of recieving a wound, and they recover an extra hp from both rest and normal healing checks. This ability has no effect on magical healing.

Internal Compass (4)

Characters with this trait have a general idea of where they are, and in which direction they are facing when out of doors. In the wilderness, this means that their chance of becoming lost is reduced. When using the navigation proficiency, characters with this trait receive a bonus to their attempts.

Keen Sense (4*)

Characters with this ability have senses that are better and/or more effective than normal. Each time this ability is purchased, the character gets a +1 bonus to Percption rolls for one of the 5 senses. This ability may be purchased multiple times. Additionally, characters with `Keen Sense' may sometimes be able to attempt Perception checks where others may not.

Light Sleeper (3)

The character is a naturally light sleeper. Both a blessing and a curse, light sleeper is an overall advantage for most adventurers, reducing the chance that the character will be caught unawares while resting.

Obscure Knowledge (4)

Characters with this ability are well-versed in the modern equivalent of trivia. Characters with this ability may recieve bonuses to history and lore skills, and may recieve a chance to attempt such a check where others have none.

Precise Memory (6)

Photographic memory. Incredibly useful for players, oftentimes annoying for GMs. Charactes are able to recall with unusual clarity details from their past experiences, either automatically, or, in certain difficult circumstances, with an appropriate skill/stat check.

Magic

Access to Domain (10/5*):

This ability gives the character access to a Domain of spells, as described in the Magic section.

Armor Adaptation (2*):

This ability allows a character to cast spells while wearing armor. Each level of this ability allows the character to cast spells through 1 effective AC place worth of armor.

Automatic spells (5):

When a character with this spell gains access to a new level of spells, the character automatically gains a spell of that level for their spellbook. (Normally spells must be learned. Yes, all of them.)

Extend duration (3*):

The duration of a specific non-instantaneous spell increases by 1 round for every experience level of the wizard OR 1 `time unit' (minute, round, hour, day -- whatever the spell normally uses) for every two levels of the wizard. This choice must be made at acquisition time. This option may be taken multiple times per spell as well as multiple times for multiple spells.

No Material Components (5*):

The character may designate a specific single spell at acquisition time. This spell may be cast as if it did not require material components. Some spells have inheirent materials that cannot be rremoved with this ability.

Range boost (2*):

The reach of a single designated ranged spell (i.e. with a range other than 0, self, or touch) is increased by 25%. This option may be taken multiple times per spell as well as multiple times for multiple spells.

Research bonus (3):

When attempting to research and create a single, specific new spell, treat the spell as one level lower than its actual level.

Persistent spell effect (15 +3/spell level):

The wizard may select one spell that he knows (and can cast) to have a persistent, permanent effect. He must give up one spell slot of the appropriate level, so a wizard who wants to have ESP as a persistent power must leave one 2nd-level spell slot empty. Only spells with noninstantaneous, nonspecial durations may be selected as persistent powers, and the spell must be one which affects the caster. By concentrating, the wizard may invoke the power and maintain it for as long as he continues to concentrate. Changing the persistent spell requires a full week of uninterrupted work. If the wizard is struck by a dispel magic, the persistent effect fails. Some first-level spells that are appropriate for persistent effects include: change self, chill touch, detect undead, feather fall, gaze reflection, jump, protection from evil, shield, spider climb, and ventriloquism.

Elemental Bolt (10*):

Characters with this ability are able to call and direct bolts of raw elemental power. They must channel energy from currently-memorized spells in order to do this, in a matter similar to the Spontaneous Healing skill. Elemental Bolts can be used with the Magical Bolt skill to attack; the damage is d4+1/spell level.
The particular type of Elemental Bolt generated must be chosen when the ability is purchased, from the standard {para,quasi,}elements. Multiple types can be bought, although they are completely separate. The range of such a bolt is 25, although the Range Boost ability may be used to increase the range.

Spell-like Power (10+*):

Many characters have unusual powers that simulate the effects of various spells. Unlike spells, these powers require no material components. A spell-like granted power may be invoked once per week and has a base cost of 8 CPs, plus the following modifiers:
  • 2 CPs/spell level

  • 3 CPs for a once per day use

  • 1 CP/level for each additional daily use

  • 10 CPs for a continuous or persistent power

For example, a character who wishes to invoke a fireball once per week would pay 15 CPs, plus 6 CPs (3rd-level spell), for a total of 21 CPs. The ability to use the power once per day would cost an additional 5 CPs, for a total of 26 CPs. Using cure light wounds three times per day would cost 15+2+5+4, for a total of 26 CPs.

Regardless of the amount of points paid, a character may not have a spell-like granted power of 6th or higher level and is limited to no more than one granted power per two levels -- one at 1st level, one at 3rd, one at 5th, and so on. The GM should carefully review any proposed granted powers. Note that when the character invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.

Resistance

Cold resistance (5*):

+1 saving throw bonus vs. cold- or ice-based attacks.

Fire Resistance (5*):

a +1 bonus to all saving throws vs. fire attacks.

Electricity Resistance (5*):

a +1 bonus to all saving throws vs. electricity attacks.

Sound resistance (5*):

The character gains a +1 bonus to saving throws vs. sound-based magical attacks such as: harpy's song, dragonne's roar, sphinx's roar, the shout spell, yeth hound howl, and siren song.

Poison resistance (5):

Characters with poison resistance gain a +1 bonus to all saving throws versus poison.

Strong Will (5):

Characters with this ability gain a +2 bonus to saving throws versus charm-like spells and abilities.

Hale (5):

A Hale character is natually immune to all forms of normal, non-magical disease.

Immunity (10+):

A wizard with this power gains complete immunity to one particular spell, at a cost of 10 CPs plus 1 CP per spell level. The wizard ignores the effects of the spell and cannot be directly damaged or harmed by the spell, although he could be indirectly harmed -- a wizard immune to charm person could be beaten senseless by a charmed fighter, for example. The character may gain immunity to a group of related spells by spending CPs to become immune to the highest-level spell in that group, so a wizard who wanted immunity to all charms would spend 18 CPs for immunity to mass charm—charm person and charm monster are included with immunity to mass charm.

Magic Resistance (7*):

Gain +1% Magic Resistance per level. Magic resistance cannot exceed twice the character's current level. For example, a 9th level character could have an Magic Resistance score of at most 18%. Magic resistance does not work in conjunction with spellcasting (define).

Disadvantages

Players in search of more breadth, depth, character, or points for their characters may consider taking one or more of these disadvantages. Disadvantages have negative point costs; they are treated as abilities in all other respects.

Learning penalty (-5*):

A character with this restriction suffers a penalty of -1 to all rolls to learn spells.

Opposition school (-5+):

A character with this restriction may choose to take opposition to a type of magic, as described in the section on magic. The character may not cast spells or use spell-like effects from this school or other, very similar magics, including those effects from items.

Bruise Easily(-8)

This disadvantage can be a real drawback for a character who spends a lot of time in harm?s way. Every time the character suffers damage from a blunt weapon, or a mishap such as a fall, he suffers 1 extra point of damage for each die of damage rolled. This damage is not as long-lasting as normal damage, recovering at a rate of 1 hit point per turn after the fight. However, if a character?s hit points are reduced to zero, and some of the points of damage are bruise damage, he is rendered unconscious but not dead-much like the damage inflicted by punching.

Clumsy(-6)

The character with this disadvantage has the unfortunate habit of dropping things, tripping, or knocking things over at inopportune times. The GM will occasionally require the character to make a Dexterity check. Failure means the character loses his grip, stumbles, or trips. The check can be required as often as the GM desires, though as a general rule two or three times a gaming session probably will be adequate.

Colorblind (-3)

This relatively innocuous disadvantage means that the character cannot distinguish colors. For game purposes, he sees things in black, white, and shades of gray.

Compulsive Honesty (-8)

The character with this disadvantage cannot tell a lie and cannot behave in a deceitful fashion. He tends to be blunt rather than tactful, even if this means insulting someone who he and his companions are trying to impress.

The character could participate in a deception-but only if it is a matter of life and death. Even then, the character must make a Willpower check every time he is called upon to speak a falsehood or to act out a role in front of witnesses. Failure of the role means that the character shrugs and comes clean -- ``You're right, my lord. I'm not here in the marketplace to shop for rugs, but to steal the plans for the castle's defenses.''

Deep Sleeper (-5)

The character with this disadvantage will only awaken when disturbed by a very loud noise, or by physical prodding, shaking, etc. When the character does wake up, it will take 1-6 rounds before he is capable of any action other than groggily sitting up and trying to figure out what's going on.

Greed (-5)A

character with this disadvantage is compelled to seek riches by whatever means possible. His greed will interfere with the sharing of expedition spoils, and may cause the character to alienate powerful NPCs who would otherwise be inclined to help.
Alternately, a character with this disadvantage can be described as greedy for power. In this case, he will seek to control others by persuasion, threats, and even force. He will seek to amass as many henchmen as possible, and he will not hesitate to employ these agents to add to his base of power.

Phobia (-7*)

The character is deathly, unreasoningly afraid of something, whatever your particular phobia is (crowds, heights, enclosed spaces, spiders, water, or certain monsters). You don't want to enounter them, deal with them, travel through/under/over them, or even see them if you can help it. Whever you are forced to do such a thing, you must successfully make a Wilpower check at -5 to avoid total panic. You may take this disadvantage twice to be especialy afraid of some thing -- you then must make the checks at -10.

Tonguetied (-6)

This disadvantage crops up when the character tries to discuss important topics with companions and NPCs. The character has the tendency to incorrectly state facts, forget names, and just generally say the wrong thing. The main effect of the disadvantage is to enhance role-playing, though GM should modify NPC reaction rolls as certain other skills and abilities as well.

Unlucky (-4)

``The Luck of the Jews''. The character with this disadvantage does not suffer penalties on his die rolls. However, he has the knack for being in the wrong place at the right time. He can be in a city of 10,000 people, and if there is one person he doesn'nt want to see, chances are good that that individual is approaching around the next corner. If this character makes a pass at a young woman, she turns out to be the Captain of the Guard's daughter. And if only one member of the party loses his bedroll in a downpour, the unlucky PC is naturally the one to sleep on the cold, muddy ground.


chad