[Game Agnostic] Follower Rules

by Dayntee

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Follower Rules

Optional Downtime Rules for any TTRPG Setting

Credits:

Brandy Camel, Writer/Designer - Support

Thanks to my Mummy's Mask adventuring group for being playtesters and contributors!

This is unofficial fan content and not endorsed by Paizo Inc.® or Wizards of the Coast©.

Follower Rules

Overview

The Follower System was originally created as an additional set of rules for use in a Pathfinder (1E) Adventure Path that helped alleviate downtime and make the passage of time feel more tangible. Followers provide a way for powerful adventures to accomplish mundane tasks through their personal connections. They also add a tool for storytelling and engagement for the Game Master to leverage throughout a campaign. While originally created for a Pathfinder adventure, these rules can easily co-exist in any TTRPG setting.

There are three types of followers; Martial, Mercantile, and Hybrid. In addition to their type, each follower offers specific perks that make them better at accomplishing different tasks (or the same tasks in a different way). To represent their skills, each follower has four stats; Stamina, Combat, Social, and Speed.

Different followers excel at different tasks. Some are best at protecting themselves while running errands. Others might have a silver tongue for bargaining, but have a hard time coping with combat. Some might be masters of a trade or adventurers in their own right that can provide small boons to the player who commands them.

Follower Stats

Stamina (STM)

Stamina is a character’s effective hit point and activity pool. They spend points from this pool to accomplish tasks and, if they fail at certain tasks, they may lose additional Stamina. Most tasks cost 2 Stamina to complete and most failed tasks inflict Stamina damage.

Followers gain more Stamina each time they rank up and recover 1 point of Stamina from each day they spend resting (not on a mission). If a follower’s Stamina pool reaches 0, they become incapacitated and must rest for a number of days equal to 1 + their current Rank before they can begin another mission. Followers are never at risk of dying due to loss of Stamina.

Stamina may not generally be recovered through other party resources, like healing or other spell casting effects. This is largely to keep the system simple; however, work with your GM if you feel a special circumstance may apply.

Combat (CBT)

A follower’s Combat score indicates how good they are at completing combat-oriented tasks. Followers with the Martial background will tend to have a higher combat score than those with Mercantile backgrounds.

Social (SOC)

A follower’s Social score indicates how good they are at completing non-combat tasks. Followers with a Mercantile or Hybrid background might also have talents that allow them to substitute their Social skill over their Combat skill in certain situations.

Speed (SPD)

A follower’s speed indicates how quickly they can complete a task. Most tasks take one week to complete, and a follower’s Speed reduces that time by an equal number of days. Most Followers start at with a Speed of 3. Some followers may have talents or equipment that can increase this value, but it can never go above 6. Therefore, tasks take a minimum of 1 day to complete.

Ranks and Base Stats

Ranks indicate the amount of power a follower has gained. It's their version of "leveling up," or might indicate an increase in their social network or business resources. Below are tables indicating the standard, base stats for each Follower type, which were used to generate the specific Followers found at the end of this resource.

The Follower system was designed with only five major milestones in place. While you could consider extending this, bear in mind high level Followers might as well just be PCs in their own right; they might not see much benefit to continuing to report to another adventurer.

Martial

Rank STM CBT SOC SPD Bonus
Basic 10 1 0 3
Combat 12 3 0 3
Movement 14 4 1 4
Social 16 5 2 4
Exploit 18 6 2 4 +1 Combat or Social

Mercantile

Rank STM CBT SOC SPD Bonus
Basic 6 0 1 3
Combat 8 1 2 3
Movement 10 2 3 4
Social 12 2 5 4
Exploit 14 2 6 4 +1 Combat or Social

Hybrid

Rank STM CBT SOC SPD Bonus
Basic 8 1 1 3
Combat 10 3 1 3
Movement 12 3 2 4
Social 14 4 3 4
Exploit 16 4 4 4 +1 Combat or Social

Advancing your Follower

Followers gain power at specific campaign milestones, as determined by the GM. For Adventure Paths, once per book is a good rule of thumb. If you're adapting these rules to a home campaign, roughly every 3-4 character levels is the equivalent.

Followers gain power in two ways; through Talents and Traits upon gaining new Ranks and by being given Equipment.

Gaining Ranks

Each type of Follower gains static bonuses upon reaching a new rank. While these can be inferred from the Base Stats table, here's a streamlined "level up" table for each Follower type to make it more clear.

Combat

Rank Stamina Combat Social Speed Additional Bonus
R1 Base Base Base Base R1 Talent
R2 +2 +2 +0 +0 R2 Talent
R3 +2 +1 +1 +1 R3 Talent
R4 +2 +1 +1 +0 R4 Talent
R5 +2 +1 +0 +0 +1 CBT or SOC; R5 Talent

Mercantile

Rank Stamina Combat Social Speed Additional Bonus
R1 Base Base Base Base R1 Talent
R2 +2 +1 +1 +0 R2 Talent
R3 +2 +1 +1 +1 R3 Talent
R4 +2 +0 +2 +0 R4 Talent
R5 +2 +0 +1 +0 +1 CBT or SOC; R5 Talent

Hybrid

Rank Stamina Combat Social Speed Additional Bonus
R1 Base Base Base Base R1 Talent
R2 +2 +2 +0 +0 R2 Talent
R3 +2 +0 +1 +1 R3 Talent
R4 +2 +1 +1 +0 R4 Talent
R5 +2 +0 +1 +0 +1 CBT or SOC; R5 Talent

Standard Talents

In order to represent a follower’s specialties, each follower has both talents and traits. Talents are modifiers or bonuses that are gained each time the follower attains a new rank. Traits are inherent to a follower; they function as a basic “talent” that is always in effect and cannot be changed, though it may be modified by later talents.

Each time a Follower attains a new rank, they will gain access to one of three talents. The two Standard Talents are always options to all Followers, while the third is unique to each specific Follower. Below is a list of all Standard Talents, designated by their type and when they're able to be selected.

Basic

  • Weapon Training: +1 Combat
  • Diplomacy: +1 Social

Combat

  • Heroic: May reroll one Combat check per Milestone (resets upon hitting new Milestone)
  • Steadfast: May retroactively add +2 to a Combat check per Milestone (resets upon hitting new Milestone)

Movement

  • Flee: If a combat check is failed, reduce all penalties for failure by 1, to a minimum of 1.
  • Faux Pas: If a social check is failed, you may reroll the check at a -2 penalty

Social

  • Way with Words: May reroll one Social check per Milestone (resets upon hitting new Milestone)
  • Charlatan: May retroactively add +2 to a Social check per Milestone (resets upon hitting new Milestone)

Exploit

  • Parry: Add +1d4 to all Combat checks
  • Beloved: Add +1d4 to all Social checks

Equipment

Followers are able to be equipped – one item for each stat. Some items will have an obvious effect, such as Belt of Mighty Constitution raising a follower’s Stamina total or a magical weapon raising their Combat score. However, you may need to confer with your Game Master to determine the item’s exact benefit. Only permanent items affect follower stats; consumables have no effect.

While this list isn't complete, here are some examples using common magical items and their conferred follower benefit:

  • Magic Weapon or Armor: +1 Combat for every +1 bonus the item has
  • Belt of Mighty Constitution: +2 Stamina for every 2 Constitution score the belt provides
  • Circlet of Persuasion: +2 Social
  • Boots of Striding and Springing: +1 Speed
  • Cloak of Resistance: May adjust the result of a Follower Check up (but not down) by the amount of benefit the cloak provides; does not apply to percentile checks

Follower Tasks & Encounters

Using a Follower to complete a task adheres to a simple process of selecting the task to be completed, then determining and resolving any potential encounters. Followers should almost always complete their assigned task. However, their results will vary based on their level of success.

Follower Tasks

  • Vendor Trip
    • Your follower sells off the loot you give them, attempting to find you the best price
    • Stamina Cost: 2
  • Acquisition
    • An item you need isn't available in the city or town you're in, so your follower hunts it down for you
    • Stamina Cost: 2
  • Item Upgrade
    • Your follower takes care of improving your equipment by finding the right artisan to do the job
    • Stamina Cost: 3
  • Side Quest
    • Your follower can complete quest turn-ins or basic tasks, at GM discretion
    • Stamina Cost: Can vary; 2 baseline
  • Day Job
    • Your follower plies their trade, taking a small cut, but also providing you some basic supplies or gold in exchange
    • Stamina Cost: 1
    • Unlike other tasks, Day Jobs are not affected by a Follower's Speed stat, but only ever take 3 days. One day of travel, one day of trade, and one day for return travel.
    • Refer to table E2 instead of the normal Follower Task table to determine difficulty and table E3 for rewards.
  • Treasure Hunt
    • Your follower heads off on their own adventure, sharing with you the spoils of their finds
    • Stamina Cost: 2
    • Unlike other tasks, Day Jobs are not affected by a Follower's Speed stat, but only ever take 5 days. This accommodates travel to and from the site as well as plumbing the depths of tombs or combing lost ruins.
    • Treasure Hunts may only be completed through the use of the Combat stat. Abilities that would normally allow you to substitute Social for Combat may not apply to Treasure Hunt checks.
    • Use table E2 instead of the normal Follower Task table to determine difficulty and table E4 for rewards.

Running Encounters

  • Determine what kind of encounter occurs during your Follower's Task, if any (see Table E1)
  • Determine the DC of the Encounter:
    • DC = 10 + Milestone Modifier (current Adventure Path Book number or Milestone) + any Encounter Modifiers
  • Roll the applicable check. In order to succeed, your follower must meet or exceed the DC of the encounter
    • If your Follower succeeds, their task is complete and you claim all associated rewards
    • If your Follower fails, their task is still completed, but you apply the associated penalty as indicated by the appropriate table

Follower Task Table (E1)

D100 Type Modifier Description Penalty
01-05 Combat +2 Not Paid Enough for This: A terrifying encounter makes your Follower wish you were there. A grievous wound deals 4 STM damage to your Follower, and the DC of your Follower's next encounter is increased by +1 if it is a Combat encounter.
06-10 Social +2 Stingy Merchant: Your Follower is forced to haggle. The time to complete this mission increases. Treat your Follower's speed as 1 lower for the duration of this mission.
11-25 Combat +1 Random Encounter: Your Follower runs into a nasty, but manageable, beastie. Your Follower receives a minor injury and takes 2 STM damage.
26-50 Social +1 Riots in the Streets: Your follower is forced to do some quick thinking. Your follower gets roughed up and takes 2 STM damage.
51-80 Combat +0 Bandit Attack: A common encounter for most travelers; thankfully bandits are often lazy and poorly armed. Waylaid by bandits, your follower tries to take a safer, but longer route next time. Treat your Follower's SPD as 1 lower for the duration of their next mission.
81-95 Social +0 I Know a Guy: Your follower knew exactly where to go and who to talk to. Your Follower's confidence in their network is shaken. The DC of your Follower's next encounter is increased by 1 if it is a Social encounter.
96-00 (See Effect) +0 Treasure Trove: Your follower stumbles onto extra goodies! This encounter automatically succeeds. You receive a bonus magic item (01-75 minor, 76-95 medium, and 96-100 major). None.

Day Job/Treasure Hunt Encounters (E2)

D100 Modifier Day Job Description Treasure Hunt Description Penalty for Failure
01-10 +2 Got a Permit for That? The local merchant's guild hounds your Follower for proper credentials when operating their business. Nasty Trap A particularly deadly trap stands in the way of your Follower and their prized loot. Dealing with traps is about as nasty as dealing with local authorities and bureaucrats. Your follower is exhausted, taking 4 points of STM damage and a -1 penalty on their next Follower check.
11-50 +1 Tough Crowd The locals are distracted by another event or tragedy, making them cheap consumers. Ill Prepared Your follower encounters an enemy they weren't prepared to handle, requiring maximum effort. Your follower is demoralized from the experience. They take 2 STM damage.
51-95 +0 Just Another Day An average day doing an average job. In, Out, On Your Way A few zombies, a trip wire, and a lock to pick or smash? What a snap. It was one of those days. Lower the rewards you receive on the treasure table by one tier.
96-100 N/A Booming Economy For whatever reason, this town's got money, and they can't wait to spend it! This encounter automatically succeeds. Jackpot Your follower could have never dreamed of the stash they stumbled upon, and not a foe in sight! This encounter automatically succeeds. None

Day Job Rewards (E3)

Result Reward
Below the DC of the Challenge 1d6 x Follower Rank Gold Pieces
Meets the DC of the Challenge 3d6 x Follower Rank Gold Pieces
DC +5 (or more) 10d6 x Follower Rank Gold Pieces

Treasure Hunt Rewards (E4)

Result Reward
Below the DC of the Challenge 3d6 x Follower Rank Gold Pieces
Meets the DC of the Challenge 10d6 x Follower Rank Gold Pieces
DC +5 (or more) 10d6 x Follower Rank Gold Pieces + 1 minor Magic Item

Examples

Let's take a look at an example follower. This is Azaz Arafe, an apprentice mage and rank 1 Basic Follower. Azaz joins the party after the first book of Mummy's Mask, after a successful Diplomacy check and surviving the events of the book.

Azaz Arafe, Evocation Wizard - Rank 1 Martial

Azaz is the youngest of three from a lesser noble family that resides in Sothis, the capital of Osirion. Highly intelligent, but ultimately a dreamer, he excelled at his studies at the Arcanamirium in Absalom where he met (and consequently fell in love with) the Nethysian cleric, Khelru.

Once a member of an adventuring group called the Scorched Hand, Azaz has found himself in the employ of a new group of powerful employers. His arcane experience, while budding, as well as his noble connections may prove quite useful.

Stat Value Trait
Stamina 10 Scribe: Each time Azaz succeeds at at mission, there is a 5% chance he returns with a bonus random scroll. At each additional rank beyond 1, increase this chance by +5%. To determine the scroll, roll on the Minor (R1-R2), Medium (R3-R4), or Major (R5) table, followed by the Arcane scroll table.
Combat 1
Social 0
Speed 3
Alternate Talents R1 Right Scroll, Right Job: When Azaz ranks up, he can choose to temporarily increase either his Combat or Social by +1. He can change this choice every time he ranks up.
R2 Spell Focus (Evocation): Azaz's combat spells become quite potent. He gains an additional +1 Combat.
R3 Dimension Door: Once per book, Azaz can avoid penalties he would normally take from a failed Combat check.
R4 Friends in High Places: Azaz's noble connections grant him an additional +1 Social.
R5 Teleport: All good wizards know the importance of a good teleportation spell. Once per game session, reduce Azaz's speed to 1.

Example Encounter

During Book 2 of Mummy's Mask, Azaz is sent by their player to vendor some items on behalf of the party while they explore a tomb. This action will cost him 2 of his 10 Stamina. Most actions take one week, but are reduced by the follower's Speed value, so it will take him 4 days to accomplish.

Once four days have passed in-game, Azaz's player rolls on the Task Table and gets a 52, resulting in a (Combat) Bandit Attack challenge. Luckily for him, Azaz is a Combat character, so he's well equipped to handle this scenario! The player selected the trait Right Scroll, Right Job when acquiring Azaz and decided to take the +1 bonus to Combat, making Azaz's total Combat Score 2 for this encounter. The difficulty of the encounter is 12 (10 + the book number (2) + difficulty modifier of +0 from the encounter table). The player then rolls a d20 and gets a 15, making his combat check a total of 17. Since this exceeds the DC, Azaz accomplishes his goal and suffers no ill consequences, returning with the standard amount of vendor cash for the items he was sent away with.

Because Azaz has a bonus trait that occurs on success at a mission, he rolls his Scribe check for a 5% chance at returning with a bonus scroll. The player is super lucky and rolls a 3% on his percentile dice and receives a 1st Level Ray of Enfeeblement scroll. Isn't the party glad they recruited Azaz?

Optional Rules

There are a number of optional rules that may apply when utilizing the follower system. Please note these largely refer to Pathfinder (1E) optional rules or specific mechanics, but some may be sweeping enough (like Hero Points) to apply to other game systems.

Critical Success/Failure

The follower system doesn't typically utilize the Critical Success/Failure rules for Tasks, but this is something you can consider giving a small bonus (or heavier penalty) for if you like that dash of weal/woe.

For Critical Successes, consider allowing the player to roll on the Day Job or Treasure Hunt reward tables as a bonus; their follower was so efficient with their time they were able to squeeze in some additional rewards!

For Critical Failures, this might be the only circumstance under which a Follower does not complete the task. Maybe they couldn't find a vendor selling the item the player requested, or they were only able to return with 40% of the value of the gear they sold. Try not to take too much away from your players; utilizing a follower shouldn't feel like a gamble that isn't worth it.

Hero Points

If you are using the optional Hero Point rules, they can be utilized by Followers at a lower rate. All Hero point expenditures cost 1/2 Hero Point unless otherwise noted.

  • Reroll: No change.
  • Pre-Roll bonus: +4 instead of +8
  • Post-Roll bonus: +2 instead of +4
  • Cheat Death: Reset a Follower's Stamina to 1 + their current Rank if they would otherwise hit 0. This costs 1 Hero Point.

Feats

Leadership: Players who take the Leadership feat may utilize that feat to instead take on an additional Follower. The follower otherwise follows all above follower rules.

Using Followers in Other Systems

There's very little separating the Follower System from being able to be used in your D&D 5E, Call of Cthulhu, or even Vampire: The Masquerade game! While most of the flavor and ruleset was written with inspiration from the Pathfinder 1E TTRPG, the inherent mechanics don't require the use of a particular TTRPG ruleset. Feel free to adapt these rules to your own homebrew campaign, write more in-tone flavor text for the results tables, and draft up your own NPC followers!

Convenient Item Upgrades

Upgrading magical items is inherently difficult for players because the item needs to be left behind. With this option, the Follower retrieves an "item upgrade scroll" rather than ferrying the desired item back and forth. This works better in "high magic" campaigns, so use sparingly!

GM Tips

Here's a few pieces of advice, learned from both using the system with an active table and in explaining original design intent.

  • Do:
    • Create followers that tie into your overall narrative. Make them NPCs your players have encountered and successfully befriended, or someone important from their character background. Use the base stats as a guide when building a new follower.
    • Leverage followers during downtime or between sessions. Follower maintenance can overtake a table if you have players that like to micro-manage or min/max (and can be boring for those who don't). It's a side dish, not the main course!
    • Create role play experiences to introduce new followers or check in with existing ones. Followers can be a great GM tool for reliable, trusted NPCs to pass information or guide players to your desired narrative threads!
    • Keep detailed notes on the passage of time. Can't stress this enough. This is how players know when tasks are completed and ultimately is the main balancing key to the rewards Followers can provide.
    • As a GM, it may be worthwhile to have stats for your player's followers. While they aren't cohorts, you may find it useful to have more tangible skill values or equipment awareness for narrative purposes. This is not required, and followers should be built like NPCs rather than PCs.
  • Don't:
    • Let followers take the spotlight. Your players' characters are still the heroes of the story; their followers should be supporting actors.
    • Give followers too much power. Part of the reason they can't fully equip themselves is so that they purposely stay weaker than the party. Otherwise, why aren't they the ones saving the world?
    • Give too powerful of rewards from follower tasks/encounters. Rewards from followers should feel like nice bonuses, not necessities or more lucrative than actually adventuring.
    • Let the system bog down your regular play. Touched on this already, but if players get too focused on this aspect, it can make the game feel less fun and more like a chore. It might not be a fit for your table in this case. Always check in with your players!
    • Treat followers like Leadership cohorts; they should be different and it can seriously impact your combat balancing. If players want a cohort, encourage them to use the Leadership rules instead.

As always, your game is your game, and if you want to change something about the rules printed here, it's well within your right. Remember to have fun (and to make sure your players are having fun too)!

Additional Followers

Whether you need some ideas to springboard off from or just want to use a pre-generated follower, we've got you covered here! In addition to Azaz, who's inspiration and background can be found in Book 1 of the Mummy's Mask Adventure Path, The Half-Dead City, included within are a number of wholly original followers that can be used as-is and customized in personality or description.

Followers

Dayntee & Tobingo, Halfling Duo - Rank 1 Hybrid

Dayntee and Tobingo are a pair of cheery and bright halfling adventurers who forever enjoy each others' companionship. Dayntee is a battle-hardened wildling that specializes in brutal weaponry; the bigger, the better. Her companion, Tobingo, is her softer counterpart; as a paladin of Chaldira, he both protects his allies fiercely as well as enables them to getting into trouble. Just, you know, heroically.

Brazen, unbearably lucky, and infuriatingly adorable, these two are known far and wide for their troublemaking shenanigans, but ultimately good hearts. They're happy to do good for other do-gooders, all the while with smiles on their little faces.

Stat Value Trait
Stamina 10 Two for One: Dayntee and Tobingo are inseparable companions, watching out for one another and making each others' lives safer and easier. Their Stamina is increased by 2 at Rank 1* and an additional 1 for each rank thereafter. *This is already factored into their Base Stamina.
Combat 1
Social 1
Speed 4
Alternate Talents R1 Got Your Back: Each halfling's specialty helps the other, especially in the direst straits. If you would fail a check by 1, increase your result by 1 and make it a success instead.
R2 Really Big Sword: Dayntee is a master of using weapons larger than most her size would wield. If equipped with a Medium weapon, the pair receives an additional +1 bonus to Combat.
R3 Armored Speedsters: Dayntee and Tobingo are surprisingly fast for their size and take advantage of particularly lightweight gear. If equipped with any item made of Mithril, increase their Speed by 1.
R4 Is it Chaldira?: Tobingo's propensity for being adorable can help him in any social situation. Tobingo can ignore all penalties associated with Social skills as a result of previous failures.
R5 Strength in Numbers: Dayntee and Tobingo become an unstoppable pair. They may spend additional Stamina, up to their Rank, to add bonuses to a single Follower check. The amount to spend/bonus gained must be decided before the check is made.

Walter Rencot, Dedicated Butler - Rank 1 Mercantile

Originally the butler of an experienced Taldane noblewoman adventurer, Walter Rencot is a talented and learned man who has spent dozens of years around nobility as well as ancient art pieces and relics. His expertise is invaluable and, while he carefully maintains his connections with the upper crust of society, he revels in new sights, sounds... and rare treasures.

Stat Value Trait
Stamina 6 Antiquities Expert: When Walter is sent on missions to vendor, he receives a 6% gold value bonus on all items that are considered ancient. Each time he gains a rank, this bonus increases by 1%, to a maximum of 10% at Rank 5.
Combat 0
Social 1
Speed 4
Alternate Talents R1 You Rang?: Walter is always available at the group's beck and call. He may abandon a mission in progress and immediately start a new one, subtracting the time spent so far to apply to a new mission. However, he must still pay the additional stamina cost.
R2 Gentleman Fighter: Skill, poise, and panache befit a gentleman. Once per milestone, Walter can add +1d6 to a Combat check. On a result of a 6, the die explodes and is rolled again, up to a maximum number of times equal to his current Rank. You must choose to roll this additional die before the Combat check has been rolled.
R3 Soiree: Why go to them when they can come to you? Walter can spend 2 additional Stamina to throw a soiree. Divide the number of days spent for this mission in half, rounding up.
R4 Well-Connected: Walter benefits from his noble connections, granting him an additional +1 Social.
R5 Antiquities Dealer: Walter can leverage not only his own contacts, but the new ones the party has made on their adventures. He gains an additional +5% to his Antiquities Expert trait (for a maximum total of 15%).

Renlar Icebinder, the Undying Magus - Rank 1 Martial

Renlar Icebinder is a prickly elven magus with only two desires: more power, and to die. Even then, his fascination with death stems from an ancient ritual that brings one back to life in an ascended state, more powerful than before. Yet, despite his best intentional efforts, he annoyingly continues to survive.

A powerful combatant, Renlar is often reckless and brash. His bark is at least as bad as his bite, with a whithering glare to match.

Stat Value Trait
Stamina 10 Impeccable Fortitude: Despite his fragile elven heritage and macabre desire to end it all, Renlar keeps getting back up. Once per milestone, if Renlar would reach STM 0 or below, reset Renlar’s STM to 1 + his Rank.
Combat 1
Social 0
Speed 4
Alternate Talents R1 Arcane Pool: A magus' reserves should never be underestimated. Renlar can spend 1 STM to boost his CBT by 1. This must be done prior to the Follower Check roll, though after the encounter type has been determined, and the bonus lasts for only that task.
R2 Memorable: When Renlar leaves devastation behind him, word gets spread. When Renlar succeeds by 4 or more on a CBT check, reduce the DC of his next SOC check by 1. This bonus lingers until it is consumed.
R3 Dervish Dance: Renlar is most agile when leaving a trail of destruction in his wake. When Renlar succeeds by 2 or more on a CBT check, increase his SPD by 1 for his next mission.
R4 Intimidating Glare: Renlar may substitute his CBT in place of his SOC. However, he takes a -4 penalty when doing so. The check is otherwise still resolved as a SOC check.
R5 Bladed Dash: Renlar can expend his reserves to end combat quickly. He may spend 2 STM to add 1d4 to a CBT check and increase his SPD for that task by 1.
*Renlar used with permission by his original creator. Thanks, Max!

Dakera Eron, Expeditions Master - Rank 1 Mercantile

Dakera Eron is a former adventurer-turned-guild mistress who runs her business out of a booming frontier town. She's more than earned her status well beyond the station a gruff half-orc like herself would usually command and everyone knows it.

Still, while Dakera is more practiced in trade and social encounters these days, she's no less afraid to pick up her dusty old falchion and slice up some bandits. Stubborn, hardworking, and determined, Dakera can be a force to be reckoned with on and off the battlefield.

Stat Value Trait
Stamina 6 Mover of Goods: Certain items are best sold through Dakera, because she has the proper adventuring clientele! When Dakera is sent on a vendor mission, she receives a 6% gold value bonus on all items that are considered adventuring gear or alchemical items. She gains half of this bonus (rounded down) on Arms and Armor. Each time she gains a rank, this bonus increases by 1%, to a maximum of 10% at Rank 5.
Combat 0
Social 1
Speed 4
Alternate Talents R1 Guild Mistress: Dakera doesn't always do the dirty work herself, as she has an extensive network of her own adventurers at her disposal. She can spend 2 STM to temporarily increase either her Combat or Social skill by 1 for the remainder of the current milestone.
R2 A Bit Rusty: Dakera recalls her days as an adventurer, brushing off her trusty falchion. She gains an additional +1 CBT.
R3 Business as Usual: Business transactions are a daily exercise for Dakera. Treat Dakera's SPD at +1 for SOC encounters.
R4 Slip of the Tongue: Dakera's rough demeanor is endearing, and she (usually) knows how to recover when misspeaking. If she would fail a SOC check by a number equal to or less than her Rank, she may reroll that check. She must take the new result, even if it is worse.
R5 Once More, with Gusto: Dakera hates having to repeat herself, and puts in the extra effort to set things back on course. When Dakera rerolls a die for any reason, she adds her Rank to the new result.

Razhon, Surface Dwelling Bard - Rank 1 Hybrid

Razhon is the adopted brother of a Dwarven Cleric named Dekin of Durnh. To anyone he meets, he appears to be a simple elven minstrel. Most of his time is spent performing on stage, showing off simple illusions, and singing melodic tales. If asked about his unusual family, he'll say that his adoptive mother (Dekin's biological mother) found him at a young age and raised him with a simultaneous appreciation for both Dwarven and Elven culture. A flirty and chivalrous individual, he is the essence of your expected bard, winking and making flattering comments to men and women alike.

In reality, however, Razhon is of dark elf heritage. He hides his nature partially out of shame for the evil deeds his people are known for, but primarily because he doesn't want to bring trouble to the family he loves for saving him from a decidedly miserable existence underground.

Stat Value Trait
Stamina 8 Underworld Reliance: Despite living above ground for many years, Razhon is still inhibited by natural light sensitivity, which increases his travel speed by 2 (which has already been factored into his base Speed). However, because of his natural ability to blend into underground situations (both physical and societal), he's able to expand his network over time. Each time he gains a rank, reduce his speed by 1, to a minimum of 1.
Combat 1
Social 1
Speed 6
Alternate Talents R1 Silvered Tongue: Razhon is a talented bargainer, both from his natural charm as well as being raised among talented merchants. When Razhon exceeds the DC of a Vendor mission, he earns an extra 1% gold for every point his result was over the DC.
R2 Swashbuckling Flair: Razhon's style of combat includes ostentatious flourishes and unexpected ripostes. He may expend 1 Stamina to reduce the DC of a Combat check by 1. This effect can only be used once per check.
R3 Shadow Step: When the going gets tough, Razhon will resort to leveraging his inherent drow nature if it means saving his life. Once per milestone, Rhazon can avoid the penalties he would take from a failed Combat check.
R4 Charm Person: When a deal goes awry, Razhon is not afraid to use magic to tilt things in his favor. If he would fail a Social check, immediately roll a new Social check using his Combat score in place of his Social score, but at a -4 penalty. The check is otherwise still resolved as a Social check. This effect can only be used once per check.
R5 Read the Room: Razhon is well acquainted with reading people, understanding the difference between a hostile and diplomatic situation at a glance. If he would fail a check by 2 or less, he may reroll that check with a bonus equal to his current rank. This ability may only trigger once per encounter.
 

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