Bonecharms and Runes

**Bonecharms**

Bonecharms are mystical objects that provide small bonuses to various things. Bonecharms come in a variety of types; Tier One, Tier Two, Tier Three, Tier Four, Black, Corrupted, and Corroded. Tiered bonecharms represent the number of effects or abilities that a bonecharm grants. Black, Corrupted, and Corroded bonecharms cannot be altered or added to, and there is a 10% chance per tier of a bonecharm crafted that it becomes a corrupted bonecharm. You can destroy a bonecharm to permanently learn its ability(s) and add it to other bonecharms you craft if you have the Craft Bonecharm power. Black bonecharms have unique abilities that cannot be learned, however destroying them grants 4 raw whalebone. Corrupted bonecharms are often stronger than regular ones, but have a drawback. Corrupted bonecharms abilities cannot be learned. Corroded bonecharms grant much greater abilities than regular bonecharms, but are unstable and deteriorate with repeated use. They cannot be bought and require 500 gold to craft as well as a DC 30 Knowledge (Occult) check. You must announce that you are using one before activating its power. Using a corroded bonecharm is not an action. Each time the effect of a Corroded bonecharm is used or triggered, there is a cumulative 5% chance it is destroyed afterwards. If this chance exceeds 25%, The user also takes 1d8 fire damage each time that bonecharm is used. If the chance exceeds 50%, once it breaks the user will be set on fire taking 1d10 fire damage every round until put out. Corroded Bonecharm powers cannot be learned, but also have no corruption chance.

**Crafting Bonecharms**

Players have three Bonecharm magic item slots. This can be increased with the Additional Bonecharms feat.

To purchase a Bonecharm, you must spend 100 gold per trait, and an additional 50 gold for every trait beyond the first (1 trait is 100, 2 is 250, 3 is 400, 4 is 550). Unlike other magic items, crafting a bonecharm does not halve the cost. You must make a Knowledge (Occult) and a Craft (Scrimshaw) check to craft one (DC 10+5/tier). Black, Corrupted, and Corroded bonecharms cannot be purchased, they must be found. Crafting a bonecharm requires 1 week of work per 100 gold it costs, unless you possess a supernatural means of crafting them (Such as from a magic item or Outsider gift), making it require only 1 round. Black, Corrupted, and Corroded bonecharms may only be crafted with the proper feats, and each require 6 weeks unless you possess a supernatural means of crafting them. Runes require 8 weeks and 800 gold to craft.

There are other special bonecharms, referred to as "Bone trinkets", that do not count as being tiered and give more mundane abilities, such as preventing pregnancy or bringing light rain during the dry season. These cost anywhere between 10-50 gold to purchase or craft and require only 1 day of work to craft.

***Tiered Bonecharm Abilities***

* ​**Accommodating Host:** Your possession gift lasts two additional rounds when used on creatures with less than 3 int.
* **Acrobat:** You gain a +5 bonus to Athletics checks for climbing and jumping.
* **Agile Recovery:** You treat falls as 10 ft shorter than they actually are.
* **Agile Will:** Your possession gift lasts two additional rounds.
* **Albinos:** White rats are 5% more common.
* **Aquatic Nature:** You gain a +5 bonus to athletics checks for swimming.
* **Assassin's Fortune:** You find one more arrow or crossbow bolt than usual when you find them.
* **Bird of Prey:** You regain one hit point per hit die when you drop assassinate a creature.
* **Bitter Blood:** You can be 5 ft closer to bloodfly nests before they become hostile.
* **Blade Ballet:** There is a 5% chance that a springrazor will destroy a body entirely when used.
* **Blast Resistant:** You ​take 5 less damage from all explosions.
* **Blood Sacrifice:** You regain one hit point per hit die when you kill a rat or bloodfly swarm.
* **Bleed Mana**: You regain 1 mana when a critical hit is scored against you.
* **Brawler:** You gain a +1 bonus to combat maneuvers to trip and grapple opponents.
* **Coin Collector:** You gain 5% more money when looting.
* **Carrion Killer:** Rats and bloodflies count towards your Bloodthirsty power.
* **Combustion:** You deal an additional 1 damage per damage die with explosives.
* **Deep Grave:** There is a 5 chance that a gravehound will immediately be destroyed when it spawns.
* **Duelist's Luck:** You find one more bullet than usual when you find them.
* **Duelist's Skill:** You deal an additional 1 damage per damage die with firearms.
* **Electrical Burst:** Stun mine area of effect is increased by 5 ft.
* **Enduring Allies:** Your Doppelgängers last 2 additional rounds.
* **Exacting Aim:** You deal an additional 1 damage per damage die with bows and crossbows.
* **Falling Star:** You regain 1 mana when you drop assassinate a creature.
* **Fencer:** You gain a +5 bonus to attack rolls when parrying.
* **Firestarter:** You deal an additional 1 damage per damage die when dealing fire damage.
* **Ground Glider:** Your move speed increases by 5 ft when prone.
* **Gutter Feast:** You may eat white rats to regain 1 mana.
* **Healthy Appetite:** You regain 1 additional hit point per die rolled when receiving healing.
* **Hot Cocktail:** The area of effect for your explosives increases by 5 ft.
* **Illusory Coin:** Coins appear one step higher in value (Copper to silver to electrum to gold to platinum)
* **Leviathan's Mind:** You regain 1 mana per 5 rounds you are swimming or underwater.
* **Liquid Sustenance:** You regain 1d4 hit points when drinking any potion.
* **Lucky Needle:** There is a 5% chance to recover a sleep dart.
* **Plague Resistant:** You gain a +2 bonus on all saves against disease.
* **Rat Scent:** You can be 5 ft closer to rat swarms before they become hostile.
* **Relocation Sickness:** There is a 5% chance whenever someone teleports within 50 ft of you that they fall prone.
* **Resilient Allies:** Your Doppelgängers have a number of hit points equal to half of yours.
* **Resounding Shriek:** The area of effect for your howling bolts increases by 5 ft.
* **Restorative Glimmer:** You heal 1 hit point per round while using void gaze.
* **Robust:** Healing items heal you for an additional die. (Cure light wounds would heal you 2d8+1 instead of 1d8+1)
* **Sap Mana**: You regain 1 mana when you kill or incapacitate a creature
* **Shadow Embrace:** Your Shadow Walk lasts two additional rounds.
* **Spirit Water:** Drinking any potion also restores 1 mana.
* **Spirited:** Spiritual Remedies restore 1 additional mana.
* **Spiritual Fortune:** There is a 5% chance that a spiritual remedy restores twice the amount of mana.
* **Spiritual Pool:** When you regenerate mana, you regain an additional one at each interval.
* **Spiritual Sacrifice:** You regain one mana when you kill a rat or bloodfly swarm.
* **Strong Arms:** When choking a creature, reduce the number of rounds they can hold their breath by your Str mod. The Strength gift applies.
* **Strong Lungs:** Double the amount of time you can hold your breath.
* **Submerged Rage:** Your Bloodthirsty builds by +1 kill for every five rounds you are underwater.
* **Sweeping Winds:** Your Windblast area is increased by 5ft.
* **Swift Shadow:** Your move speed increases by 5 ft while using stealth.
* **Swift Stalker:** Your move speed increases by 5 ft while you are wielding no weapons.
* **Swordplay:** You deal an additional 1 damage per damage die with swords.
* **Synergetic Swarm:** Your Devouring Swarm gift lasts two additional rounds.
* **Throwing Hand:** You increase your range with thrown weapons by 5 feet.
* **Tricky Timing:** Enemy explosives are delayed by one round.
* **Undertaker:** Your move speed is increased by 5 ft when using the Drag combat maneuver or carrying an unconscious creature.
* **Unfortunate Craftsmanship:** There is a 5% chance enemy explosives are duds (they do not detonate).
* **Unnerving Target:** You gain a +1 bonus to AC against melee attacks.
* **Unsteady Hand:** You gain a +1 bonus to AC against ranged attacks.
* **Void Favor:** There is a 5% chance that a gift you use consumes no mana.
* **Void Power:** You deal an extra 1 damage per damage die with any Gift you use that deals damage.
* **Void Rapture:** There is a 5% chance that Mesmerize also stuns an enemy that fails their save, after the fascination.

***Black Bonecharms***

* **Bloodfly Alchemy:** The first ranged attack that would hit you in an encounter becomes a bloodfly swarm.
* **Cornered Animal:** You deal 5 additional damage on all attacks when your health is at 25% or lower.
* **Dark Extraction:** You heal hit points equal to the sneak attack damage you deal when you sneak attack while using the shadow walk gift.
* **Expansive Spirit:** Your maximum mana is increased by 5.
* **Fading Light:** Blink costs no mana if used in the same round that you kill an enemy.
* **Familiar Scent:** Creatures cannot track you by scent.
* **Fickle Beasts:** there is a 10% chance a wolfhound will fight on your side (it is white).
* **Fleet Fighter:** Your move speed is increased by 10 ft when running or charging.
* **Hardiness:** You gain an additional hit point per hit die.
* **Hearty Crew:** Allies summoned through Summon Ally treat weapons they use as if 1 size category larger (including natural attacks).
* **Invisible Thread:** Others are not aware of your increased reach when using Far Reach.
* **Iron Roots:** You cannot be knocked prone.
* **Leech Cuts:** You heal one hit point per die of damage you deal with melee attacks.
* **Leviathan's Breath:** You add your maximum mana to your Con modifier when determining how long you can hold your breath.
* **Life Bond:** Any healing that affects you also affects your summoned ally or dopplegänger if you have arcane bond.
* **Lucky Jam:** Enemy firearms jam on a natural 1 or natural 2.
* **Mana Vampire**: Regain 1 mana whenever you critically hit a creature.
* **Mind Runner:** When possessing a creature, it gains a +10 ft move speed.
* **Shadow Repose:** You heal one hit point per hit die every round you use shadow walk.
* **Twin Leech:** You may transfer hit points from your summoned ally or dopplegänger to yourself.
* **Twist of Fortune:** There is a 10% chance that a spiritual remedy restores all of your mana.
* **Vengeance:** Your Bloodthirsty builds by +1 kill for every 25 damage you take.
* **Voyeur:** You gain All-around vision while using Void Gaze.
* **Void Armor:** When you take damage, you can choose to have any amount of it reduce your mana instead of hit points. 1 mana negates 5 damage
* **Void Channel:** You increase the duration of any gift with a duration by 1 round, the range by 10 feet, and/or the damage by 1 die.
* **Void Might:** Melee weapons you wield deal damage as if they were one size category larger.
* **Void Reach:** Increase your reach by 5 ft.
* **Void Speed**: You are effected by Haste.
* **White Rat Friend:** there is a 10% chance a rat will be docile towards you (it is white).
* **Whirlwind:** You gain one additional attack in a full attack at your highest bonus.

***Corrupted Bonecharms***

* **Armored Bones:** Gain DR 10/--. Move speed is reduced by 20 ft.
* **Bright Moon:** Your doppelgänger is treated as one size category larger for damage purposes. The base duration of doppelgänger is 3 rounds.
* **Clumsy Assassin:** When you kill or incapacitate a creature, you are affected by a vanish spell. You take a -5 penalty to stealth.
* **Dark Power:** When at full mana, you gain +10 move speed, a +5 bonus to stealth, and deal damage as if 1 size larger. At less than full mana, these are penalties instead.
* **High Pressure:** Explosives deal an additional point of damage per damage die. Reduce their area of effect by 5 ft.
* **Leverage:** When using the Pull gift, increase the range by 10 ft. and the weight limit by 50 lbs. The pull power costs 2 additional mana to use.
* **Lightweight:** You treat falls as if they were 20 ft less than they are. When healing, you heal 50% less.
* **Power Slash:** Your melee weapon damage increases by one step. You gain one less attack in a full attack (minimum one).
* **Rotting Touch:** Increase Dead Hand damage by 2d6. Dead Hand costs 2 more mana.
* **Shivering Silhouette:** Gain +5 bonus to AC against ranged attacks. -10 penalty to stealth.
* **Splintering Bolts:** Projectiles deal +1 damage per die. Projectiles always break on impact.
* **Statuesque:** You gain the Freeze universal monster ability. Your mana does not regenerate.
* **Still Fade:** You are invisible while using stealth and not moving. You take a -20 penalty to stealth while moving.
* **Stolen Breath:** Using pull to pull enemies is now silent. Pull costs 2 additional mana to use for any purpose.
* **Tank:** Gain DR 5/--. Move speed is reduced by 10 ft.
* **Void Winds:** Increase windblast damage by 2d8. Windblast costs 4 more mana.
* **Witch's Skin:** When damaged, you drain mana before hit points (1 mana is 5 hp). Mana does not regenerate.
* **World Mana:** Your mana replenishes at a rate of 1 per minute (this cannot grant you mana over your normal maximum). All gifts cost 2 additional mana.
* **Zephyr:** Move speed is increased by 10 ft. You take 5 additional damage from all sources.

***Additional Corruptions***

This section is for crafted bonecharms that become corrupted, whereas the above section is for specific Corrupted Bonecharms.

* Decrease move speed by 10 ft.
* Decrease move speed by 10 ft. when using stealth.
* Decrease move speed by 10 ft. when prone.
* Decrease climb speed by 10 ft (or -10 penalty to climb checks if no climb speed).
* You lose 1 mana per round while underwater.
* Decrease swim speed by 10 ft (or -10 penalty to swim checks if no swim speed).
* Number of rounds you can hold your breath is cut in half.
* Darkvision deals one hit point per hit die damage to you every round it is active.
* 15% chance mesmerize doesn't affect enemies each time it is used.
* Elixirs restore 2 less mana (minimum one).
* 15% chance gift costs 2 extra mana.
* Take one more point of damage per damage die from area affects.
* Reduce area affects and splash weapon areas by 5 ft.
* Enemies have 15% miss chance against ranged attacks from you.
* Take 5 additional points of damage when hit with projectiles.
* You gain one less attack in a full attack (minimum one).

***Corroded Bonecharms***

* **(Gift):** Some corroded bonecharms have the same name as an Outsider Gift. The gift is randomly determined or chosen by the DM. You may trigger this charm to treat yourself as having the Outsider Gift of the same name for one round. If you possess the gift, you may treat it as enhanced. For example, a Corroded bonecharm named "Agility" would grant you the Agility outsider gift.
* **(Feat):** Some corroded bonecharms have the same name as an Outsider Gift Feat. The gift feat is randomly determined or chosen by the DM. You may trigger this charm to treat yourself as having the Outsider Gift of the same name for one round. You must possess the Gift(s) used as prerequisites for the feat to benefit from the bonecharm. For example, a Corroded bonecharm named "Deep Focus" would grant you the Deep Focus outsider gift feat.
* **Blood Ox Heart:** Whenever you regain HP, you may trigger this charm to also regain mana equal to your Wis modifier.
* **Fierce Parry:** You may trigger this charm to knock an enemy prone when you parry their attack.
* **Leviathan's Gift:** You may trigger this charm to require 1d6 less raw whalebone when crafting a bonecharm or rune (minimum 0).
* **Overpowering:** You may trigger this charm to succeed at an opposed check.
* **Solid Landing:** You may trigger this charm when you fall at least 20 feet. You deal 1d8 force damage to every creature and object within 5 feet of you.
* **Sustained Rage:** You may trigger this charm when you crit while using Bloodthirsty to forgo resetting the bonus it grants.
* **Tough Skin:** You may trigger this charm to grant yourself a natural armor bonus to AC equal to your current mana (or Wis mod, whichever is higher) for one round.
* **Undying Swarm:** If a swarm you summoned or control is killed, you may trigger this charm to heal it to full (as if summoning a new, identical swarm).

***Runes***

Runes are powerful and rare magic items, only usable by those bearing the Outsider's Mark or that possess his Gifts.  By destroying a rune in a fire (A process that takes one minute), a character with levels in the Marked class (or another character bearing the mark that does not choose to take levels) may gain an extra Outsider Gift, as if they took the Extra Outsider Gift feat, or may gain a Gift Feat. A character that has the Craft Runes feat does not need to burn the rune in a fire, and may instead simply consume the energy of a Rune, destroying it instantly.

***Bone Trinket Examples***

* ​You always know which way is north
* ​ You are less likely to become pregnant/get a person pregnant
* ​ You are more likely to become pregnant/get a person pregnant
* ​ Wearing the charm makes rain more likely
* ​