DeathTrapJinx

[Class1]

1, This Jinx gains 1.) [Jinx] and 2.) [Jinx]
 * Class1


 * Jinx

20, Aren’t you a lucky duck:? +1 to the saving throw of your choice. If they’re all already at the lowest point, per your saving throw level chart, then just re-roll for a different result on this table.

30, You’ve got mad skillz!: +2 skill points

10, “These are not the murder-hobos you’re looking for”: You gain a random (positive) psychic mutation. If the one that you roll up could largely be construed as negative, then re-roll. If that comes up negative again, then just assume that you expended your psychic energy to gain an extra skill point in something. Your pick.

1, Analyze This: For each combat round you spend just watching someone (i.e. you're not doing anything except maybe moving, and you are not being attacked yourself) you get: +d10 to hit and  +d10 to damage or +d10 to any attempt to trip, grab, or otherwise mess with the target when you finally do decide to attack. This only works on targets who are engaged in combat while they are being observed. The ability can only be used once per fight on anyone smart enough to notice what you're doing. Also: only works on things with organs (like, not on oozes). Re-rolling this raises the die to d12 then d20. After that you start getting 2d10 then 2d12 then 2d20 etc.

1, Alice liked pies, although sometimes people did not want her to have them. Add your level to any attempt to locate any foodstuff of any kind. Re-rolling this just adds +1 more up to a maximum of 10. After that, the bonus applies to any organic material. After that, just re-roll for a different result than this.

1, She closed her eyes, and said the words as she'd been taught...You have learned one magic-user spell. It functions as if cast by a 15th level wizard, or your level whichever is higher. Determine the spell randomly (d8 for level). It works once, that's it.

1, Oh, I do so apologize... You can super-easily trip any basically human-sized creature who is otherwise engaged with someone or something else on a successful roll-under DEX d20 roll. This only works once per fight, unless the enemy is mindless like zombies, or, for some reason, can't see you pull off this tactic. Re-rolling this result means the trip does damage: d4, then d6, then d8 etc.

1, Her aunt had mentioned them ... +2 to recognize the faction or function of any aristocrat/official in any land. It maxes out at +6. After that, for each time this bonus is re-rolled, you are cousin or niece or otherwise secondhand related to a number of NPCs equal to the total number of times you’ve rolled this result. It’s your choice which NPCs they are.

1, All that hiding in the dumbwaiter has finally paid off. You know a secret. One of two kinds of secret, to be precise: either a piece of useful lore about a legendary treasure or magic item that you encounter, or an embarrassing fact about an NPC. Mechanically: Once per session you may astound your party's condescending wizard by pulling this lore or rumor out of your petticoat or pantaloon by making a successful roll-under INT check. If you fail, screw it, you can't do it this session. Re-rolling this means you try for this twice per session, then 3 times, etc

1, It seemed nearly everything was dangerous if handled improperly. You've become very skilled with improvised weapons--they do one die category larger than they should. If you garotte someone, they automatically lose a turn on a successful hit, if you drop caltrops or marbles, and someone with two legs steps on them they will automatically fall down (at least the first time). Re-rolling this result adds damage to any of these +2, +4, +6, etc.

1, It was very shiny and stuck out like a soup spoon... On a successful melee hit, you may immediately make a Sleight of Hand attempt to grab an item (other than the target's weapon) off a target. This won't work twice on anyone above zombie-intelligence who sees it. Re-rolling this result means you get a bonus to the sleight roll for each re-roll +1, +2, +3 etc.

1, She was not such a mouse as she used to be. +1 DEX to racial max, excess goes to STR or CON.

1, Alice then did something quite astonishing... You are surprising. +(entire charisma score) to hit with any suddenly improvised weapon the first time you strike against any intelligent foe (who knew what you could do with a gingerbread man?), and add your whole charisma score to the damage. This trick only works once per fight. Re-rolling this adds +2, then +3, then +4 to the damage, etc.

1, The blue one certainly did make you taller, of that Alice was sure...You are +1 to identify drugs and plants with drug-like properties for each time you roll this.

2, She could be very charming when she needed to be. Your silver tongue gives you a +1 bonus to Reaction Rolls and +2 on charisma checks. If you re-roll this result, it goes +2, +3, +4, etc.

2, "It really was curious," she thought--"How many times could this kind of thing happen?" You may escape death or another equally awful fate exactly once. You must spend at least one round playing possum to build tension but....surprise, you jumped out of the way just in time! Re-rolling this means you get to do it again.

2, She knew to curtsey at times like this, and so she did. Despite the low company you keep, you've been working on your manners. Members of the upper classes instinctively recognize you as one of their own. +1 to Reaction Rolls or CHA checks when dealing with them for every time you roll this.

2, It was so lovely, and--according to the book--it was right there. The dress made of manticore flesh, the house full of lilacs, the magical fish-gutting knife---whatever the thing that you always wanted is, it's there. 4 sessions worth of adventure away or fewer. Tell your GM, who then must place it. You must have a fair shot at it--like any other reward, but there's no guarantee you will get it. If you don't get it by the fourth session you can keep trying or let it go and roll again on this table. However, if you choose to roll again, and then you do get the thing somehow anyway, you lose whatever gimmick you rolled. GM, think up some clever reason why.

2, She had not known her mother's cousin very well, and decided that it was a bad thing that she had died...You have been willed 5000 units of the local currency (GP? SP? Kroner?) worth of random mundane (non-magical) objects. Here's how it works: you have exactly ten seconds real time to say what you bought. You now have all that stuff, assuming it adds up to fewer than 5000SP. You do not get XP for this treasure.

2, They kept talking as though Alice was a rhododendron in a pot. Add 2 to your Stealth each time you roll this. If you max out, that's that.

2, Cunning Linguist: Add 2 to languages skill or choose a new language to read and speak.

2, Forgery: It's your CHA vs. their INT roll, assuming you have access to about 40 SP worth of materials you'd find in a civilized area. Every time you re-roll this you get +2 to the check.

2, Sexy Appraiser: You can appraise treasure to a nontrivial and non-boring degree. You can estimate the value of non-magical things flawlessly, and, if a piece of treasure is not what it seems on any level, you will get an inkling. As in, you'll go "Is this not what it seems?" and the GM will go "Yeah, you've seen a lot of jade urns in your day, and this is not what it seems somehow--you're not sure how." If a treasure has some unusual or hidden feature of a mechanical or physical nature, you will sense that it is there on a successful INT roll. You won't know what it is, but you'll sense that it is there. You also have an extra +1 (in 6) and + (INT bonus, if any) chance to notice unusual features or traps in rooms if you are familiar with the culture that built the room. If you re-roll this result you are reading now, just roll again.

2, She did seem to offend people (and animals) wherever she went. You've become adept at dueling. In addition to adding your dexterity bonus to hit with a dueling weapon (foil, rapier or similar), you can also add it to DAMAGE with those weapons during any formal duel. Each time that you roll this result thereafter, you are at +1 to hit in any formal (challenged and accepted) duel with any dueling weapon you have used as a weapon before.

2, They all listened attentively as Alice told her tale. +1 CHA to racial max, excess goes to WIS or INT.

2, They began to throw stones, and Alice began to avoid them: +2 to save vs. Breath Weapon, a.k.a. “dodge.” If a save normally means you would take half damage, then you take none instead.

2, She began to feel somewhat neglected. If you are attacked in a round that you spend doing nothing but dodging, and your attacker misses, they will also fuck up and lose their next action (if they have multiple attacks, they will lose a number of attacks equal to your level). This only works once on anything of better than zombie intelligence. If you re-roll this result, you get it twice, then three times, then four, etc.

2, She tried to remember what she knew about stoats. +1 to Reaction Rolls or Charisma checks for ordinary animals, and talking (but-otherwise-ordinary) animals.

2, Alice had seen so many unusual things lately, it had become usual. You've seen and done so much that nothing phases you--you are immune to insanity or confusion in any form. Even mind-altering cosmic horrors from the far edge of the cosmos are like, whatever. You still do fear. Fear is good. Fear keeps you alive. Re-rolling this means any allies who can see you likewise get a bonus (+2) to their saves on account of your steady eye.