I use Milestone XP for my Pathfinder 2e campaign, which makes sure characters are always the same level, which is important due to how tight the math of the game is. But I also wanted to have a use for XP. Here is a draft version of the old Fate Card system I borrowed from Warhammer Fantasy in the 80s and have used ever since (5e version here). In PF2E, the Hero Point system covers many of the same functions, so the updated list had to be unique. I also wanted to have them “timed” so there is something to track during dungeon crawls, adding pressure (idea from Knights of the Last Call).
BOONS & BANES
Players may spend XP to gain temporary Boons, which grant powerful buffs during play. A Boon lasts for 1d6 turns, plus additional rounds based on its tier:
- Minor Boon: +1 turn
- Moderate Boon: +2 turns
- Major Boon: +3 turns
You cannot activate the same Boon more than once at a time.
To enhance a Boon’s effect, a player may choose to accept a Bane — a debuff that lasts the entire session. Only one Boon per session can benefit from this doubling effect, even if multiple Banes are taken.
Players may take as many Banes as they wish, but only one Boon can be empowered this way per session.
A player can only hold a pool of 1,000 XP – the standard amount required to level up.
BOONS
Name | Effect | Tier | XP Cost |
---|---|---|---|
Quickened Step | +10-foot status bonus to all Speeds | Minor | 50 XP |
Iron Will | +1 status bonus to Will saves | Minor | 50 XP |
Momentum Surge | +1 to initiative and Reflex saves | Minor | 50 XP |
Practiced Strike | +1 to weapon damage rolls | Minor | 50 XP |
Reinforced Focus | +1 to spell attack rolls | Minor | 50 XP |
Warding Halo | +1 to AC and saving throws vs. spells | Moderate | 100 XP |
Brutal Precision | Extra die of damage on critical hits | Moderate | 100 XP |
Second Wind | Heal 5 HP at the start of each turn | Moderate | 100 XP |
Spellflux Reservoir | Regain one 1st–3rd level spell per turn (max 3) | Moderate | 100 XP |
Hero’s Wake | Avoid falling unconscious once | Moderate | 100 XP |
Unstoppable | Fast Healing 10, immunity to Stunned/Slowed | Major | 200 XP |
Echo of Glory | Beneficial abilities affect 1 extra ally | Major | 200 XP |
Spell Reversal | Reflect a failed spell once | Major | 200 XP |
Ghost Step | Become Incorporeal each round | Major | 200 XP |
Relentless | Gain an extra action each turn (Strike or Stride) | Major | 200 XP |
BANES
- Choose One per Session: A player can opt in at the start of a session to take one Bane.
- Double Boon Effect Examples:
- Relentless gives two extra actions per round instead of one.
- Warding Halo grants +2 instead of +1.
- Second Wind heals 10 per turn instead of 5.
- Ghost Step lets you stay incorporeal for your full turn, not just one round.
Bane Name | Effect |
---|---|
Glass Nerves | You are Frightened 1 at the start of every encounter. |
Bloodied Soul | You have –2 to all recovery-based healing (e.g., treat wounds, battle medicine, etc.). |
Echo of Fear | If you become Frightened, it lasts 1 extra round. |
Cracked Focus | The DC of all spells or abilities you cast is reduced by 1. |
Shattered Reflexes | You always count as Flat-Footed during the first round of combat. |
Fading Light | Light sources you carry provide half the normal radius of illumination. |
Waning Resolve | You must roll twice and take the lower result on your first Will save each session. |
Unlucky Draw | Your first critical success in the session is downgraded to a success. |
Cursed Gear | One randomly chosen magic item malfunctions or becomes mundane until the session ends. |
Burdened | You are Encumbered, no matter your actual Bulk. |
Flickering Aura | Allies receive no benefits from your auras or emanation abilities. |
Muted Presence | You take a –2 circumstance penalty to Diplomacy and Performance checks. |
Scar of Regret | Once per session, the GM can force a reroll of your d20 and make you take the lower result. |