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Campaign Systems / Relationships

Growing Relationships

Source Ultimate Campaign pg. 177
You can change your Relationship Score with an NPC in the following ways. Campaign Trait: If your GM is using campaign traits for this campaign, and you have a campaign trait associated with a specific NPC, your Relationship Score with that NPC gains a one-time increase of 4 points.

Charisma: Since your base Relationship Score with any NPC is equal to your Charisma modifier, when your Charisma score changes permanently (such as from Charisma drain or a headband of alluring Charisma), your Relationship Scores with NPCs change with it. Temporary changes, such as from ability damage or bonuses from spells like eagle’s splendor, do not alter Relationship Scores.

Companionship: Every time you gain a character level, you may increase your Relationship Score with one NPC still active in the campaign by 1 point.

Gifts and Insults: A special gift can increase a friendly Relationship Score with an NPC, and a perfectly crafted insult can increase a competitive Relationship Score. Gifts and insults can’t be just anything—each NPC reacts strongly to different things. When you establish a relationship, the GM should suggest one kind of gift or insult appropriate to the NPC. You can learn other relevant gifts or insults by observing the NPC in play.

Every time you gain a character level, you may give one special gift to or craft one perfect insult for each NPC with whom you have a relationship. The gift can be an item you found, built, or purchased. In most cases, the cost of the item is irrelevant as long as it’s an honest gift.

When you think you have the right kind of gift or the right insult, inform the GM of your intent, then make a Diplomacy check (for a gift) or an Intimidate check (for an insult). If you roleplay the gift or insult’s delivery particularly well, the GM might award up to a +4 bonus on this check. If you roleplay the interaction poorly, or if you time things badly enough (attempting to give a gift in the middle of combat, for example), the GM might give up to a –4 penalty on the check. The DC for this check is equal to your current Relationship Score with the NPC. If you succeed, your Relationship Score with that NPC increases by 1 point. If you exceed the DC by 10 or more, it increases by 2 points instead. Failure means there’s no change.

Special Events: Certain events in a campaign can alter your Relationship Score with an NPC, such as saving a friend from execution or humiliating a competitor in public. The GM should inform you of these adjustments if and when they occur. These events generally increase your Relationship Score with that NPC by 1 to 5, but a particularly dramatic event can increase it by up to 10.