Character Points

Character Points

A character point is a major reward that can be cashed in for certain immediate character benefits. They will primarily be used as rewards for major achievements or for role playing above and beyond the call of duty. I may also use them at certain times as bribes or in payment for certain favors, such as helping me get all of my Ondoron documents updated and up and running again.

“What can I do with Character Points?”

Character Points are cashed in for certain bonuses as listed below. There is no limit to how many character points a character may have. Each character should keep a record of how many character points he/she currently has and how many he/she has spent. Character Points can be saved up to purchase larger rewards.

1 Character Point (CP) – Skills
A single Character Point can be traded in for three RANKS in a skill. The normal level maximum for skill ranks applies, so, for example, a 4th level character cannot spend bonus ranks from character points to improve a skill beyond 4 ranks. To determine the cost of skills (ie whether they are purchased at class skill price or cross-class price), use the class skill list of the most recent class level you gained. A character does not get extra skill ranks for having a high Intelligence modifier, nor does the character receive less points for having an Intelligence penalty. Human characters gain 4 skill points to spend when they cash in a Character Point.

X CPs – Backgrounds
A Background can be purchased for a PC at Character Creation with one or more Character Points. Please see details under the Character Backgrounds wiki page for details and costs.

3 CPs – Bonus Feat
A human character may trade in three Character Points for any one feat they qualify for. Training time may be required as determined by GM.

4 CPs – Bonus Feat
A non-human character may trade in four Character Points for any one feat they qualify for. Training time may be required as determined by GM.

5 CPs – Deny Death
Five Character Points may be traded in for a Deny Death card. The card can be used one time only. When a character suffers enough damage to reduce him to -Constitution or fewer Hit Points, the card may be redeemed. The character will instead be reduced to 1 hit point above dead status and will automatically be considered to have made his stabilization check. The card may offer some protection from instant death spells and effects, as determined by the GM.

6 CPs – Hero Point
Six Character Points may be traded in for one Hero Point. A hero point can be cashed in for acts of dramatic heroism that defy the normal game rules, or can be used as an improved version of the Deny Death above. The powers and limits of a Hero Point are subject to GM approval, but they should be in line with the following examples. A GM may rule that it is possible to spend multiple character points for increasingly dramatic and powerful effects.

  1. Automatic Save – A PC may use a Hero Point to automatically make a single saving throw. The PC may use this after rolling a saving throw and failing, but it must be used before the effects of the failed save would be announced.
  2. Defend Ally – A PC may use a Hero Point to protect an adjacent ally or character from taking damage. If an enemy would successfully strike a character with a melee or ranged attack, the PC may move into the ally’s square and move the ally to any adjacent square to the one they were occupying. The enemy’s attack roll is compared to the PC’s Armor Class and the character that spent the Hero Point takes the damage instead of the target. If the enemy can still reach the original target of the attack after this attack is resolved, it may focus any remaining attacks on the original target.
  3. Extra Action – A PC may use a Hero Point to take an extra standard action when the Hero Point is used, even if it is not the character’s turn. This use does not stack with haste or similar spells that grant extra actions. A PC may not use this ability to act when they normally could not, such as to gain an action while unconscious or to act while they are caught flat-footed.
  4. Heroic Luck – A PC may use a Hero Point to gain a +6 luck bonus to AC for one round.
  5. Heroic Power – A PC may spend a Hero Point to treat any one skill check, caster level check, dispel check, CMB, or ability check as if she had rolled a natural 20 on the die roll. A Hero Point may be used this way after the die is rolled, but must be used before the result of the roll has been declared.
  6. Heroic Strike – The next attack the PC makes when using the Hero Point is treated as if it were a natural 20 (meaning that the attack hits the enemy and probably threatens a critical hit). The follow-up critical confirmation roll for this attack gains a +4 luck bonus.
  7. Heroic Vitality – A PC may spend a Hero Point to survive just about any attack, even death from energy drain, ability damage, and death effects. The character falls unconscious and takes some time to revive from her close call with death (subject to GM determination). A character that uses Heroic Vitality is very close to death, and appears to be dead from all but the keenest and most skilled eyes (Requires a DC 25 Heal check). Divination magic will reveal the character is alive, but only barely. The character will need long term care to fully recover.

The GM has final determination on what effects a Hero Point can accomplish, and whether the Hero Point can be used and how many would be required.

Character Points

Edge of Darkness: The Broken Circle Lord_Telarus