Dreamers Deep - A Strange Aeon's Campaign
A character point is a major reward that can be cashed in for certain immediate character benefits. Characters will have an opportunity to earn up to 4 Character Points per Adventure Path book. PCs earn a base 1 Character Point at the successful conclusion of each book of the Adventure Path. Characters can also earn up to 1 Character Point per book in the adventure path for excellent role playing (excellent roleplaying of madnesses, in-game sacrifices to stay true to character, etc). The final 2 Character Points can be earned for the adventure path book if every Adventure Log has been created for every session of the AP. If no adventure logs were missed, all PCs each earn the bonus 2 Character Points. If at least half (but not all) of the sessions have posted adventure logs at the end of the book, all PCs will earn 1 Character Point. If less than half of the sessions have posted adventure logs throughout the adventure path book, then PCs earn 0 Character Points for the Adventure Logs.
By the end of the Strange Aeons adventure path, PCs will have earned between 7 and 25 Character Points (including the 1 Character Point everyone gets at character creation).
“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 of skills. 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. 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 the ability to stave off death. This ability can be used one time only. When a character suffers enough hit point damage to reduce him to the dead condition, this ability may be activated. The character will instead be reduced to 1 hit point above dead status and will automatically be considered to have made his stabilization check. If a saving throw from a death effect was failed, expending this ability allows the character to make a second save against the effect with a +4 bonus to the save.
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.
- 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.
- Heroic Save – 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 targets the PC that stepped in front of the attack, and the attack is resolved using that PC's Armor Class. If the attack is successful, 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. The saved target is treated as having cover from the PC that used this ability until that PC moves, the PC that expended the Hero Point moves (or is moved), or until the beginning of the next turn of the PC that spent the Hero Point for the Heroic Save – whichever comes first. If the protected character already has cover from his new position, he gains the benefits of improved cover from the attacks until one of the circumstances above is met.
- Extra Action – A PC may use a Hero Point to take an extra standard action or move 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.
- Heroic Luck – A PC may use a Hero Point to gain a +6 luck bonus to AC for one round.
- 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.
- 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.
- 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.
- Heroe's Resolve – A PC may spend a Hero Point to reduce a single instance of sanity damage by half or to overcome a fear effect that is affecting her for a number of rounds equal to six or 1/2 her character level (whichever is greater). If a character uses this heroic resolve and also makes the Will save to take half sanity damage, she would take 1/4 damage.
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.