Roleplaying Points

Roleplaying points are used to purchase unique and interesting upgrades for your characters and are awarded for one of three possible reasons:

  1. You keep an up-to-date journal on your characters thoughts and feelings here on Obsidian Portal. For each session that you update the journal you are rewarded with one RP point. Journal updates follow the same basic guidelines as your initial background story in that they need to be a few paragraphs long to qualify for any bonuses.
  2. If you win a session’s Roleplaying Reward (see House Rules) you may give up the extra experience in order to gain one RP point.
  3. I may reward particularly outstanding play with one RP point at my discretion.

These points will be tracked here, and the effects and pricing listed on this page are subject to change. If things change drastically all expended points will be refunded.

RP Points by Character Available Spent
Ready Player 1 0 0
Ready Player 2 0 0
Ready Player 3 0 0
Ready Player 4 0 0
Ready Player 5 0 0
Ready Player 6 0 0

Heroic abilities:
Heroic abilities are combat oriented bonuses / abilities that are bought using RP Points and that may only be used during combat. They allow you to grant yourself bonuses to your rolls, avoid attacks, heal yourself, and possibly other effects. They are usable once per session for each time they are bought and the price for them increases by 3 RP Points each time you purchase them. Their initial price is 3 RP points. The benefits do not stack with themselves. Anytime you see ECL, it is referring to your Effective Character Level.

Benefits last for a number of rounds specified in the description or until the end of combat. Using any of these abilities is an immediate action and as such it must be used during your turn except for Perseverance, I Meant to Do That, Resistive Pattern, and Oh No You Didn’t, which if used counts as your immediate action during your next turn. Strength Reserves costs a full round action to use and does provoke attacks of opportunity. For the Mnemonic abilities only the spell slot/PP is restored, all materials or xp spent as part of the spell casting process are not refunded.

Heroic Abilities Effect
Heroic Strike +5 Attack Bonus (untyped) to your next attack, +ECL to your damage
Combat Prescience You get a +ECL luck bonus on your armor class and a +3 morale bonus on all saves until the beginning of your next turn.
Second Wind You gain Fast Healing equal to your ECL for a number of rounds equal to your ECL.
Strength Reserves You immediately regain 50% of your hit points, rounded down. Using Strength Reserves is a full round action.
Arcane Mnemonics Regain the use of the last arcane spell you cast during this combat as if it hadn’t been used.
Divine Mnemonics Regain the use of the last divine spell you cast during this combat as if it hadn’t been used.
Psionic Mnemonics Regain the PP from the last psionic ability that you used during this combat as if it hadn’t been used.
I Meant to Do That Turn a critical fumble that you just rolled into a critical threat.
Oh No You Didn’t Turn a critical hit that was just rolled against you into a miss.
Perseverance Be reduced to 0 hp instead of dying from a mortal blow. Alternatively, stabilize while unconsious and gain fast healing 1 for one round.
Resistive Pattern You may immediately make another attempt at a saving throw that you have just failed. If you succeed this time all of your saving throws get a +3 luck bonus until the end of this encounter.
Eh, What? You may delay the effects of any one attack or spell made against you for a period of 1d4+CHA Bonus rounds. Your Dexterity score is permanently decreased by one point each time this ability is purchased.

Aptitudes:
Aptitudes are benefits that you can only gain a benefit from once for each time that they are purchased, they are generally permanent in nature.

Aptitudes Effect RP Point cost
Life Experience You immediately gain 5% of the experience required for your next level, you may not use this if you already have the highest experience total. 2
Training Boost one ability score that is lower than 13 by one point. 1
Vigorous Training Boost one ability score that is lower than 15 by one point. 3
Mighty Training Boost one ability score that is lower than 17 by one point. 5
Resplendent Training Boost one ability score that is lower than 19 by one point. 10
Training Montage Boost one ability score that is lower than 15 by three points. 8
Natural Ability Gain one feat of your choosing, you must still meet the prerequisites. This may only be purchased once. 4
Newly Discovered Talent Gain one feat of your choosing, you must still meet the prerequisites. This may only be purchased once. 8
You Didn’t Know You Had It In You Gain one feat of your choosing, you must still meet the prerequisites. This may only be purchased once. 12
Skill Acuity Choose a Skill Focus feat that you already have. The bonus from that feat increases to +5. 3
One Tough Cookie Gain Damage Reduction 1/-, this may be purchased multiple times and stacks with itself and other sources of DR provided that they also grant it to all damage types and sources (example: DR x/-). The cost for this increases by 2 RP each time you purchase it. 2
Favored Destiny As long as you are ECL 8 or higher you may (at the DM’s discretion) reduce or ignore one requirement for a prestige class. This may only be purchased once 10
Skill Insight You immediately gain a number of skill points equal to your Intelligence bonus. This may only be purchased once. 3
Skill Mastery You immediately gain a number of skill points equal to your Intelligence bonus. 7
Academia Choose a cross-class skill, it is now considered a class skill. This may only be purchased once. 2
Armored Adventurer You can don any kind of armor found in the Player’s Handbook in 10 rounds or less, essentially any armor that takes more than 1 minute to put on now only takes one minute to put on by yourself. This may be reduced to 5 rounds if you have one person assisting you or 2 rounds if you have three people assisting you. Additionally, armor check penalties are reduced by 1 point and Arcane Spell Failure chance from armor (but not shields) is reduced by 5%. This may only be purchased once. 5
Armor Mastery You are so accustomed to wearing armor that it just works better for you. Your AC increases by 2 whenever you are wearing medium or light armor and increases by 1 whenever you are wearing heavy armor. Additionally, the Armor Check penalty from heavy armor is reduced by 1. If you have the endurance feat it now allows you to wear heavy armor in your sleep without penalty, just promise to rinse it out once in awhile. Requires Armored Adventurer. This may only be purchased once. 10
Academic Focus Choose a cross-class skill, it is now considered a class skill. 5
Crafting Generalist You get a +2 morale bonus on all craft checks. You may not have both the Master Crafted and Crafting Generalist aptitudes. This may only be purchased once. 5
Practiced Crafting Generalist Your Crafting Generalist bonus increases to a +5 morale bonus on all craft checks. This may only be purchased once. 10
Deft Crafting Generalist Items created with your Crafting Generalist bonus require 10% less time to complete. This may only be purchased once. 10
Master Crafted Choose a craft skill that you have ranks in, that craft skill is now designated as your Craft Specialization. You may not have both the Master Crafted and Crafting Generalist aptitudes. Each time this aptitude is purchased the cost increase by 2. 10
Craft Specialist You receive a +4 morale bonus on Craft checks made with your Craft Specialization and a +1 morale bonus to all other Craft checks. This may only be purchased once. 5
Craft Mastery Your Craft Specialist bonus increases to a +6 morale bonus for your Craft Specialization. This may only be purchased once. 5
Hands of the Master Items created with your Craft Specialization require 5% less time to complete and you may ignore one Craft check failure. This may only be purchased once. 10
Optimized Crafting Items you create with any of your Craft skills require 2% less materials. 5
Eye of the Crafter Items you create with any of your Craft skills cost 10% less gold and materials (but not xp) to create. This may only be purchased once. Requires Optimized Crafting. 10
Runic Crafter Items you create can be invested with Azca, allowing them to have Azca Runes bound to them. See the Runic page for details. 5
Runic Artisan Runic items you create gain +2 Weft Integrity. See the Runic page for details. 10
Experienced Adventurer Whenever you would lose experience for any reason, you lose 10% less. This may only be purchased once. 5
Greater Experienced Adventurer Whenever you would lose experience for any reason, you lose 10% less. This may only be purchased once. 10
Restful Sleeper You may ignore the penalties for being awoken from rest. You still require your normal amount of sleep/rest to regain spells and whatnot. This may only be purchased once. 5
The Touch of Fate If you have purchased a d30 and bring it to the session, you may roll it one additional time as described in the House Rules. This may only be purchased once. 10
Favored by Fate If you have purchased a d30 and bring it to the session, you may roll it one additional time as described in the House Rules. This may only be purchased once. 15
Apostle of Sintos If you have purchased a d30 and bring it to the session, you may choose to roll it whenever you would roll a d20 as described in the House Rules. If you choose to do so, any roll of 1, 2, or 3 is an automatic failure regardless of bonuses or circumstances. Furthermore, rolling a 1 is treated as a botch, or critical failure (DM discretion). Rolling a natural 30 is an automatic success (DM discretion, but unless it is truly game/world breaking it would be allowed). This may only be purchased once per player, and by no more than two players at the table. 20
Granted Auspice You may utter an especially potent prayer to your deity and spend three turn attempts over the course of 10 rds in order to seek divine guidance. Such guidance generally takes the form of visions which will answer one question in some form or another, although not always in a way that you expect or can even understand. Occasionally your deity may activate this ability for you without provocation and while still incurring the loss of turn attempts. Additionally, followers of the same deity may give up their turn attempts to fuel this ability through mutual prayer, though this increases the required expended turn attempts by one for that use of Granted Auspice. This may only be purchased once. 4
Runic Student When you are drawing Runic Power from a source you gain 25% more Runic Power. See the Runic page for details. This may only be purchased once. 7
Runic Adept You may convert Essence Shards to Runic Power on a one to one basis. See the Runic page for details. This may only be purchased once. 7
Weaver Runemelder Whenever you must make a check for Azca Web Integrity, your result is increased by 1 point. See the Runic page for details. This may only be purchased once. 7
Essence Collector You gain 25% more Essence Shards. See the Runic page for details. This may only be purchased once. 7
Riskbreaker Your Azca Web failure chance is halved. See the Runic page for details. This may only be purchased once. 20

Paths:
Paths are special groups of abilities and traits that can be taken if (and only if) in-game events have granted your character access to them.

Durnskald Caste Paths
Each of the three Durnskald castes automatically gain access to their respective caste path and may spend RP points appropriately. Caste is chosen at character creation during session 0 and cannot be altered later. If the ability or trait does not list how many times it may be used, assume that you may use it as a standard action whenever you have a standard action available to you.

Caste Path – Champion Effect Cost
Fleetfoot You receive a +5’ bonus to your movement speed as long as you are wearing light or no armor. 4
Greater Fleetfoot You receive an additional +5’ bonus to your movement speed as long as you are wearing light or no armor. Requires and stacks with Fleetfoot. 8
Fleetfoot Mastery You no longer provoke Attacks of Opportunity when moving through threatened squares so long as you are wearing light or no armor. Requires Greater Fleetfoot. 12
Celerity You receive double your dexterity bonus to your armor class as long as you are not wearing any armor and are not caught flatfooted. 10
Auspicious Timing You receive a +3 Fate bonus to your Reflex saves. 3
Lesser Heartstriker Choose a specific one-handed weapon, this weapon is your Heartstriker. You receive a +2 Fate bonus to confirm critical hits while wielding this weapon and a +4 bonus to attempts to resist being disarmed with this weapon. You may change your Heartstriker weapon whenever you like but must spend a ritual day of meditation and practice with the weapon order to gain this benefit. 3
Greater Heartstriker Critical hits that you land while wielding your chosen Heartstriker weapon deal bonus damage equal to your ECL, this damage is not multiplied. Requires Lesser Heartstriker. 3
Lesser Blademastery You receive a +1 Fate bonus to attack rolls and damage rolls made with slashing weapons while flanking. 3
Blademastery While using only slashing weapons and wearing light or no armor as long as your initiative count is higher than your opponent’s you are considered to be flanking. Additionally the fate bonus from Lesser Blademastery increases by +1. Requires Lesser Blademastery. 6
Greater Blademastery While flanking, wielding only slashing weapons, and while wearing no armor you gain an additional full attack action each round, regardless of whether or not you moved this round. Additionally the fate bonus from Lesser Blademastery increases by +1. Requires Blademastery. 15
The Crimson Warrior Once per round you may take 4d4 damage that cannot be reduced in any fashion in order to gain one additional attack at your highest base attack bonus. 10
Scarlet Fury Once per round you may take 6d6 damage that cannot be reduced in any fashion in order to gain three additional attacks at your highest base attack bonus. Requires The Crimson Warrior. These attacks are in addition to any additional attacks granted by The Crimson Warrior trait. 15
Appalling Deftness Once per round you may one additional off-hand attack at your lowest base attack bonus. Requires The Crimson Warrior. 10
Lightning Striker You get +1 attacks of opportunity per round. Whenever you are allowed to make an attack of opportunity you may attempt a second attack on the same target if the first attack succeeds, provided you have any attempts left for the round. Requires The Crimson Warrior. 8
Foreboding Presence of the Champion The reputation of the Champions of A’ki is well known, as long as you are conscious you are considered to be threatening every square within 10’ of yours regardless of the weapons you wield or the actions you take. Additionally, even when unconscious you are considered to threaten adjacent squares to yours, this effect persists for 2d4 rds even if you die. Requires Fleetfoot, Lesser Heartstriker, and The Crimson Warrior. 15
Caste Path – Serf Effect Cost
Hale Body You receive a +3 Fate bonus to your Fortitude saves. 3
Hardiness You gain extra HP each level equal to your constitution bonus. 4
Greater Hardiness You are immune to poisons, diseases, and critical hits. Requires Hardiness. 12
Overencumbrance You may lift/push/carry an additional 25% weight and receive a +2 Morale bones to strength checks made to open stuck doors. You also suffer no speed penalties from wearing medium armor. 5
Lesser Stone Piercer You get a +1 bonus (untyped) to all ranged attacks you attempt with piercing weapons. 3
Stone Piercer Your ranged attacks with piercing weapons ignore the first range increment penalty and deal an additional 2 damage. Requires Lesser Stone Piercer. 6
Greater Stone Piercer Once per round you may designate one ranged attack with a piercing weapon, that attack gains the ability to penetrate a number of squares equal to your strength bonus. The attacks penetrate squares behind the first target in a line drawn from you through the first target. Example: Your strength bonus is +2. You take aim at three orcs who are standing in a line and declare that you are using the Greater Stone Piercer ability. Make one attack roll against each orc using the same attack bonus as the initial target and roll damage separately for each orc. Requires Stone Piercer. Requires the use of a reinforced composite bow and specialty arrows, reinforcing a composite bow for this purpose triples the cost of the bow and renders it unusable to anyone who is not a member of the Serf caste. The ammunition cost is doubled. 10
Bastion Each round during combat you gain a +2 Insight bonus to AC and gain DR 2/- provided you did not move more than five feet during the previous round. This damage reduction stacks with any other damage reduction you already have provided that your other damage reduction also applies to all forms of damage (so x/-). 5
Pillar of Sturdiness You are treated as one size category larger whenever you are making grapple checks, bull rush attempts, or resisting trip attempts and are treated as extra stable when resisting trip attempts and bull rush attempts. Requires Bastion. 5
Stalwart Defender If you do not move during your turn you gain the following benefits: 1 untyped bonus to AC, DR 2/-, +3 morale bonus to attacks of opportunity, you only get a single attack of opportunity per turn, and if that attack deals damage the target must make a Fortitude save dc 10 your ECL or be stopped in the square in which they were hit and be unable to move, speak, or take any actions for 1d2 rounds. If the target is required to make a Reflex save while stunned in this fashion they automatically fail it and lose any benefit from feats which would reduce the amount of damage that they would take such as Evasion or Improved Evasion. Requires Bastion. 10
Brother of the Hammer Choose a bludgeoning weapon. You deal extra damage on successful attacks with that weapon equal to your strength bonus. 5
Cur-Bludgeon All bludgeoning weapons have their critical damage multiplier extended by one, so x2 becomes x3, x3 becomes x4, etc. Requires Brother of the Hammer. 10
Meteoric Impact Once per round when charging and attacking with a two handed bludgeoning weapon you may attempt a jump check with DC equal to 10+your ECL. If you fail you fall prone in the square in front of your target. If you succeed your weight and momentum carry through to your melee attack adding +ECL in bludgeoning damage to the attack if your attack is successful. Furthermore if your melee attack succeeds you may immediately attempt a bull rush on your opponent. If you also have Leap Attack you may choose to use either/both/no ability as you deem fit, if you choose both only a single jump check is made. 15
Final Bastion During combat you receive a +2 Fate bonus to attack rolls, damage rolls, saves, and armor class for each of your fellow party members who are currently unconscious or dead. For the purposes of this ability a party member is defined as a fellow player character or an NPC that is within 2 levels of your ECL only. Requires Stalwart Defender. 15
Caste Path – Fateweaver Effect Cost
Determined You receive a +3 Fate bonus to your Will saves. 3
Foresight Knowledge comes easily to you, almost as if you had read it all before. You receive a +2 Fate bonus to all knowledge checks that you attempt and all Knowledge skills are always treated as class skills for you. 5
Reactive Divination You react to traps just prior to them being triggered, granting you the Evasion feat. Additionally you receive a +4 Morale bonus to your AC versus traps that you didn’t directly trigger and attacks made against you when you are caught flat-footed. Requires Foresight. 6
Twist Fate Due to your innate connection to entropy you are able to cause small changes in probability as a free action. You must declare that you are using this ability before any rolls are made, the next roll that is attempted has either a +2 or -2 Divine modifier applied to it at your discretion. You may use this ability 1 time per day. 5
Greater Twist Fate Your connection to the forces of entropy grows stronger. The Divine modifier applied by your Twist Fate actions increases in strength by one point, so +2/-2 becomes +3/-3, +3/-3 becomes +4/-4, etc. You may use the Twist Fate ability 1 more time per day. Requires Twist Fate. This may be purchased more than once. 10
Foresee Fate You may expend two uses of your Twist Fate ability in order to see brief glimpses of future events, treat this as if you had cast the Augury spell as a free action requiring no gp expenditure. You may receive glimpses into situations without consciously using this ability as well at the DM’s discretion, this still incurs the Twist Fate use cost. You may use the Twist Fate ability 1 more time per day. Requires Twist Fate. 10
Entropic Mastery The divine modifier applied by your Twist Fate ability increases in potency by one point, so +3/-3 becomes +4/-4, etc. Your Twist Fate ability may now be used after the rolls are made. You may use the Twist Fate ability 1 more time per day. Requires Greater Twist Fate. 15
Risen Master You understand and can perform the closely guarded ritual to create one of the Risen Men from a subdued Reborn, allowing you to bring it along while adventuring. You must be at least ECL 6 to use this ability. 10
Touch of the Weaver You understand the language of all written texts provided you study them for 10 minutes. If you have it you may use the Twist Fate ability 1 more time per day. 5
Sense the Weft You gain the ability to sense Azca and Psionic spells and effects via the use of a Detect Magic spell. You may use Detect Magic as a free action an unlimited number of times per day. If you have it you may use the Twist Fate ability 1 more time per day. 5
Gaze at the Tapestry Your eyes dim from flames to molten silver. You are immune to gaze attacks, all forms of blindness, and dazzling attacks. You gain Darkvision 60’. If you have it you may use the Twist Fate ability 1 more time per day. 5
Sense the Warp You gain the ability to detect Truename, Shadow, Ritual, and Binder spells and effects via the use of a Detect Magic spell. You may use Detect Life (aberrations only) as a free action an unlimited number of times per day. You are no longer able to be flanked or caught flat-footed. If you have it you may use the Twist Fate ability 1 more time per day. 5
Warp Shard Expend two uses of the Twist Fate ability to use Warp Shard. You pull forth a shard of the Far Realm and hurl it at an opponent. Make a ranged touch attack with a range increment of 30’. If you succeed you deal ECLd6 force damage to your opponent. If you have Greater Twist Fate the damage from this ability is upgraded for each instance of the Greater Twist Fate ability as follows: 1d6>2d4>3d4>4d4 etc. The warp calls to those who use it. 15
Rend the Tapestry Your eyes dim from molten silver to an opaque inky black. Your Darkvision now extends to 120’. Should you die in battle your form is replaced by a vaguely you-shaped hole in the fabric of reality, lasting for 1d6 rounds. Though the void is not you and does not have your abilities you control the void until it dissipates: The void’s movement speed is 30’ and it may move with no resistance in any direction through anything while moving. If the void makes contact with a hostile target or object that target or object must make a Fortitude save dc 20+ your ECL or take 2d6x10 points of damage. After the void dissipates your lifeless body falls prone in the square that the void was last in. If you have it you may use the Twist Fate ability 1 more time per day. Rending the Tapestry in this fashion is exceedingly dangerous and is likely to attract unwanted attention. Requires Foresee Fate, Gaze at the Tapestry, and Warp Shard. 15

Path of Oster’toth – You may only purchase traits or abilities from this path if you have had your soul tainted by demonic influences . If the ability or trait does not list how many times it may be used, assume that you may use it as a standard action whenever you have a standard action available to you.

Infernal Determination You receive a +2 divine bonus on Concentration checks when attempting to cast/manifest/invoke defensively. 3
Embrace Fate You decide to finally embrace the inevitable, allowing the demonic powers full access to your soul. In return they offer you great power. You receive a -2 penalty on Will saves made to resist your demonic patron and your Wisdom score drops by 4 points. You gain a +2 divine bonus to your Constitution and Charisma scores, you always threaten every square adjacent to you (even when sleeping), and your demonic patron will assist you more often. If you take this all other traits and abilities in this path are one RP point cheaper. If you purchase this trait you can not purchase Fight Until Your Last Breath. 10
Fight Until Your Last Breath You decide to fight your demonic patron as hard as you can for as long as is possible, denying the demonic powers access to your soul. You gain a 2 bonus on Will saves made to resist your demonic patron and your Wisdom score increases by 2 points. Your demonic patron won’t take kindly to this act of defiance and will lash out against you, denying you access to their power and protection and occasionally attempting to invade your soul directly via force of will. The more powerful you get the harder they try, causing you to occasionally be made to attempt a Will save dc 15ECL in order to resist. If you take this all other traits and abilities in this path are two RP points more expensive. You may, at any time of your choosing, decide to swap this trait out for Embrace Fate by spending 5 RP points. Doing so also grants you Demonic Grace (identical to the Paladin ability Divine Grace) while increasing your Wisdom score loss from Embrace Fate by 2 more points. 10
Gaze of the Damned You gain low light vision 60’. If you already have low light vision you instead gain darkvision 60’; if you already have darkvision your effective visible range is doubled. As a result of the demonic elements present in your soul your eyes glow a dull orange in conditions involving low/no light. 4
Greater Gaze of the Damned Requires Gaze of the Damned. You gain darkvision 60’, if you already have darkvision your effective visible range is doubled. You can now see in most forms of magical darkness (generated by effects up to third level such as Deeper Darkness). Your eyes now glow dull orange at all times. 4
Aspect of the Reptile King Your eyes now move independently of each other. This is always in effect but can be suppressed for a number of rounds equal to 1d4 + your CHA bonus by succeeding on a dc 15 concentration check. While in effect you gain a +2 divine bonus to spot checks and search checks, a +2 divine bonus to Reflex saves due to effects that have an optical component, and get a 10% bonus when attempting to bypass partial concealment. 4
Aspect of the Avian Terror Your hands curl into scaled talons ending in long sharp claws, granting you a natural attack with each arm which deals 1d6 pts of slashing damage at your full BAB. This is always in effect but can be suppressed for a number of rounds equal to 1d4 + your CHA bonus by succeeding on a dc 15 concentration check. As a result of the demonic energy coursing through you this mutation also occasionally causes you to sprout tufts of feathers. 4
Aspect of Brutality Your skull sprouts curling black ram’s horns and your muscles bulge in unnatural ways, granting you a +4 to your Strength and Constitution scores while lowering your Dexterity, Wisdom, and Charisma scores by 2 points each. There is no hiding the effects of this mutation. 10
Doomscar Your skin begins to warp in a long line that traces its way around your body, over and over again while overlapping itself. This grants you a natural armor bonus of +1 per every four ECL (maxing at +5 at 20th level). As a result of the demonic elements present in your soul your skin becomes warped, scorched, and misshapen, giving you a -1 per every four ECL to Diplomacy and Handle Animal checks while giving you a +1 per every four ECL to Intimidate checks. 4
Balefire Soul Your skin becomes covered in sickly pus-filled lesions and burns and glows faintly green as if constantly engulfed in sickly green foxfire which appears to pass through your clothing and armor. This grants you immunity to poisons, the effects of diseases, level drain, and granting you a 10’ Aura of Balefire which deals 1d10 pts of damage per round (split evenly between fire and acid) to all targets within the aura that do not have the Balefire Soul trait. You also suffer a -8 divine penalty to Diplomacy checks. This aura and glow granted by this trait (but not the lesions, burns, immunities, or Diplomacy penalty) can be suppressed for up to one hour, no check required. The aura can be reinstated as a free action. 20

Roleplaying Points

Forbidden Empire Abersade Abersade