Roleplaying points are used to purchase unique and interesting upgrades for your characters and are awarded for one of three possible reasons:
- 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.
- 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.
- 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|
|Billeybob Zook Chyme||1||0|
|Nerium Oleander “Ollie” Ink-Well||2||4|
|Virgil “Candy” Marshe||1||1|
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 two RP Points each time you purchase them. 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. Each of these abilities costs two RP Points to purchase for the first time. 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 and Strength Reserves which costs a full round action to use and does provoke attacks of opportunity.
|Heroic Strike||+4 to your next attack, +ECL to your damage|
|Combat Prescience||You get a +ECL luck bonus on your armor class and a +2 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||Stabilize or be reduced to 0 hp instead of dying from a mortal blow.|
|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 +2 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 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|
|Auspicious Timing||You receive a +2 Fate bonus to your Reflex saves.||2|
|Determined||You receive a +2 Fate bonus to your Will saves.||2|
|Hale Body||You receive a +2 Fate bonus to your Fortitude saves.||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.||3|
|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|
|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.||10|
|Optimized Crafting||Items you create with any of your Craft skills require 2% less materials.||5|
|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 provided that you do not engage in strenuous activity. 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.||15|
|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.||20|
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.
Path of the Forbidden – 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|
|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|
|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|
|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.||4|