Campaign Points

Shamelessly stolen from Age of Legends campaign

When deeds of true heroism are called for and nothing short of a cinematic performance will do, it is time to draw upon campaign points. What are campaign points? Well in short, they are acquired points that your PC’s can spend for a variety of purposes to gain abilities that affect game play. Some of these effects are temporary in duration, such as Round and Encounter Abilities, while other abilities are Permanent in effect.

How do you gain campaignpoints? Simple. By contributing to the creation of our campaign site. Exactly what this contribution consists in will vary. However the typical way of earning points is to keep an updated character journal.

Once points have been acquired, they may be used in one of three ways. First, they may be used once per combat round to gain a short term benefit lasting the duration of that round. Each Round Ability uses up 1 campaign point. You may use only one of these abilities per round, however you may choose to double the numeric effect of any given ability by using an additional 2 prestige points. Points “used” in this way are not permanently lost but refresh at the start of the next game session.

Second, campaign points may be used once per combat encounter to gain an immediate short term benefit. Each Encounter Ability uses up 2 campaign points. While you may only “use” campaign points to gain Encounter Abilities once per encounter, you may also choose to “burn” campaign points to gain additional Encounter Abilities. Each additional Encounter Ability gained in this way burns 1 campaign point. Points “burned” in this way are permanently lost.

Finally, campaign points may be burned either during a game session, or out of session, to gain some permanent benefit. The burn cost of these abilities varies, but regardless of cost, no single ability may be purchased more than twice by the same character.

Round Abilities

Offensive Prowess – +1 to attacks and damage
Defensive Prowess – +1 to AC and Saving Throws
Heightened Channel – +1 to DC and damage of Channel Energy
Heightened Spell – +1 to spell save DC’s and +1 to overcome SR
Skilled Acumen – +2 to any skill check
Hardiness – +2 to stabilize from dying
Wild Vigor – Extend Rage by 1 round or Wild Shape by 1 hour
Vigorous Dance – Extend Dervish Dance by 1 round
Righteous Aura – Extend all Paladin Aura’s by 5ft

Doubling the numeric effect of a round ability increases the “use” cost to 3 points.

Encounter Abilities

Offensive Fortune – Reroll attack or damage die
Defensive Fortune – Reroll any Saving Throw
Skilled Fortune – Reroll any skill check
Devastating Attack – Confirm a critical hit
Quick Witted – +20 Initiative
Resilient – Stabilize from dying
Swift Attack – Gain one additional attack
Fleet Footed – Increase base land speed by 5ft
Arcane Insight – Gain temporary knowledge of one unknown spell
Arcane Adaptability – Retrieve one previously cast spell (as POP)

Permanent Abilities

Ability Benefit Point Cost
Second Chances Survive a killing blow (reduced to 0 HP instead) 3
Vital Fortune Reroll HP gained at time of leveling 2
Change of Focus Re-train a feat or spell 3
Skills Training Attain +1 competence bonus to any skill 2
Accomplished Gain a bonus Character Trait upon creation 4
Renaissance Man Gain a bonus Feat 8
Improvement Raise ability score 1 point
Up to 9 2
10 to 11 4
12 to 14 6
15 to 17 8
18 to 20 10

Campaign Points

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