Karma Points Rewards

Started by Throndir, November 13, 2013, 10:05:25 PM

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Throndir

A list of rewards. The list isn't final, and it may change randomly.

You earn Karma points if someone hits +Karma on your profile (That's the Appluad button you see to the left underneath my avatar). Give people karma when they post something interesting, or if they did really well in roleplaying, or if you're just feeling generous. Basically, if they roleplayed and posted well, hit the +Karma button! They can also be given out in small quantities by DMs. (We would prefer that karma points are generated mainly be the community rather than the DMs handing them out).

Note, they are now called Likes, so just hit the 'Like' button for good posts!

This list is open to suggestions, if you feel some rewards are too much, or cost too little, please speak out. This is an evolving list.

Important Note
You can only spend 1 set of karma points per turn or action. Eg, you can't spend 50 karma points, to attack 50 times on a target.

In general, these costs are *before* you see the results. If its after-the-fact, you will probably have to pay twice the listed cost below.

Add to a Roll
  • Cost 2, Add to Roll. When you spend 1 karma point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 karma point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can?t use a karma point to alter the result of a d20 roll when you are taking 10 or taking 20. Depending on character level (see table below this list), a character might be able to roll more than one d6 when he spends 1 karma point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.
Character LevelAction Point Dice Rolled
1st-7th1d6
8th-14th2d6
15th-20th3d6

Using Skills
  • Cost 10, Take 20 on a skill check, can be done even if threatened or distracted. (But can't be done in combat). Can be used if there are negative consequences to failing.
  • Cost 5, Reroll a skill check. Must take new roll.
  • Cost 20, Take 20 on a skill check, even in combat. Can be used if there are negative consequences to failing.
Saving Throws
  • Cost 5, Reroll a saving throw. Must take new roll.

Misc. Rerolls
  • Cost 5, Reroll an attack roll. Must take new roll.

Take Extra Turns
  • Cost 2, take an additional move action.
  • Cost 4, take an additional swift action.
  • Cost 6, take an additional standard action.
  • Cost 10, take an additional full-round action.
  • (Price increases by 2 for each use in an encounter.)
Special Actions
A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM?s option.
  • Cost 2, Activate Class Ability. A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
  • Cost 2, Boost Defense. A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).
  • Cost 4, Emulate Feat. At the beginning of a character?s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn?t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.
  • Cost 2, Extra attack. During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks. You must declare the use of this action point for it to cost just 1. Otherwise...
  • Cost 2, Extra attack. During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks. You may call this after you have posted your first post, and do not like the result.
  • Cost 2, Spell Boost. A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.
  • Cost 2 per Spell Level, Spell Recall. Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.
  • Cost 2, Stable. Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.
Improving Feats
The use of action points opens up a whole range of possible feats. However, it?s easier on characters simply to improve existing feats to take advantage of action points?that way, characters needn?t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.
  • Cost 2, Blind-Fight. You can spend 1 action point to negate your miss chance for a single attack.
  • Cost 2, Combat Expertise. You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.
  • Cost 2, Dodge. You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
  • Cost 2, Improved Critical. You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.
  • Cost 2, Improved Initiative. You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
  • Cost 2, Metamagic Feats. You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast. Heighten Spell automatically raises a spell?s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).
  • Cost 2, Power Attack. You can spend 1 action point to increase the bonus on damage rolls granted by the feat per penalty point in attack. For example, if you take a penalty of -3 on your attack roll, you add +3 to your damage roll on top of the normal bonuses of granted from Power Attack.
  • Cost 2, Deadly Aim. You can spend 1 action point to increase the bonus on damage rolls granted by the feat per penalty point in attack. For example, if you take a penalty of -3 on your attack roll, you add +3 to your damage roll on top of the normal bonuses of granted from Deadly Aim.
  • Cost 2, Spell Focus. You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.
  • Cost 2, Spell Penetration. You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.
Earn Gold and Exp
  • Cost 1, earn 25 coins per character level.
  • Cost 5, earn 125 coins per character level.
  • Cost 10, earn 250 coins per character level.
  • Cost 15, earn 375 coins per character level.
  • Cost 20, earn 500 coins per character level.
  • Cost 1, earn 20 exp.
  • Cost 5, earn 110 exp.
  • Cost 10, earn 250 exp.
  • Cost 20, earn 600 exp.
  • Cost 10, give exp to a character you own so that the character's exp is equivalent to half the exp of your highest level character.
  • Cost 50, gain a level. (Flat level gain, if for example a 5th level character is just 10 exp points away from level 6, the character starts at the lowest exp possible for a level 6).
Upgrading skills and attributes
  • Cost 20, permanently increase lowest level Ability stat by 1 point.
  • Cost 30, permanently increase Ability stat by 1 point. (Can't be the highest stat)
  • Cost 40, permanently increase highest level Ability stat by 1 point.
  • Cost 15, reroll last HD roll.
Upgrading items and equipment
  • Cost 2, receive another use of an item with limited uses.
  • Cost 25, give weapon a +1 to its enhancement, base weapon must be enchanted, and players must be at a town/city.
Respec
A player may recreate his character to better suit the role he envisioned. This should help players who regret choosing a class or taking a feat that, in retrospect, doesn't really hold up to their character image. In addition, players that find a better fitting class even after creating their character now have the option to recreate their character with that class. However, this respec option is not all powerful; it does not normally allow a change in a character's age, race or gender (unless a player finds a compelling enough reason and has the DM's approval). Even so, do not expect to suddenly "respec" your old, wizened male dwarven fighter into a young, naive female elven magus. 
EDIT: After any respec option is performed, a character may not respec again for a week. And in the event of a major race change (minotaur to dairy cow), all experience is kept and transferred as normal but level adjustment is also taken into account to determine the character's new level. (ie: A level 10 human fighter won't become a level 10 beholder god)
  • Cost 2, reapply the last level.
  • Cost 2, replace a feat. Extra 5 for each feat replaced. (shifting later feats to be taken at earlier levels, as long as you met the requirements at that level, does not count as replacement)
  • Cost 5, reapply all levels from one class into another (ie: All bard levels to wizard levels)
  • Cost 10, start from scratch and reapply all levels.