Temotei
2010-03-04, 12:34 AM
Skill Checks
A natural 20 on a skill check gives you a prowess point, usable on any skill check in the future to gain a +5 bonus to it. Prowess points may be used several times for a single check, the bonuses stacking each time. Characters may store an infinite amount of prowess points. Taking 20 does not grant a prowess point.
Attack Rolls
A natural 20 on an attack roll gives you a battle point, usable to gain a +3 bonus to an attack roll. In addition, when using a battle point, your critical threat range increases by one. Battle points may be used several times for a single attack, the bonuses stacking each time. Characters may store an amount of battle points based on their base attack bonus, as shown below.
Base Attack Bonus
Battle Point Maximum
+1 - +4
2
+5 - +8
4
+9 - +12
6
+13 - +16
8
+17 - +20
10
Critical Confirmation Rolls
A natural 20 on a critical confirmation roll gives you a critical point, usable before any critical confirmation roll to automatically confirm a critical hit. As well, the critical hit in question gains a bonus to damage based on your base attack bonus, as shown below. Characters may store an infinite amount of critical points, but their use is restricted to one point per critical.
Base Attack Bonus
Critical Damage Increase
+1 - +3
+5
+4 - +6
+10
+7 - +9
+20
+10 - +12
+25
+13 - +15
+30
+16 - +18
+40
>+18
+50
Caster Level Checks
A natural 20 on a caster level check gives you a magic point, usable on a spell to regain it for the day in the same spell slot it took up before, metamagic included. The amount of magic points required to regain a spell slot is given below. A character may store an amount of magic points based on their caster level--the table is given below.
Spell Slot
Magic Points
1-2
1
3-5
2
6-7
3
8-9
4
Caster Level
Magic Point Maximum
1-4
2
5-8
4
9-12
6
13-16
8
17-20
10
Initiative Checks
A natural 20 on an initiative check gives you an action point, usable to gain an extra standard action. A character may store an infinite amount of action points.
Turning Checks
A natural 20 on a turning check gives you a divine point, usable to gain two extra cleric levels for the purpose of turning. This bonus disappears after one turn attempt. Multiple divine point uses on a single turning check stack. A character may store an amount of divine points based on their caster level, shown below.
Caster Level
Divine Point Maximum
1-4
3
5-8
5
9-12
7
13-16
9
17-20
11
Saving Throws
A natural 20 on a saving throw gives you a protection point, usable to gain a +8 bonus on a single save or to give a +8 bonus on a single save to an ally within 30 feet. You may also use a protection point to gain a +4 bonus to armor class for one round per level, or spell resistance equal to 11 + hit dice for one round per level. A character may use multiple protection points on a single save or to increase armor class, the bonuses stacking. A character may store an infinite amount of protection points.
Ability Checks
A natural 20 on an ability check gives you an ability point, usable to gain a +8 bonus to an ability score for one round per level. A character may use multiple ability points to gain stacking bonuses to that ability score. A character may store an amount of ability points based on their base attack bonus, given below.
Base Attack Bonus
Ability Point Maximum
+1 - +4
1
+5 - +8
2
+9 - +12
3
+13 - +16
4
+17 - +20
5
Stabilization Checks
A natural 100 on a stabilization check gives you two death points, usable whenever you would normally be reduced to -10 hit points from a single attack when you have more than -1 hit points. You are instead reduced to -9 hit points, automatically stabilized. As well, you gain fast healing 1 for each death point spent until your hit points reach 0 or higher. Death points may be used to gain higher fast healing (increasing by 1 per death point spent) during the time a character is down. A character may store an infinite amount of death points.
All types of points may be used as free actions usable whenever their conditions are met. Essentially, it's a mindless act of focus, thought, prayer, or something else that gives this extra power with specific actions.
Note: Don't allow a player to roll for drinking from a river (unless it's poisonous) or anything like that. Walking does not require a Balance check. Not telling players about this house rule will hopefully preemptively stop metagaming madness.
A natural 20 on a skill check gives you a prowess point, usable on any skill check in the future to gain a +5 bonus to it. Prowess points may be used several times for a single check, the bonuses stacking each time. Characters may store an infinite amount of prowess points. Taking 20 does not grant a prowess point.
Attack Rolls
A natural 20 on an attack roll gives you a battle point, usable to gain a +3 bonus to an attack roll. In addition, when using a battle point, your critical threat range increases by one. Battle points may be used several times for a single attack, the bonuses stacking each time. Characters may store an amount of battle points based on their base attack bonus, as shown below.
Base Attack Bonus
Battle Point Maximum
+1 - +4
2
+5 - +8
4
+9 - +12
6
+13 - +16
8
+17 - +20
10
Critical Confirmation Rolls
A natural 20 on a critical confirmation roll gives you a critical point, usable before any critical confirmation roll to automatically confirm a critical hit. As well, the critical hit in question gains a bonus to damage based on your base attack bonus, as shown below. Characters may store an infinite amount of critical points, but their use is restricted to one point per critical.
Base Attack Bonus
Critical Damage Increase
+1 - +3
+5
+4 - +6
+10
+7 - +9
+20
+10 - +12
+25
+13 - +15
+30
+16 - +18
+40
>+18
+50
Caster Level Checks
A natural 20 on a caster level check gives you a magic point, usable on a spell to regain it for the day in the same spell slot it took up before, metamagic included. The amount of magic points required to regain a spell slot is given below. A character may store an amount of magic points based on their caster level--the table is given below.
Spell Slot
Magic Points
1-2
1
3-5
2
6-7
3
8-9
4
Caster Level
Magic Point Maximum
1-4
2
5-8
4
9-12
6
13-16
8
17-20
10
Initiative Checks
A natural 20 on an initiative check gives you an action point, usable to gain an extra standard action. A character may store an infinite amount of action points.
Turning Checks
A natural 20 on a turning check gives you a divine point, usable to gain two extra cleric levels for the purpose of turning. This bonus disappears after one turn attempt. Multiple divine point uses on a single turning check stack. A character may store an amount of divine points based on their caster level, shown below.
Caster Level
Divine Point Maximum
1-4
3
5-8
5
9-12
7
13-16
9
17-20
11
Saving Throws
A natural 20 on a saving throw gives you a protection point, usable to gain a +8 bonus on a single save or to give a +8 bonus on a single save to an ally within 30 feet. You may also use a protection point to gain a +4 bonus to armor class for one round per level, or spell resistance equal to 11 + hit dice for one round per level. A character may use multiple protection points on a single save or to increase armor class, the bonuses stacking. A character may store an infinite amount of protection points.
Ability Checks
A natural 20 on an ability check gives you an ability point, usable to gain a +8 bonus to an ability score for one round per level. A character may use multiple ability points to gain stacking bonuses to that ability score. A character may store an amount of ability points based on their base attack bonus, given below.
Base Attack Bonus
Ability Point Maximum
+1 - +4
1
+5 - +8
2
+9 - +12
3
+13 - +16
4
+17 - +20
5
Stabilization Checks
A natural 100 on a stabilization check gives you two death points, usable whenever you would normally be reduced to -10 hit points from a single attack when you have more than -1 hit points. You are instead reduced to -9 hit points, automatically stabilized. As well, you gain fast healing 1 for each death point spent until your hit points reach 0 or higher. Death points may be used to gain higher fast healing (increasing by 1 per death point spent) during the time a character is down. A character may store an infinite amount of death points.
All types of points may be used as free actions usable whenever their conditions are met. Essentially, it's a mindless act of focus, thought, prayer, or something else that gives this extra power with specific actions.
Note: Don't allow a player to roll for drinking from a river (unless it's poisonous) or anything like that. Walking does not require a Balance check. Not telling players about this house rule will hopefully preemptively stop metagaming madness.