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Old 03-15-2007, 12:08 AM
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The Laws of Shadow

Action Points


Action points provide a player with the means to alter d20 rolls in dramatic situations, reflecting the luck that can change crushing failure into heroic success. Your character has a limited number of action points, and you must use them wisely, since you don’t replenish this supply until your character attains a new level.

You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Certain feats and prestige class features allow you to spend action points in different ways, but this is their most basic use.

When you spend an action point, you add the result of a roll of 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the Dungeon Master reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20.

You can only use action points once in a round. If you spend 1 or more action points on a special action, you can’t spend a point in the same round to improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not lose any action points he has remaining, and any subsequent level advancement provides new action points as normal.

If your character level is 8th or higher, you can roll more than one d6 when you spend an action point. If you do so, apply the highest result and disregard the other rolls. As a 15th-level character, for example, you can roll 3d6 and take the best result of the three. So, if you rolled 1, 2, and 4, you would apply the 4 to your d20 roll.

Character Level Action Point Dice (d6) Rolled
1st-7th 1
8th-14th 2
15th-20th 3

At 1st level, you have 5 action points. Each time you attain a new level, you gain a fresh supply of action points equal to 5 + ½ your character level, rounded down. Any action points you didn’t spend at your previous level are lost.

You determine your supply of action points after all other issues related to level advancement have been resolved. In effect, this determination becomes step 10 in the process (see pages 58-59 of the Player’s Handbook.)

Special Actions

Instead of altering the result of a d20 roll, you can use action points to perform one of the special actions described below. In addition, some prestige classes and feats allow you to spend action points to gain or activate specific abilities.

Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you’re already dead.

Actions and Action Point Costs

1st – 3rd Level
Cost
1- +2 to any roll or AC, Auto Stabilize
2- Re-roll any roll once
3- Automatic hit or Maximum damage

4th – 6th Level

4- +2 to all rolls and AC
5- Automatic hit and Maximum damage
6- Recall a Spell to Memory, up to 3rd Level

7th -9th Level

7- Heroic Rage, as a barbarian of your level
8- Avoid Strike
9- Recall a Spell to Memory, up to 6th level

10th Level

10- Divine Intervention, anything that would kill the Character at that moment does not; Character is dropped to -9 Hit Points and stabilized, but out cold for 24 hours.


Becoming a Legend: Legend Points

Most heroes accomplish great things and amass vast wealth, all without ever becoming part of the legends. Only those few who manage to perform great deeds for the benefit of others and at a grave risk to themselves ever achieve the privilege of joining the ranks of legendary heroes.
The benefit of having a Legendary Status of 1 (besides the increase in the Legend Point pool) is an improvement of the outlook most people would have towards the hero in the general region where the status was earned. This is reflected by a permanent Hero bonus of +1 granted to any Charisma-based skills(other than Use Magic Device and Handle animal) used by the hero in the general region who are not hostile to the hero. Being legendary also has negative side effects as well. The hero suffers a -2 to all Diplomacy Checks with non-favorables (it's them! Get them!) and a -2 to Disguise Checks (Why it's Lord Bogg! When did you grow a mustache, my lord?).

Within 1 month of earning the Legend status, the hero also becomes relatively well-known to local bards, innkeepers and other purveyors of information. The DC for them to recognize the hero is 15 minus the sum of the hero’s Legend status and charisma modifier. This recognition may bring the hero further benefits (or harm as the case may be).
When a hero achieves an increase in his Legend status, he will typically earn a much coveted Legend point. This is a potent token from the fates themselves or from other benevolent entities that reward the heroes who risk their bodies and souls for the benefit of others.

A hero can possess only a single Legend point at a time. If another point is earned while the hero already has one, the hero must immediately use the new mark or forfeit it. Several uses exist for the marks. These uses depend on the hero’s Legend status.
Legend Points for legend status 1 can be used for the following:

1.Hero's gain: A permanent increase of any ability by one point.
2. Heroic Recovery: Full recovery from damage and ability loss, once.
3. Heroic Assistance: Sacrifice your own hit points on a one to one basis to save the life of a fallen comrade.
4. Heroic dodge: Completely avoid any damage from one attack or all damage effects of one spell.
6. Heroic Defiance: Successfully make a single FORT, REF or WILL save.
7. Heroic Intensity: Successfully make a single non-combat Skill or any Concentration Check.
8. Heroic Sacrifice: Whenever a hero is dying or disabled, he may, of his own free will sacrifice his life force for the benefit of all his allies. The character surrenders his life force and passes beyond the veil and as such cannot be brought back by any means; As a dying action, his noble effort empowers all his comrades of his choosing to gain a temporary Legendary bonus equal to +4 or his charisma bonus, whichever is greater to all d20 rolls as well as their armor class and spell DCs. Further, all allies are hasted. The duration of the effect is for D4+4 rounds and cannot be dispelled by any means.

What it means to you:You start with 10 action points and 1 legend point.
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Old 03-15-2007, 12:10 AM
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Experience Points:

I will award experience frequently, usually at the end of each important event. I also award bonus XP for good role playing, ideas and team work. Also, at the end of each important event, i will solicit nominations for bonus XP and game related comments from all. You can PM me or secret text me with these
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Old 03-15-2007, 12:12 AM
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Table rules:
  • Inform the DM about when you cannot post for more than 3 days. I am more than happy to NPC a character if you won't be around for an extended period of time.
  • If you do not post for more than a week without informing the DM, the player will be dropped from the game.
  • Feel free to post out of turn if need be.
  • Be polite and curteous to others.
  • Always feel free to PM me with ANY concerns you might have. For example, it is possible with so many players to feel left out of the game. Let me know if this becomes an issue.
  • If there are any issues or rulings with the game, let me know. There is only one goal, to have fun, as such any and all feed back is more than welcome.
  • And most of all, have fun!
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Old 03-15-2007, 12:20 AM
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Death and Dying

Characters die; death is part of life. That said, all the additional mechanics are there to prevent an unfortunate death. Raise Dead and similar spells can only be cast by the Exarch of a church and it also involves a day long ritual. The priest also has to commune with both his own divinity and the God of Death, who is the final arbiter in all those that pass beyond the veil. Bringing back the dead usually costs both the caster and the one being raised dearly.

Also, characters are considered disabled for (-con score, unmodified by any magical items etc. if your con is sixteen you are considered disabled for -16 and dying for an additional 10 points on top of that). Characters that are disabled tend to have scars and similar wounds and those that enter the dying zone might have more permenant reminders of their ordeal.
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Old 03-17-2007, 10:56 PM
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Starting Spells Known

1- 9
2- 8
3- 6
4- 5
5- 4
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