Prestige Points

What are prestige 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 prestige points? Simple. By contributing to the creation of our Tales of Darkmoon Vale 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 (refer to the Round Abilities table below). Each Round Ability uses up 1 prestige 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, prestige points may be used once per combat encounter to gain an immediate short term benefit (refer to the Encounter Abilities table below). Each Encounter Ability uses up 2 prestige points. While you may only “use” prestige points to gain Encounter Abilities once per encounter, you may also choose to “burn” prestige points to gain additional Encounter Abilities. Each additional Encounter Ability gained in this way burns 1 prestige point. Points “burned” in this way are permanently lost.

Finally, prestige 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 (refer to the Permanent Abilities table below), but regardless of cost, no single ability may be purchased more than twice by the same character.


Mt.6


Player
Points
Earned
Edmund 8
Toed 6
Zanaver 14
Shrizyne 8
Welverin 2
Thaylen 0
Ithilien 4
Group Pool 1


Mt.6


Ability

Benefit
Point
Cost1
Offensive Prowess +1 to attacks and damage 1
Defensive Prowess +1 to AC and Saving Throws 1
Heightened Channel +1 to DC and damage of Channel Energy 1
Heightened Spell +1 to spell save DC’s and +1 to overcome SR 1
Skilled Acumen +2 to any skill check 1
Hardiness +2 to stabilize from dying 1
Wild Vigor Extend Rage by 1 round or Wild Shape by 1 hour 1
Vigorous Dance Extend Dervish Dance by 1 round 1
Righteous Aura Extend all Paladin Aura’s by 5ft 1

1Doubling the numeric effect of a round ability increases the “use” cost to 3 points.



Mt.6


Ability

Benefit
Point
Cost2
Offensive Fortune Reroll attack or damage die 2
Defensive Fortune Reroll any Saving Throw 2
Skilled Fortune Reroll any skill check 2
Nimble Recovery Avoid a critical failure 2
Devastating Attack Confirm a critical hit 2
Quick Witted Win Initiative 2
Resilient Stabilize from dying 2
Swift Attack Gain one additional attack 2
Fleet Footed Increase base land speed by 5ft 2
Arcane Insight Gain temporary knowledge of one unknown spell3 2
Arcane Adaptability Retrieve one previously cast spell3 2

2Additional Encounter abilities have a “burn”, rather than “use”, cost of 1 point each.

3This requires losing a spell slot, and the spell/invocation may not exceed caster level.



Mt.6


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
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



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Prestige Points

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