Argonnessen: A Draconic Exaltation
Dragon points are experience awarded in Megan’s Dragon Exaltation game. They can be used in specific ways, listed below. Dragon Points can be spent at any moment when you have downtime in game – they are meant to represent the specific draconic evolution of your character.
Ability Points – You may use Dragon Points to buy Ability Points. The cost to increase an ability point is the current Ability Modifier x3 with a minimum of 4 points.
Bloodline Feats – Bloodline Feats are specific to your breed of Dragon. You will receive a list of them from the GM. Most Bloodline Feats cost 3 Dragon Points unless otherwise listed in the prerequisites of the feat.
Draconic Feats – You may use Dragon Points to buy a feat off of the Draconic Feat list, Feats off of the Draconic Feat list cost 4 Dragon Points for a Dragonmarked character and often have other requirements to purchase besides the point value.
Prophecy Points: You may turn in 1 Dragon Point to gain 4 Prophecy Points. Prophecy Points can be used to advance a particular plot in the game. See below for further details.
Skill Points – You may use Dragon Points to purchase skill ranks in any of the Draconic Skills on a 1:1 point basis. Draconic Skills are as follows: Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (specific, with my permission), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, Use Magic. You may not purchase more ranks in any given skill than the normal skill cap would allow.
Spell-Like Abilities – The spell-like abilities you can buy are specific to your Draconic heritage. Most spell-like abilities have a level and Charisma score requirement. Spell-Like Abilities cost 3 Dragon Points unless otherwise noted.
Prophecy Points represent your connection to the Draconic Prophecy. They can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 prophecy point during a single round of combat, except where otherwise noted. Whenever a prophecy point is spent, it can have any one of the following effects. Note that Prophecy points may not be purchased during an encounter or dungeon. So it would be wise to plan ahead.
Act Out of Turn: You can spend a prophecy point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
Bonus: If used before a roll is made, a prophecy point grants you a 4 before the roll, +2 after the roll).
Extra Action: You can spend a prophecy point on your turn to gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure, you can spend a prophecy point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the prophecy point is not spent.
Recall: You can spend a prophecy point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This can only be used on spells and abilities possessed by your character that recharge on a daily basis.
Reroll: You may spend a prophecy point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
Special: You can petition the GM to allow a prophecy point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 prophecy points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 prophecy points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend prophecy points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
Spell-like abilities are a side effect of having draconic blood running through your veins. Spell-like abilities function in every way like the Spell that they share a name with except where listed in the text. The main exception being that spell-like abilities do not require Verbal, Somatic, Focus or Material Components – you use a part of the essence that makes you Draconic to cast these abilities. For this reason, you cannot apply Metamagic feats to Spell-Like Abilities and having a Spell-Like Ability does not qualify you as knowing the spell for purposes of being able to cast a scroll of that spell type or to activate wands.
Draconic magic is wild, arcane magic. For this reason, all draconic magic, including spell-like abilities, is modified by Charisma. All spell-like abilities require a minimum Charisma score to use – much as you would need to cast a sorcerer’s spell. You may have a spell-like ability that you are unable to use because your Charisma score is not high enough – it will just be unusable until such time that your Charisma score increases.