Fate Points give characters the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of Fate points, and once a Fate point is spent, it is gone for good.
ACQUIRING FATE POINTS
A beginning (1st-level) character starts the game with 5 fate points. A character above 1st level starts the game with a number of fate points equal to 5 + 1/2 his current character level. Every time a character advances, he gains a number of fate points equal to 5 + 1/2 his new character level. Some prestige classes might allow a faster rate of accrual, at the DM’s option.
Adding fate points to an existing campaign is easy, since characters don’t need to make any special changes. Each character simply gains a number of fate points equal to 5 + 1/2 his current character level.
Most NPCs probably shouldn’t have fate points, due to the added complexity this would create. In the case of important villains or other significant characters, however, the DM may award them an appropriate number of fate points to use against the player characters. A number of fate points equal to 1/2 the NPC’s level is a good baseline.
USING FATE POINTS
You can spend 1 Fate point either to TIP THE SCALE, TWIST FATE, or to improve the use of a feat. Unless stated elsewhere, you can spend 1 Fate point in a round. If you spend a point to use a TWIST FATE (see below), you can’t spend another one in the same round to TIP THE SCALE, and vice versa. The CHEAT DEATH, ALTER FATE and REVERSE FATE options do not share this restriction.
If used before a roll is made, a fate point grants you a + 8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to + 4. You can use a fate point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Fate Points spent to aid another character grant only half the listed bonus (+4 before the roll, + 2 after the roll).
A character can perform certain tasks by spending a fate point. In addition to the actions described below.
- Act Out of Turn: You can spend a fate 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.
- Cheat Death: A character can spend 2 fate 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 it from an arrow. If the character spends 2 fate 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. The character can spend fate points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.
- Emulate Feat: At the beginning of a character’s turn, he may spend 1 fate point as a free action to gain the benefit of a feat that he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.
- Extra Action: You can spend 1 fate point on your turn to gain an additional standard or move action this turn.
- Recall: You can spend a fate point to recall a spell you have just cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
- Spell Boost: A character can spend 1 fate 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 fate point in this manner before casting the spell.
The use of fate 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 need not spend their precious feat slots simply to gain the ability to use their fate points. Below are a few examples of how actions points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and until the start of the player’s next turn.
- Blind-Fight: You can spend 1 fate point to negate your miss chance for a single attack.
- Combat Expertise: You can spend 1 fate 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.
- Dodge: You can spend 1 fate point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
- Improved Critical: You can spend 1 fate 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.
- Improved Initiative: You can spend 1 fate point to double the bonus on initiative checks granted by the feat, from +4 to +8.
- Metamagic Feats: You can spend 1 fate 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).
- Power Attack: You can spend 1 fate point to add an additional 50% bonus on damage granted by the feat. For example, if you take a penalty of –3 on your attack roll, you add +9 to your damage roll with a one-handed weapon or +12 with a two-handed weapon.
- Spell Focus: You can spend 1 fate point to double the increase to save DCs granted by the feat, from +1 to +2.
- Spell Penetration: You can spend 1 fate point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.
By Spending 2 fate points a player may re-roll any d20 that has just been rolled. This can be done at anytime, but must be done before the result is known. You must take the results of the second roll, even if it is worse. This option does not follow the normal rule of spending only 1 fate point per round and may spend fate points on other options, this can also be done at anytime and as many times as the player sees fit.
By Spending 4 fate points a player may change a failed d20 roll into an automatic success (if there are varying degrees of success, the actual result is up to the DM). This option does not follow the normal rule of spending only 1 fate point per round and may spend fate points on other options, but can only use the REVERSE FATE option only once per level.
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