This page is a work in progress. Do not expect it to contain everything on the subject. This simply details a few things that “bonus experience” can be spent on.
All prices for expenditures of “bonus experience” are subject to modifications. Should a use be relatively unimportant the cost could decrease down to a tenth of the original cost (though it could be only decreased to one tenth). Conversely, the prices may be adjusted if they will significantly alter the course of the campaign, increasing the cost to two or three times the original cost. The DM always reserves the right to deny the expenditure of “bonus experience”. Also, feel free to ask if you can spend it on something not mentioned here. I will state one thing, however. This expenditure will never allow your character to use a special ability that is normally not granted to your class (including abilities your class grants that you did not take), nor can you gain equipment from out of the blue. The exceptions will appear here in the article. Below are the standard costs for certain bonuses.
- Avoid dying: 5000 points
- Reroll an attack roll: 1000 points
- Reroll a skill check, caster level check, or ability check: 500 points
- Add a +1 bonus to any roll (must be declared before the results of the roll are determined (and yes I will be strict about that): 100 points
- Add a +1 bonus to any roll after the results of the check have been determined: 1000 points
- Prevent another character from dying: 5000 points
- Convenient scenario: 100 points
- Significantly alter the course of events beyond the means of your character: 8000 points
- Create an Artifact: Depends on the artifact to be created. (may only pay in increments, and only one increment may be payed per campaign session. DM reserves right to deny artifact creation for the campaign).