Fun Points

Fun Points

The fun list is a list of 100 bonuses your characters can get; they’re meant to encourage fun (as well as some positive habits, like arriving to the game on time). You accumulate points, and when you have 10 points, you can turn it in for a roll on the list. You can keep fun cards for as long as you want, but like action points, they are meant to be spent, so spend them! Most of them you can spend at any time. You can also trade them with other players, but it must be a trade (i.e. You need to receive a card in return.)

Ways to Get Fun Points:

One Time
*Write up a character background. – 10 points
*Read the Player’s Handbook (not every power, but at least the core rules) – 5 points

Ongoing
*Arrive on time to a D&D session and come prepared with character sheet, pencils, paper, books dice, power cards, etc. – 1 point
*Note-taking (anyone who takes thorough notes) – 2-3 points
*Spend $5 on RPG-related products (DDI/Character Builder, books, dice, costumes or props, power cards, etc.) for the campaign – 1 point/$5
*Bring Snack Food/Drinks – 1-3 points
*Bringing props for your character – clothing items, weapons, trinkets, etc. – 1 point/session
*Hit an achievement no one else has made yet. – 1 point
*The group can give out one point per session. These can be given out for good role-playing, problem solving, tactics, creativity, and for humor and fun.
*bring peppermint bark for tori. – 1 point

Fun List

1 Secret Stash – Scroll: You just happen to have the ritual scroll you need! (Your level or lower)
2 Secret Stash – Potion: You just happen to have the potion you need! (Your level or lower)
3 Secret Stash – Adventuring Gear: You just happen to have the piece of gear you need! (Any piece from table on 222)
4 Secret Stash – Alchemy: You just happen to have the alchemical item you need! (Your level or lower)
5 Secret Stash – Weapon: You just happen to have the weapon you need! (Any piece from pages 218-219)
6 Lucky Find – Ritual: Lucky you! You find a ritual book of your level or lower.
7 Awakening Virtues – Magic Weapon: One of your weapons becomes a magic weapon of your level + 1d4 (or lower).
8 Awakening Virtues – Magic Armor: Your armor becomes magic armor of your level + 1d4 (or lower).
9 Awakening Virtues – Magic Implement: One of your implements becomes a magic implement of your level + 1d4 (or lower).
10 Awakening Virtues – Magic Arm Item: One of your arm items becomes a magic item for arm slot of your level + 1d4 (or lower).
11 Awakening Virtues – Magic Feet Item: Some of your footwear becomes a magic item for feet slot of your level + 1d4 (or lower).
12 Awakening Virtues – Magic Hand Item: Your handwear becomes a magic item for hand slot of your level + 1d4 (or lower).
13 Awakening Virtues – Magic Head Item: Your headgear becomes for head slot of your level + 1d4 (or lower).
14 Awakening Virtues – Magic Neck Item: Something around your neck becomes a magic item for neck slot of your level + 1d4 (or lower).
15 Awakening Virtues – Magic Ring Item: One of your rings becomes a magic item for ring slot of your level + 1d4 (or lower). Must be level 10 to use.
16 Awakening Virtues – Magic Waist Item: Something around your waist becomes a magic item for waist slot of your level + 1d4 (or lower).
17 Awakening Virtues – Wondrous Item: Something you own becomes a wondrous item of your level + 1d4 (or lower).
18 Lucky Find – Upgrade a magic item you just received to 1 level higher. Pick a new item.
19 A Smattering of Words – You can speak and read one language for the next day.
20 Like the Monkey – Add +10 to an Acrobatics roll you just made.
21 Amateur Arcanist – Add +10 to an Arcana roll you just made.
22 What Can You Bench? – Add +10 to an Athletics roll you just made.
23 Me? Lie? – Add +10 to an Bluff roll you just made.
24 Half-Elf’s Tongue – Add +10 to an Diplomacy roll you just made.
25 I Once Went to the Underdark – Add +10 to an Dungeoneering roll you just made.
26 I Can Do This All Day – Add +10 to an Endurance roll you just made.
27 First Aid Is the First Defense – Add +10 to an Heal roll you just made.
28 Once Upon a Time… – Add +10 to an History roll you just made.
29 Human Lie Detector – Add +10 to an Insight roll you just made.
30 You Lookin’ At Me? – Add +10 to an Intimidate roll you just made.
31 Tree Hugger – Add +10 to an Nature roll you just made.
32 How Did You Even See That? – Add +10 to an Perception roll you just made.
33 You Haven’t Heard of that God? – Add +10 to an Religion roll you just made.
34 Shhhhh… – Add +10 to an Stealth roll you just made.
35 I Know a Shortcut – Add +10 to an Steetwise roll you just made.
36 Oh, Was That Locked for a Reason? – Add +10 to an Thievery roll you just made.
37 Fortuitous Failure – Suppress a zone or conjuration for 1d6 + 1 rounds.
38 Wise Beyond Your Years – Acquire one feat for 1 day, regardless of pre-reqs (DM’s discretion).
39 I Remember How to Do That – Add +5 to one skill check you just made.
40 Fire Pneuma – Recharge a power in a magic item.
41 Bull’s Eye – Ignore penalties to attack until the end of the encounter.
42 Stone Pneuma – Spend a healing surge as a free action.
43 Playing It Safe – Ignore penalties to defenses until the end of the encounter.
44 I Wear Two Suits of Armor – Gain a +2 bonus to AC until the end of the encounter.
45 I’m Glad I Took My Vitamins – Gain a +2 bonus to Fortitude until the end of the encounter.
46 I’m Smarter Than I Look – Gain a +2 bonus to Will until the end of the encounter.
47 I Totally Dodged That Lightning Bolt – Gain a +2 bonus to Reflex until the end of the encounter.
48 I Sharpened My Weapon This Morning – Gain a +2 bonus to attack and damage until the end of the encounter.
49 Monster Repellant – Gain resistance to one damage type until the end of the encounter.
50 I Will Not Be Stopped! – Gain a +2 bonus to saving throws until the end of the encounter.
51 Wind Pneuma – Gain an Action Point. You can use this Action Point even if you’ve already spent one in this encounter.
52 Like a Shadow… – Teleport 5 squares.
53 Let Their Blood Flow Free! – Keep using at-will attack powers until you miss.
54 Feint! – Reroll an attack roll.
55 Energy Strike – Deal 1d6 extra damage of an energy type of your choice.
56 Fortunate Turn of Events – Gain +2 to a roll you just made.
57 Let Me Try That Again – Reroll any number of damage dice you just rolled.
58 Quicker Than You! – Initiative: Move to the beginning of the initiative list.
59 Dilettante – +1 to all skills for 1 day.
60 Luck Be a Lady! – Make an enemy reroll an attack.
61 I Am Lighter Than a Slice of Bread – Gain a +1 bonus to speed until the end of the encounter.
62 You Seem Trustworthy! – One non-hostile NPC becomes a trusted friend and ally.
63 You Lucky Devil – Lucky: Reroll one die.
64 Lunge! – You have reach 2 and threatening reach until the end of the encounter.
65 Unbreakable – Take half damage from weapon attacks until the end of the encounter.
66 Run Serpentine! – You do not elicit opportunity attacks until the end of the encounter.
67 Larger Than Life – You gain a +5 bonus to bull rush and grab attacks until the end of the encounter.
68 I Have the Detect Ambush Skill – Your group is not surprised when it normally would be.
69 Prophetic Insight – You know the answer to one question that can be answered with yes or no (DM’s discretion)
70 That Was Just a Practice Roll – Reroll one skill check.
71 I’m Tougher Than I Look – Gain 2 healing surges.
72 Over Hill and Dale – You ignore difficult terrain until the end of the encounter.
73 Natural in the Water – You do not have to make swim checks for 1 day.
74 Bright Eyes – You gain darkvision for 1 day.
75 Its All in the Wrist – You gain +2 to your critical range.
76 Never More Dangerous Than While Dying – You can keep fighting even while at negative hit points. You still make death saving throws.
77 I Spent Years Building Up a Resistance to Iocaine – You are immune to poison effects until the end of the encounter.
78 Dread Reputation – Push any enemy adjacent to you 1 square at the start of your turn.
79 I Think I Read a Monograph – Know all facts about enemy.
80 I’m Not Left Handed Either – You can make one basic melee attack as a minor action each round until the end of the encounter.
81 Copy Cat – Copy the fun card power from another PC.
82 Double the Fun – Roll twice on the Fun List
83 Immunization Shots – You are immune to disease until the end of the encounter.
84 Keep a Clear Head – You are immune to daze until the end of the encounter.
85 Third Eye – You are immune to blind until the end of the encounter.
86 Eyes in the Back of Your Head – You cannot be flanked until the end of the encounter.
87 These Wounds Won’t Stop Me! – You have regeneration 5 until the end of the encounter. (10 at paragon, 15 at epic)
88 Just Try Stopping Me – You are immune to immobilize until the end of the encounter.
89 I Get Knocked Down, But I Get Up Again – Stand up from prone as a free action until the end of the encounter.
90 I Shall Not Suffer Frailty – You are immune to weaken until the end of the encounter.
91 I’m Too Fast For You – You are immune to slow until the end of the encounter.
92 Focus, Just Focus – You are immune to stun until the end of the encounter.
93 Hulk Out – You are immune to restrain until the end of the encounter.
94 Your Cheap Tricks Won’t Work on Me – You are immune to dominate until the end of the encounter.
95 I’m Not Done Yet – Recharge an encounter attack power.
96 Take That…Again! – Recharge a daily attack power.
97 I’m Full of Useful Tricks – Recharge a utility power.
98 Look What a Good Night’s Rest Can Do – Gain temporary hit points equal to your healing surge value. These last until used or you take an extended rest. Must be spent at the beginning of the day.
99 Undaunted – You ignore fear effects until the end of the encounter.
100 You Win D&D! – Succeed at anything (DM’s discretion)

Fun Points

Dwanya's Request Zylphia