Hero Points

“All heroic actions have one or more of these seven causes: chance, nature, compulsions, love, reason, passion, desire”

-Voice of the Greatsong, written by Jewels of Tecrid
(Published across 4 Planes, ©964)

There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain or die to a single casting of a devastating spell? Does the sly rogue avoid detection as she sneaks into the giant chieftain’s lair? Does the pious cleric finish casting her healing spell before the rain of arrows ends the life of her companions? Just a few die rolls decide each of these critical moments, and while failure is always a possibility, true heroes find a way to succeed, despite the odds. Hero Points represent this potential for greatness. They give heroes the chance to succeed even when the dice turn against them.

Hero points are used to both reward contribution to the greater enjoyment to the game and to alleviate the Random Number Generation that can turn a well played combat into an unfortunate disaster. Below are the methods for earning and spending Hero Points.

Earning Hero Points

  • Contributing to the enjoyment of the game in some considerable way (DM’s discretion). This could be a well performed or amusing roleplay, amazingly clever tactic, a spectacular and important feat of some sort, or anything else that livens up the game and adds positively to the collective mood.
  • Every player gains 1 Hero Point when acheiving a new level for the first time
  • Every player begins with 1 Hero Point

Using Hero Points

  • Act Out of Turn: You can spend a hero point to take a standard action immediately. Treat this as a readied action moving your initiative to that point in the combat.
  • Inspiration: If you feel stuck at one point in the adventure, you can spend a hero 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 hero point is not spent.
  • Recall: You can spend a hero point to recall a spell you have already 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.
  • Reroll: You may spend a hero point to reroll any roll just made. This can be any roll, not just one rolled by the player spending his Hero Point. You must take the results of the second roll, even if it is worse.
  • Bonus Point-buy: If you choose Point-Buy during Attribute Generation you may spend a hero point to gain 3 additional points
  • Bonus: You can spend 2 hero points to gain a bonus to a roll. If used before a roll is made, a hero point grants you a luck bonus equal to half the dice value. If used after a roll is made, this bonus is reduced to a quarter. In both cases round up. You can use a hero 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).
  • Cheat Death: A character can spend 2 hero 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 hero 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 hero points in this way to prevent the death of a familiar, animal companion, eidolon, special mount, or another character.
  • Heroic Action: A character can spend 3 hero points to perform acts of great heroism when fate hangs in the balance. By doing so a player automatically performs any one action to its maximum ability. An attack roll automatically hits and criticals for maximum damage. A skill check or saving throw performs as if a natural 20 was rolled. This does not give players the ability to perform outside of their natural ability. For instance if a natural 20 would not succeed under normal circumstances this action will fail as well. If there is nothing to be gained, the hero points are not spent.

Rules for using Hero Points

  • You may never spend a Hero Point on another player requesting intervention. Please respect other players and don’t put them in that position! No one likes saying no to a friend, especially a begging friend.
  • The term “Roll” refers to an entire roll, not individual dice. For instance during attribute generation you could reroll a 3d6 roll, but not a single d6 from the roll.
  • Any Prestige Points earned from contributing to my last character creation party will be transferred to this game as hero points – I won’t let your efforts go to waste!
  • If you were not at my last character creation party you may earn bonus hero points the same way. Arrive on time with a solid character concept, bring booze, bring food, bring green, and/or purchase a miniature of your character.
  • Spending Hero Points are always subject to DM approval. This caveat is to prevent abuse from a clever player. Examples: A barbarian charging the BBEG with a Scythe of Flame/Frost burst and using Heroic Action, then swapping to a normal weapon for the rest of the encounter OR a frugal player saving all his hero points to blow them all to trivialize the final encounter in a long multi-level story arc.

Hero Points

Echoes of the Rising JosephZ JosephZ