Skull and Shackles
Excerpted from the Advanced Players Guide:
There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain before he can finish casting 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.
There is no limit to the number of Hero Points you can have, or how many you can spend in one game session; however, you may only spend one per round.
How to Earn Hero Points
Each character begins play with 1 Hero Point, regardless of her level. In addition, whenever a character gains a level, she earns an additional Hero Point. Here are some other ways to earn:
- Character Story: The completion of a written character backstory, interlude, or journal entry.
- Completing Plot Arcs: Each PC who was involved in completing a major chapter or arc in the campaign story.
- Faith: Upholding the tenets of a PC’s faith in a grand way, or whenever they take on one of the faith’s major enemies. Such hero points might be temporary, and if not spent on the task at hand, they fade away. (This is a good reason to define your character’s beliefs!)
- Heroic Acts: Whenever a character performs an exceptionally heroic act, she can be awarded a Hero Point.
- Return from the Dead: When a character dies, she does not lose any Hero Points she has accumulated. If she died with no Hero Points remaining, she gains 1 Hero Point when she is brought back from the dead through powerful magic, such as raise dead or resurrection.
Using Hero Points
Hero Points 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 Hero Point during a single round of combat. Whenever a Hero Point is spent, it can have any one of the following effects.
- Act Out of Turn: You can spend a Hero 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 Hero 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 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). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
- Extra Action: You can spend a Hero 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 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 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 Hero 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 a Hero Point 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 a Hero Point, 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 Hero Points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.