Hero Points
Hero points represent a character's potential for greatness — the moments where fate tips in a hero's favour despite terrible odds. They allow player characters to nudge die rolls, act unexpectedly, or even cheat death outright.
Starting & Earning Hero Points
Hero points do not renew over time or with rest. Once spent, they are gone forever. A character who dies retains any hero points they had; if they had none, they gain 1 upon being returned to life by magic such as raise dead or resurrection.
Awarding Hero Points
Beyond the standard level-up grant, the GM may award hero points for the following circumstances. These are suggestions — the GM is the final arbiter of when and how many are given.
- Character Story. Completion of a written character backstory earns 1 hero point. If the GM weaves that backstory into a pivotal in-game moment and the character resolves it, they earn another. Painting a miniature or drawing a character portrait may also qualify.
- Completing Plot Arcs. When PCs successfully conclude a major story arc or meaningfully advance the campaign narrative, each participant may receive 1 hero point.
- Faith. In deity-centric campaigns, hero points may represent divine favour. Upholding a faith's tenets in a grand way or defeating a major enemy of the faith can earn one. These may be temporary — unspent points fade at session's end.
- Group Service. Out-of-game acts of generosity (hosting, providing food, helping clean up) may earn a hero point. This is a gift, not a payment.
- Heroic Acts. Exceptionally heroic deeds — slaying a dragon solo after the party fled, rescuing villagers while grievously wounded, or any action of comparable selfless daring — may earn a point. The deed must not have required spending a hero point to pull off.
- Return from the Dead. A character who dies with no hero points remaining gains 1 point when restored to life.
Spending Hero Points
Spending a hero point requires no action, though the action it modifies still consumes your action as normal. You may spend at most 1 hero point per round — the sole exception being Cheat Death, which costs 2 and may be used at any time.
| Use | Cost | When | Effect |
|---|---|---|---|
| Act Out of Turn | 1 HP | Any time | Take your turn immediately, moving your initiative to just before the current creature. You may only take a move or standard action on this turn. |
| Bonus | 1 HP | Before or after a roll |
Before roll: +8 luck bonus to one d20 roll. After roll: +4 luck bonus to that roll. Aiding another (same location, able to influence the outcome): +4 before / +2 after. |
| Extra Action | 1 HP | Your turn | Gain an additional standard or move action this turn. |
| Inspiration | 1 HP | Any time | Petition the GM for a hint about what to do next. If the GM rules there is no useful information to give, the hero point is not spent. |
| Recall | 1 HP | Any time | Recall a spell already cast or regain one use of a special ability that recharges daily. |
| Reroll | 1 HP | After a roll | Reroll any one d20 roll just made. You must accept the second result, even if it is worse. |
| Special | 1 HP | Any time | Petition the GM to attempt something normally near-impossible (cast a spell one level above your maximum, bypass a creature's DR entirely, Diplomacy a raging dragon). Requires a difficult check or attack roll penalty. No additional hero points may be spent on the attempt by anyone. |
| Cheat Death | 2 HP | When killed | The character survives, left at negative hit points but stable (exact circumstances determined by the GM). This is the only way to spend more than 1 hero point in a round. May also be used to prevent the death of a familiar, animal companion, eidolon, or special mount — but not another PC or NPC. |
Hero Point Feats
These feats enhance a character's capacity to store and gain hero points.
- Blood of Heroes — Gain 2 hero points per level instead of 1. (Requires Hero's Fortune)
- Hero's Fortune — Gain 1 hero point immediately; raise your maximum to 5.
- Luck of Heroes — When spending a hero point on a reroll or pre-roll bonus, roll a d20; on a 16+ the point is not spent. (Requires Hero's Fortune; cannot apply to Cheat Death)
Hero Point Spells
These spells grant temporary hero points or interfere with their use.
- Heroic Fortune — Grant target 1 temporary hero point that must be spent before the spell's duration ends.
- Heroic Fortune, Mass — As heroic fortune, affecting multiple targets.
- Malediction — Touch a dying creature; if it fails its save it dies and you gain 1 hero point per 5 HD (max 3) lasting a number of minutes equal to its HD.
- Severed Fate — Target is shaken and cannot use hero points for the duration.
- Unravel Destiny — Target suffers −2 per hero point it possesses on all checks; spending points removes the penalty but deals 2d6 damage per point spent.
Hero Point Magic Items
These items grant or interact with hero points outside the normal economy.
- Elixir of Luck — Grants 3 hero points (self-only) that don't count against your maximum; must be used within 1 hour. Limit once per month.
- Hero's Blade — +2 longsword holding 6 hero points the wielder can spend freely (don't count against maximum). Points don't recharge.
- Reaver's Scythe — +2 keen unholy scythe; kills that drop a creature to −1 hp or lower may instantly slay it (Will DC 14 negates) and grant the wielder 1 hero point lasting 1 hour.
- Ring of Heroes — Grants the Luck of Heroes feat; can be activated once to gain 1 hero point immediately, but doing so permanently destroys the ring's power.
- Staff of Fortune — Ivory-and-gold staff; casts heroic fortune (1 charge) or mass heroic fortune (2 charges).