Additional Hero Point Rules

Since hero points themselves are an optional rules system, other mechanics that go along with hero points have been included here to avoid confusion in the rest of the book. The following feats, spells, and magic items all have to do with hero points in one way or another.

Hero Point Feats

The following feats enhance your ability to store and gain hero points.

Blood of Heroes

You have a sense of destiny about you and always seem to succeed, even when the odds are against you.
Prerequisite: Hero’s Fortune.
Benefit: Whenever you gain a level, you gain 2 hero points instead of 1.
Normal: Whenever you gain a level, you gain 1 hero point.

Hero’s Fortune

Even at the start of your career, it was clear that you had a chance at greatness, and your legend continues to grow with every adventure.
Benefit: You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5.
Normal: You can have no more than 3 hero points at one time.
Special: NPCs who take this feat receive 1 hero point and can have up to 3 (not 5).

Luck of Heroes

To others, it seems that you always have a bit of luck around you.
Prerequisite: Hero’s Fortune.
Benefit: Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that the hero point is not spent. Whenever you spend a hero point, roll a d20. If the result is greater than 15, the hero point is not spent. You cannot use this feat when you cheat death.

Hero point spells

The following spells grant temporary hero points or prevent characters from using hero points. Their full description can be found on pages 324-5 of APG.

Heroic Fortune

School evocation; Level alchemist 2, bard 2, cleric 2, holy warrior 3, paladin 3, priest 2
Casting Time 1 standard action
Components V, S, DF, M (diamond dust worth 100 gp)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance no
This spell grants 1 hero point to the target. This hero point must be spent before the duration expires, or it is lost. The bonus hero point is spent before any other hero points the target might possess.

Heroic Fortune, Mass

School evocation; Level bard 4, cleric 5
Components V, S, DF, M (diamond dust worth 1,000 gp)
Range close (25 ft. + 5 ft./2 levels) Targets one or more creatures, no two of which can be more than 30 ft. apart
This spell functions like heroic fortune, except as noted above.

Malediction

School necromancy [death, evil]; Level sorcerer/wizard 3, witch 3
Casting Time 1 standard action Components V, S, F (onyx dust worth 500 gp)
Range touch
Target living creature touched
Duration instantaneous/1 minute per HD of the target; see text
Saving Throw Will negates; Spell Resistance yes
You utter a dire curse over the body of a dying creature, allowing you to consume its waning life force. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the target fails its saving throw, it dies and you gain 1 hero point for every 5 Hit Dice possessed by the target (minimum 1, maximum 3). These hero points last for a number of minutes equal to the target’s Hit Dice. Any hero points remaining when this spell ends are lost.

Severed Fate

School enchantment; Level cleric 3, priest 3, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 10 minutes/level
Saving Throw Will negates; Spell Resistance yes
You curse the target, preventing it from drawing upon the powers of destiny. The target is shaken and cannot use hero points for the duration of the spell. This effect can be removed by dispel magic, remove curse, or other similar effects.

Unravel Destiny

School divination; Level cleric 3, priest 3, sorcerer/wizard 3, witch 3
Casting Time 1 standard action
Components V, S, DF
Range short (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes
You utter a dire portent, causing destiny and fate to unravel around the target. This profoundly disturbing effect causes the target to suffer a cumulative –2 penalty on all ability checks, attack rolls, saving throws, and skill checks for every hero point it possesses. The target can reduce this penalty by spending hero points normally, but it takes 2d6 points of damage for each hero point spent while this spell is in effect.
Hero Points
General Gaming Information

Additional Hero Point Rules

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