Wanted a place to stockpile some house rules for the game
- Attack of Opportunity—Normal rules for AoO still apply, except where noted here. When withdrawing from combat you Never threaten.
- Hero Points Below, the specific rules that we will be using for hero points is listed. Because of the randomness of the dice and the lethality of this campaign, we will be using these to throw a bit more of a curve in favor of the players. What you can do with your hero points is listed below. You can never use more than 1 hero point/round…the only exception is with the “Cheat Death” Option Below.
- Characters begin a level with 2 hero points. You cannot hold more than 3 at a time, and every level, your hero points re-charge. The GM reserves the right to award hero points any time he thinks the situation merits this. (I do have a list I’m working off of for this)
- 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.
- 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.
- 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. 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.