Heroic Pathfinder3.75

Level

KXP

1

0

2

3

3

6

4

12

5

24

6

48

7

96

8

192

9

384

10

600

11

900

12

1200

13

1500

14

1800

15

2100

16

2400

17

2700

18

3000

19

3300

20

3600

21

3900

22

4200

23

4500

24

4800

25

5100

26

5400

27

5700

28

6000

29

6300

30

6600

31

6900

32

7200

33

7500

34

7800

35

8100

36

8400

Requisites:

Luck 5, 1 Class Slot

Alignment:

any

HD/level:

&1d6

Weapon Prof.:

1+level/3

To Hit Table:

+level/3

Save Table:

Custom

Groups:

Custom

CF:

3

You have a Hero Point Pool. You may have a max of LVL*3 Hero points in your pool. These points do not regenerate and may only be used once.

Every Level: Gain 1 Hero Point.

Level 1: 1/d, write a character story, complete a plot arc, uphold a faith, complete group service, do a heroic act, OR return from the dead: Gain 1 Hero Point.

Level 1: Bonus: 1N, spend a Hero Point, 1/r:  +8 bonus on one of your rolls.

Level 2: Act out of Turn: 1N, spend a Hero Point, 1/r:  +1bF action.

Level 3: Extra Action: 1N, spend a Hero Point, 1/r:  +1S or 1V action.

Level 4: Reroll: 1N, spend a Hero Point, 1/r: Reroll one of your d20 rolls.

Level 6: Recall: 1N, spend a Hero Point, 1/r: Relearn a cast spell or gain a charge on a per day ability.

Level 8: Inspiration: 1N, spend a Hero Point, 1/r: Ask the DM a question about the adventure.

Level 10: Special: 1N, spend a Hero Point, 1/r: Do something not normally within the rules worth a Hero Point (e.g. -1SL on a spell you know this round, ignore one of your foe’s defenses, ect.).

Level 12: Cheat Death: 1N, spend 2 Hero Points, Ignore a slay effect and Death’s Door self.

New Feats:

Blood of Heroes:  Whenever you gain a level, you gain 2 hero points instead of 1.

Hero’s Fortune: You gain a hero point. The maximum number of hero points you can have is upped to 5.

 Luck of Heroes: Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus, roll a d20. If the roll is 15 or better, the hero point is not spent. Can’t be used on the cheat death ability.

New Spells:

Heroic Fortune (SL2): One touched creature gains 1 temporary hero point and may use one of your level abilities of their level or less.

Malediction (SL3): One touched creature: Put out of Misery. Gain 1 temporary hero point/5HD it had.

Severed Fate (SL3): One target is shaken and can’t spend Hero Points for CL turns (Will save).

Unravel Destiny (SL3): One target gets -2 on all rolls for each Hero Points it has and takes 2d6 dmg per Hero Point it spends (Will save).

Mass Heroic Fortune (SL5): One group of touched creatures gains 1 temporary hero point and may use one of your level abilities of their level or less.

New Magic Items:

Elixir of Luck: This elixir grants the drinker 3 temporary hero points.

Hero’s Blade: This +2 longsword has 6 hero points. Once all are used it reverts to a +2 longsword.

Reaver’s Scythe: If this +2 keen unholy scythe kills a creature it grants the wielder 1 temporary hero point.

Ring of Heroes: This ring grants the wearer the Luck of Heroes feat and the wearer can gain a hero point one time but if it does the ring loses all powers.

Staff of Fortune: This staff allows the use of the spells heroic fortune for 1 charge and mass heroic fortune for 2 charges.