Heroic Pathfinder3.75


Level KXP Spells
TH
10(none)+1
23(none)+1
36(none)+1
412(none)+2
524(none)+2
648(none)+2
796(none)+3
8192(none)+3
9384(none)+3
10600(none)+4
11900(none)+4
121200(none)+4
131500(none)+5
141800(none)+5
152100(none)+5
162400(none)+6
172700(none)+6
183000(none)+6
193300(none)+7
203600(none)+7
213900(none)+7
224200(none)+8
234500(none)+8
244800(none)+8
255100(none)+9
265400(none)+9
275700(none)+9
286000(none)+10
296300(none)+10
306600(none)+10
316900(none)+11
327200(none)+11
337500(none)+11
347800(none)+12
358100(none)+12
368400(none)+12
Requisites:Luck 5, 1 Class Slot
Alignment:any
HD/level:&1d6
Weapon Prof.:1+level/3
To Hit Table:Mon*1/3
Save Table:Custom
Reference:RDM
Groups:Custom
Complexity: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.