Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.
Max Hero Point pool for any player is 1.
Upon the death all current Hero Points are lost.
*If a character is granted a hero point but already has the Max amount allowed they may instead choose one of the following alternate rewards.
Gain a +1 dodge bonus for the session.
Gain a +1 morale bonus on attack rolls for the session.
Gain the More than Luck General feat for the session.
You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.
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).
You can spend a hero point on your turn to gain an additional standard or move action this turn.
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.
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.
You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.
At the start of every session players will roll 1d4, this number will become their luck score for that session. At any point during the session a player may petition the GM to change a dice roll result by exactly the amount of their Luck Score either up or down. This petition must be made when the dice result is first revealed. A player may only use their Luck score once per session, and the dice roll must be directly related to the character using their luck score. This Luck score can be used in many creative ways but the GM has final say on whether or not it is allowed to apply to a given situation.
Examples:
The player has a 4 Luck Score this session. They roll a critical threat on an attack but miss the confirmation by 3. They petition the GM to increase the value of their confirmation to confirm the critical hit.
The player has a 1 Luck Score this session. A bandit attacks and deals 8 damage to the player who has only 7 HP. They petition the GM to decrease the Damage of the attack by 1 and become staggered rather than incapacitated.
Morale Points are similar to the classic action/hero points. Morale points are earned by the party for achieving heroic deeds and spent by the party instead of individuals.
When a morale point is spent during combat every member of the party gets an extra Standard action to spend at the beginning of their next turn.
A maximum of 1 Morale point can be spent per round and limited to 3 per encounter.
If this action is used to make an Attack, CMB, or skill check gain a +2 Morale bonus;
If this action is used as a movement gain +2 Morale bonus to AC vs AoO.
When a morale point is spent out of combat every member of the party gets one bonus of their choice from the list below.
Immediately heal for one quarter of maximum health.
Automatically succeed on assisting other checks when the target is a member of the party.
Gain a +10 to one skill check made in the next minute.
Players who provide one of the following Session recap types within 72 hours of a session, will receive a Hero Point.
A written Recap of the events of the most recent session limited to 500 Words or less.
Ctrl+Shift+C in Google Docs will give you a word count.
A quality rendering of a location visited or a scene depicting every character from the party from an event that transpired during the most recent session.