1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,
2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,
3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,
4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,
5) No more than one Hero Point may be expended per round.
Optional rules mostly in the form of New Feats for Hero Points:
Arcane Surge (Prerequisites - Arcane Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),
Attune Item (Prerequisites - A Weapon of Legacy) (Allows wielder to expend one hero point to add +3 to attack and damage for the scene with chosen item),
Defensive Ward (Prerequisites - Dodge) (Allows wielder to expend one hero point to give yourself a +3 Luck bonus to AC for the scene),
Divine Surge (Prerequisites - Divine Class) (Allows wielder to increase a spell DC by 3 for 1 round by expending a Hero Point),
Heroic Feat (Prerequisites - None) (Any saving throw successfully made 10 points above an effects DC automatically allows the character to regain 1 used Hero Point),
Heroic Grace (Prerequisite - None) (Allows wielder to expend one hero point to add +1 to all saving throws or +3 to one saving throw for one scene),
Heroic Quickness (Prerequisites - Improved Initiative) (Allows wielder to expend one hero point to add +3 to Initiative checks),
Manifesting Surge (Prerequisites - Psionic Class) (Allows wielder to increase a powers save DC by 3 for 1 round by expending a Hero Point).
@Sharaya
You can find it on the pfsrd under retraining or in ultimate campaign. Basically you can learn a number of languages in addition from the usual ways by taking 20 days (not all at once) of learning from a book or a teacher that shares a language with you. Your only allowed to learn languages this way, 1 + Int amount of times. Between now and when we finally get to the island should be more then enough time to learn a language and maybe start on another.
@Varloo
I'll think about it. Don't know how likely we are to run into anything to do with devils. Thanks for the offer.
If that actually works, I'll trade you for Varisian. That's my cover nationality, so it would be good to know, and I know two languages you don't... Thassalonian and Hallit. Trade you both if you want to teach me Draconic as well.
Male Half-Elf Stalker 1/Delver 1 | HP 10/10 | AC 19 T 16 FF 13 | Fort +2 Ref +5 Will +7 (+2 vs Enchantments) | CMB 1 / CMD 17 | Initiative +4 | Perception +10 (+2 Underwater) | Low-Light, Darkvision 60 feet | 1 Hero Point | Active Effects: Hide from Undead, Inner Sphere Stance
Will we have time to learn languages from one another, while trying to keep our identities? I know Aquan, that's all of interest (less you really wanna know Elf). If someone happens to know Polyglot that would be useful for my cover.
Will we have time to learn languages from one another, while trying to keep our identities?
Well, we shouldn't all meet up, but if a couple of us "meet" each other on the trip, it shouldn't be too weird. Probably want to be as private as possible about the lessons though, so no one is really sure who is teaching whom, or whether we're just having bizarre multi-lingual conversations or whatever. Probably DM call, but I imagine we could get away with it on a ship with so many passengers.
Well pretty sure our time on this ship will have nothing to do with our mission, sense it is bring us to our mission. Once we land in Andoran then we have to keep our covers tight. Still I doubt their sending a second ship with a dozen passengers. I would expect at least four or five times that number and considering the length of the voyage. Everyone should meet everyone else at least a little sense their is really no where to go. Learning another language while itself not really normal, is just as good as anything else to pass the extended time we will be on the boat.
For the easily bored, may want to bring a deck of cards or something. ;)
Getting to Almas there is not enough time to learn a language but you could begin to learn one and finalize that knowledge over the "Downtime" it takes to arrive at the Colony.
We'll be RPing the Almas interviews (much less intensive than the Pathfinder Interview so don't worry!) and then set off. From there, we will fast forward to the Colony where the AP actually begins.
I will provide a manifest of your fellow passengers (maybe not all but many) on the Peregrine as they will be NPCs you interact with and continue to interact with. With respect to their attitudes towards you, they will all be Friendly.
Dear all,
Having computer problems. Will likely be unable to post for a few days. Apologies. Please bot me as needed. I hope to be back soon, but with the holidays, my computer repair may be delayed.