Post by Kirikami on Aug 7, 2011 16:41:27 GMT -5
Heroic Feats, Dramatic Action Points
In many stories we find times when the chips are down, and the hero is facing down the worst odds possible. In the face of defeat, the hero rises to the challenge and by the skin of his teeth becomes the victor.
This is a game of Dramatic Role Playing, just as much as it's a game of Structure and Roll Playing. As such, the heroes should have the ability to similarly ascend to the challenge and face the odds that drama so deems.
Heroic Feats are bonus feats every character gets at 1st, 7th, and 12th level. Their effects relate to the expenditure of Action Points.
Feats:
Heroic Surge
Not Chaotic/Lawful Evil
A character with this feat may spend an action point as a free action to receive an additional Standard or Movement action during her turn. This use of action points can only be called upon once per encounter plus one for every 5 character levels (Or Hit Dice).
Second Wind
Constitution 12 or higher.
By spending one Action Point as a move action that doesn't provoke, a character may recover an amount of Hp depending on her Hit Dice.
1-5; 20 Hp
6-10: 30 Hp
11-15: 40 Hp
16-20: 50
21+: 50+5/level above 21
This use of action points can only be called upon once per encounter plus one for every 6 character levels (Or Hit Dice).
Heroic Infusion
Ability to cast 0-Level Spells through a spell list, not spell like abilities.
By spending one Action Point, a spellcaster may cast her next spell with one of two spell levels or more lower fused into it affecting the same targets, minimum of 0-Level (Maximum 6th).
Example: Ravi spends an action point, and casts Magic Missle, deciding that she wants to place Ray of Frost into the spell. All five missiles hit the same target, who than takes 1d3 cold damage. Should she hit five separate opponents, they'd each be subject to Ray of Frost.
Example Two: Ravi decides to cast Disintegrate on the Goblin. She spends an action point, infusing Fireball into the spell. The Goblin not only has to make a Fortitude Save for the Disintegrate effect, but a reflex save for the Fireball. Although his five buddies within 20 feet of him DO NOT HAVE SAVES, because the Fireball was imbued into the Disintegrate.
Bulwark of Bravery
Charisma 12+
The Character may spend an action point as an immediate or swift action to end the effect of a mind effecting ability/spell/power/etc, a fear effect or a domination effect that is effecting her. This can only be utilized between the time the effect took place onto until the end of the character's next turn. A character who uses Bulwark of Bravery is immune to similar effects for the next 3 rounds after.
This use of action points can only be called upon once per encounter plus one for every 6 character levels (Or Hit Dice).
Heroic Bulwark
Proficiency with any type of Armor
This feat allows the character to spend an action point as an immediate action to double the armor bonus of the character's current armor, and allow armor to count against touch attacks until the end of the character's upcoming turn.
This use of action points can only be called upon once per encounter plus one for every 5 character levels (Or Hit Dice).
Heroic Strike
Proficiency with at least one martial weapon.
When spending an action point to add to an attack roll with a weapon you are proficient with, Roll 2d4 instead of 1d6. You may also add half the Action Point Roll as extra damage. As you rise in level, this changes;
Up to 7th: 1d6, 2d4
Up to 14th: 2d6, 2d8
Up to 20: 3d6, 4d4
This use of action points can only be called upon once per encounter plus one for every 5 character levels (Or Hit Dice).
Stand Ready!
Dex 12
As a free action on the player's turn, the player may spend an action point to move up to their speed and stand from prone as a free action without provoking attacks of opportunity. The character gets a +2 bonus to further actions until the end of the turn.
More to come...
Dramatic Action Points
The Dramatic Action Points rules stand upon the original action points rules, and adds to the fun of them. Action Points are a precious commodity to the players, and any way they can get them back is a brilliant restoration.
But must players wait to level up just to get more?
NO I SAY!
Whenever a player is in a position to act Heroically, or make a dramatic impression on the story, they may 'risk' up to a number of action points equal to one-half their character level once per session. If they at least risk one Action Point, their next action may be taken as though they spent an action point for free. A character must have at least two Action Points to do so.
Here's the catch:
The character can use that free action point to do whatever one may regularly do, including the utilization of Heroic Feats.
If they succeed in that action, they get back ALL OF THEIR RISKED Action Points and a NUMBER OF FREE ONES EQUAL TO THE NUMBER THEY RISKED.
Failure to succeed at such an action counts as a FUMBLE, the player looses all the action points risked plus the 'free' one on top. Event occur how the drama of the story would go, the consequences of the failure played out.
The DM may also award action points for daring actions, and good roleplay, by the DM's discretion.