Also as a one time bonus, those choosing to partake can begin the next session of the game with 1 point in their action pool.
Heroic Luck
Characters gain a pool of action points that begins at 0.
Every time a character rolls a natural 20 on any attack roll or saving throw,
his pool of action points increases by 1. Conversely, any time a character rolls
a natural 1 on any attack roll or saving throw, his pool of action points
decreases by 1.
It is possible to have a negative amount in your pool. When
you do have less than 0 action points in your pool, you take a -1 penalty on
attack rolls and saving throws for every 5 points below 0 in your action pool.
For example, a character with -11 action points would have a -2 penalty on
attacks and saves. A remove curse spell
can remove 1d4 negative action points per casting of the spell.
The most action points you can have in your pool are equal
to 5 + ½ your character level. The least amount of action points you can have
in your pool is equal to 0 minus (5 + ½ your character level). Any positive or
negative action points gained beyond the maximum or minimum are simply lost. A
quick reference chart is provided below.
ECL
|
Max Action Pool
|
Min Action Pool
|
1
|
5
|
-5
|
2, 3
|
6
|
-6
|
4, 5
|
7
|
-7
|
6, 7
|
8
|
-8
|
8, 9
|
9
|
-9
|
10, 11
|
10
|
-10
|
12, 13
|
11
|
-11
|
14, 15
|
12
|
-12
|
16, 17
|
13
|
-13
|
18, 19
|
14
|
-14
|
20
|
15
|
-15
|
These action points behave the same as normal action points,
as described in Unearthed Arcana beginning
on page 122 (and here), except that you do not
automatically gain action points when you gain a character level.
Additionally, for every 5 points in your action pool, you
gain a temporary +1 level to any single class ability your character has. This
only applies to class abilities that specifically mention they increase by
class levels. These bonus levels are lost as soon as your action pool drops
below the required amount.
Action Pool
|
Benefit or Penalty
|
-15
|
-3 penalty on attacks
and saves
|
-14 to -10
|
-2 penalty on attacks
and saves
|
-9 to -5
|
-1 penalty on attacks
and saves
|
-4 to 0
|
No penalty or benefit
|
1 to 4
|
Action points
|
5 to 9
|
Action points, +1 ability
level
|
10 to 14
|
Action points, +2 ability
levels
|
15
|
Action points, +3 ability
levels
|
As an example of one class, the abilities for the barbarian have
been detailed below, showing which are eligible and which are ineligible.
Eligible
|
Ineligible
|
Rage (uses/day and when it improves to greater rage, tireless
rage, and mighty rage)
|
Fast Movement
|
Uncanny Dodge (when it improves to Improved Uncanny Dodge)
|
Illiteracy
|
Trap Sense
|
Indomitable Will
|
Damage Reduction
|
|
Using these levels to increase your spellcasting does not
grant you knowledge of new spells, even if those are normally automatically gained
by increasing character level, as with the warmage. But they do increase your spells
per day, caster level, and spell penetration.
You may assign your bonus levels as soon as you gain them,
and you may only reassign the bonus levels each day at dawn (if you still have them).
Any feats that deal with action points also function
normally with the Heroic Luck rules. A small example of feats that utilize
action points are listed below.
Feat Name
|
Summary
|
Action Surge
|
By spending 2 action
points, you can perform an additional action in a round.
|
Ancestral Guidance
|
Reroll action point die
that modifies a d20 roll.
|
Heroic Channeling
|
Spend action point to
turn undead.
|
Heroic Companion
|
Your animal companion,
familiar, or special mount can use your pool of action points.
|
1 comment:
Scott gets credit for the idea of gaining something when the pool has enough points in it.
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