Talk:The Monomyth (3.5e Prestige Class)

What are Hero Points?

"Hero Points" are basically in-game buffers. Many games introduce the idea of "Luck", an attribute which essentially bends the game to your whim and into your favor. For D&D, this comes in a small variety of methods, one of which are "Hero Points". To make this work, the game designers set up both restrictions on how many you can have and when you can use them.

Are there any good sources for understanding Hero Points?

Yes. Visit this URL to read up more on them. I will try to explain it here, in further detail.

http://www.d20pfsrd.com/gamemastering/other-rules/hero-points

The basics: Why do I need Hero Points?

This is a basic question, so allow me to answer with a basic answer. You don't.

Hero Points are not by any means an essential part of the game; It is a variation of the game to allow for more control. Some players prefer the chaos of randomized rolls and encounters, while other's feel they want more control and less "fate". Ironically, the way Hero Points are set up you the player have more control, but in-game you are playing more so with "fate" rather than anything else.

Hero Points bend the tide of the game, allowing you to take upon daunting tasks against overwhelming odds. However this doesn't need to be applied in this way. You can, if you want, waste all Hero Points on Spot Checks. Or, you can use them to really make sure you Confirm that Critical. You can use them to ensure your Aid Another was successful, or to negate any possibility of being spotted by that Beholder. The means is really up to you, but be warned; Just because you used a Hero Point doesn't actually mean you were successful in your task.

Speaking of tasks...

Hero Points can be used in a wide variety of places, for a wide variety of reasons. Here are some basic examples for which you can follow; The DM is ultimately the decider in whether or not you may use them in general.

In Combat: You are against an Iron Golem. His AC is pretty strong and you really aren't at your best currently. You want to ensure your shot takes him down, but as you factor your Strength Modifier plus your BAB in your head you realize you are going to need a whopping 17 on your d20 to even make contact with the guy. So, you decide you need to use a Hero Point. Before you make your d20 roll you let your DM know you'd like to spend one of your Hero Points. He agrees and you roll your d20. You come up with a 12. Well, luckily you used a Hero Point, because your roll gains a +8 bonus to it, pushing you beyond your limit for what was needed to contact and destroy the Iron Golem.
As a Skill Check: You are trying to scale a dungeon keep to get a great advantage point. Half way up the 100 foot sheer wall your DM tells you that you must make a Hide Check. You want to know why, but he just grins devilishly. You fear something might be lurking around you, so you ask if you can make a Spot Check as an Immediate Action. He allows, but your Spot Check fails. Needing to make a Hide Check, and not sure what you're up against, you decide to use a Hero Point. He allows and you roll your d20. You gain a +8 to it. That +8 came in handy because your DM tells you that the Giant Spider doesn't actually see you. Now that you know where the spider is, you make a successful Spot Check and see it has a nest of about a dozen Medium Spiders with. Thank goodness you were able to remain hidden.
As a Save: You walk across a confined pathway in the forest when all of a sudden the delicate snap, followed by a swish and a damp thud. You cripple over in agony as you find a poisoned arrow lodged in your thigh. Will you make the Fortitude Save required to fight off this unknown poison? Since you are alone in the forest and you have yet to know what your numbers are that you are up against, the +8 bonus from the Hero Point could come in handy, since you are a lowly Bard with a poor Fortitude Save...
As an Immediate Action: Your party is being hammered time and time against by this Hawk Dragon. The problem is that you are the only one with a ranged weapon and your Mage is to busy trying to settle fires and heal wounds. You realize it is up to you, but the Hawk Dragon is coming in for a swooping peck attack. You spend a Hero Point and ready a single Immediate Action, just before the Hawk Dragon gets a chance to open it's assault. Will you be victorious in your shot, will you use this time to gain cover, or will you attempt to distract the feral beast?
Assisting Another: Your companion is attempting to unlock a deadly trap. You are all locked in a room and if the trap activates, untold havoc can unfold. You want to assist, but you know the DC for such a trap is very, very high. You elect to use a Hero Point as a buffer to your assist. Because you are assisting another, rather than doing it yourself, you only gain a +4 bonus. Still, a +4 on top of your assist in general might just be more than enough to thwart this pesky trap.
Reroll: You just finished a nifty raid and have a gallant longsword complete with a mirrored blade, a gold leaf handle, and rich wood handle. You go to appraise it at the shop and you come up at a low, pathetic, 3. The shop keeper's eyes widen and you know you're about to be ripped off, so you spend a Hero Point and reroll your Appraisal. Good thing, because now you have an 18 and laughing as the shop keeper regretfully opens his coin purse.
Metagaming: You, as a player, are at a total loss of what to do. As a character you fall to your knees and pray to your almighty Patron. You spend a Hero Point and ask your DM what in the heck you are supposed to be doing next, and off in the distant recesses of your character's mind you hear a delicate whisper; "Go left."

These are just a few of the instances where Hero Points can be used. The possibilities are endless, so long as your DM agrees first.

What kind of benefits do I gain from them?

As you've read from above, you can use Hero Points to bend the game in your favor in many circumstances. But does this mean that every instance can be open to them? Technically, yes they can. But the DM has final say in it, so theoretically no they can not. You are only allowed one expenditure of a Hero Point per Round, so unfortunately you can't make an Immediate Action against the Hawk Dragon, gain a +8 bonus to your Attack Roll, and follow up with a Reroll. The benefits you gain are more so based upon what you "earned". Think of it this way, what would you have gained if your roll succeeded without the Hero Point? That's what you're aiming for. This merely ensures that you gain that.

Speaking of bonus...

You may have noticed the "+8" thrown around a lot. You get a +8 bonus to ANY d20 roll IF you call out your Hero Point BEFORE you roll. If you do this after you roll, you only gain +4. So even still if you were 4 or less points away from succeeding, you can still meet your action by spending a Hero Point. For example, a deadly pendulum axe swings at your face in a dark hallway. You roll your d20 thinking your Reflex Save will be high enough, but you just barely make the cut (Ba-dum, tss), so you use a Hero Point to ensure that you dodged it just in the nick of time. When assisting another, you gain +4 if you make the call before the roll, and +2 after. So, you can literally use Hero Points any time you want. It's just a matter of how much of a bonus you'll get out of it.

There was mention of cheating death?

Yes. According to the guide, you can spend +2 Hero Points to "cheat death". This is the only time you are allowed to spend more than +1 Hero Point in a single Turn. When you spend +2 to cheat death, you do so to significantly reduce the damage so that you are not dead. For example, you have 32 health left. Hey, not bad right? Except the Orc Warlord just landed a Critical with his +3 Keen Battleaxe after using Power Attack of -4/+8. Ouch. Modified with a Strength Modifier of +7 AND, per DM's structure, a nasty x3 Critical. Your 32 HP is looking a bit more like zero now... In fact, you're outright dead. Or, are you? You cheated death and were dropped down to a humiliating 1 HP. That's right, 1 HP. Just barely alive enough to run away crying home to your mommy, but alive. The value your damage is reduced by is entirely up to your DM, so just be happy that you got what you have left.

Are there any other important details?

Yes, one last note. It's the matter of how often and how many Hero Points you gain. You gain +1 Hero Point whenever you meet the following criteria:

Level Advancement: When you Level up, you get +1 Hero Point.
Completion of a daunting or difficult task: So, you basically just single handedly took down that armor plated undead owlbear? Well, that was no easy task and your DM decides you are worthy of a Hero Point.
Completion of a major story arc: Three weekends, six arguments, and one table flip later your party FINALLY reaches the Gates of Ghandarr? Two party members have been killed and had to make new characters, your prized weapon was dissolved in a cube, and your Hero Points are expended. Well, there's some good news. You've reached a major story arc. +1 Hero Point for you.
Successful prayer to your Patron: You meditated for a solid game hour and rolled your d20. It came up a Nat 20 and your DM is impressed. Wish granted, +1 Hero Point.
Absolutely outrageous: Okay, we aren't really sure how you survived being bit by the Earth Glider. Nobody knows how you managed to survive being swallowed whole either. You somehow not only cut your way out of it's stomach, but into it's heart for a Coup De Gras. Now, miraculously the thing plummets toward the ground and you ACTUALLY make the Save to prevent yourself from being killed on impact?? Yeah, Hero all the way. +1 Hero Point.

So, just as with use, the means to gain them are limitless too. The DM decides and awards as seen fit. Generally you can have a maximum of +3 at any given time unless otherwise stated, so have fun, be reckless and awesome, and be a Hero!

Oh, but one last thing...

Once you use the Hero Point, remember that it's forever gone. Spent your +3 in a single session? That blows man. Better kick some arse and Level up 'cuz you ain't gettin' any until you do.

Generalized Disclaimer

I regret to inform people that I don't actually play characters who use Spells, Powers, Hybrid Forms, or any of that other fancy stuff. I did not read anything on how Hero Points might be used to effect these forms, so unfortunately I do not know a fair system for these. Please discuss, evolve, and add your own ideas as seen fit.

As for something regarding the following, here are my opinions:

AC Bonus?: Well, we can't call it a "Shield Bonus" if you don't technically have a physical shield, so I assume a Dodge Bonus would be in order. The +8/+4 seems to me to be a bit overkill here, as seriously a +8 Dodge Bonus on top of your 10 + AC + Dex + Mod is pretty overwhelming. Perhaps something more like +4 if you call it before they attack, and +2 if you call it after they attack?
d%?: A fair system could be that you get the standard +8 before you roll and +4 after you roll, but that it works in sort of a high-low basis. You go +4/-4 or +2/-2 depending on what you did. For example, you call prior to rolling and get a 32. You can get to choose anywhere from 36 down to 28 now. Though this is a bit extreme seeing as how 1.) It's a d% for a reason (No choice) and 2.) This is a far span. Perhaps +4 prior and +2 after, so +2/-2 and +1/-1? This makes it a bit more narrowed, yet still offers a bit of give. Perhaps the DM can decide which of those options are given, for better or for worse.
gollark: Screen tearing of some kind?
gollark: Use a tty?
gollark: Use a live USB?
gollark: No.
gollark: Have you *seen* my reminders?
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