This campaign will include hero points (represented as harrow cards) as an incentive to perform heroic acts, get into roleplay, and more.
Earning Harrow Cards
Character Story: You will be awarded one harrow card for the completion of a written character backstory. (On paper or on Obsidian Portal)
Completing an Adventure: Upon completion of an adventure book, each character will gain a harrow card
Faith: Especially devout characters may be awarded harrow cards for upholding the faith in a grand way.
Group Service (OOC): Chipping in for food, helping to clean up, and other general niceties may be awarded with harrow cards – within reason. You’re not getting these like candy just for being good guests.
Heroic Acts: If you perform an exceptionally heroic act, you may be awarded a harrow card.
Exceptional Roleplay: Instances of especially inspired roleplay may be rewarded with a harrow card.
Maximum Harrow Cards
The maximum harrow cards you can have at a time is 3. Cards cannot be earned after you’re capped.
Using Hero Points
Coped from the Player’s Handbook
When playing a card of the given suit, you may choose to gain the listed effect in place of that granted by the card’s alignment.
Hammers (Str): If used before a roll is made, a hammers card grants you a 8 luck bonus on any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can also use this card to grant a 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 by distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Cards of the suit of hammers spent to aid another character grant only half the listed bonus (4 before the roll, +2 after the roll).
Keys (Dex): You can spend a keys card 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.
Shields (Con): You can spend a shields card on your turn to gain an additional standard or move action this turn.
Books (Int): You can spend a books card 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.
Stars (Wis): If you feel stuck at some point in the adventure,
you can spend a card of this suit and petition the GM for ahint about what to do next. If the GM feels that there is no information to be gained, the stars card is not spent.
Crowns (Cha): You may spend a crown card to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
When playing a card of the given alignment, you may choose to gain the listed effect in place of that granted by the card’s suit.
Lawful Good: You may smite evil, as the paladin ability, gaining the benefits until the start of your next turn. If you have levels in paladin greater than half your total Hit Dice, use your paladin level to determine bonus damage; otherwise, your bonus damage equals half your character level, rounded down (minimum 1).
Neutral Good: You channel positive energy that cures a creature touched of an amount of damage equal to 1d6 × your character level. This effect damages undead creatures as spells like cure light wounds.
Chaotic Good: You receive a +4 circumstance bonus on one CMB check to avoid or escape a grapple or on one Escape Artist check.
Lawful Neutral: You gain a +10 bonus on any single Sense Motive check.
True Neutral: You may gain a one-time insight into the future as the spell augury, using your character level as your caster level. Meditating on the particular action in question requires 10 minutes and does not expend material components.
Chaotic Neutral: You gain the effects of rage, as the spell, lasting a duration of 1 round + an additional round for every 3 Hit Dice you possess above the first.
Lawful Evil: You can give another creature a command as per the spell command. This command can affect undead that are normally immune to mind-affecting effects, but not other creatures that are immune to mind-affecting effects. The DC of this command is equal to 10 + your character level.
Neutral Evil: You channel negative energy that deals an amount of damage equal to 1d6 × your character level to a creature touched. This effect heals undead creatures as spells like inf lict light wounds.
Chaotic Evil: You may instantly force any creature to reroll a saving throw it has just made, taking the result of the second roll, even if doing so means the check will fail.