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==Heroic Actions/day== {|border=1px !2d4 !!1d6 !!1d4 |- | Bard || Barbarian || Cleric |- | Fighter || Druid || Wizard |- | Monk || Ranger |- | Paladin || Sorcerer |- | Rogue |- |} Bonus Heroic Actions are earned for reaching 5th, 10th, 15th and 20th levels. The feats Greatness, Legend and Epic also offer bonus Heroic Actions per day. ==Heroic Profiles by class== {|border=1px !Barbarian !!Bard !!Cleric !!Druid !!Fighter !!Monk !!Paladin !!Ranger !!Rogue !!Sorcerer !!Wizard |- | Focus || Improvisation || Divine Grace || Harmony || Athletics || Athletics || Combat Prowess || Combat Prowess || Athletics || Focus || Magicosity |- | Might || Leadership || Leadership || Natural Bond || Combat Prowess || Focus || Divine Grace || Natural Bond || Improvisation || Improvisation || Scholarship |- | Resilience || Scholarship || Scholarship || Resilience || Might || Harmony || Leadership || Stealth || Stealth || Magicosity || Spellcraft |- |} ==Heroic Profiles== ===Basic=== '''Basic''' actions are available to all characters and do not need to be selected. ===Athletics=== '''Athletics''' actions are powered by physical prowess. Leaping up a vertical shaft, jumping clear of a fireball, swimming up a waterfall, etc. ===Combat Prowess=== '''Combat Prowess''' actions demonstrate great feats of martial ability. Using a shield to block a rain of arrows, lunging at a spellcaster to deliver the finishing blow, tapping into the power of your magical weapon, etc. ===Divine Grace=== '''Divine Grace''' actions derive help from a divine patron, channeling it towards direct or indirect aid. Enhancing clerical magic, tipping the scales of luck, warding off the attentions of a hostile deity, etc. ===Focus=== '''Focus''' actions center on heroic purpose. Impossible accuracy, inner will breaking free, implacable strides across difficult terrain, etc. ===Harmony=== '''Harmony''' actions rely on personal attunement to a fundamental essence. Speaking with any creature regardless of language, passing through solid surfaces, walking across water, etc. ===Improvisation=== '''Improvisation''' actions are unplanned, coming purely from skill and ingenuity. Throwing a dagger to disarm an oncoming foe, feinting an opponent into a deadly trap, discarding a cloak at the last second to dodge a lethal blow, etc. ===Leadership=== '''Leadership''' actions are devoted to persuasion and command. Causing a foe to flee in terror, giving an ally the courage to perform a heroic feat, calling someone back from the brink of death, etc. ===Magicosity=== '''Magicosity''' actions come from sheer arcane force. Unleashing an energy blast, increasing the power of your own spell, countering a foe's spell with nothing more than raw magical force, etc. ===Might=== '''Might''' actions demand pure strength. Smashing through a steel gate, striking off a dragon's head, causing an earthquake with a swing of your hammer, etc. ===Natural Bond=== '''Natural Bond''' actions tap into your connection with the natural world. Detecting unnatural entities, speaking with animals, bringing forth an elemental, etc. ===Resilience=== '''Resilience''' actions bear and endure. Walking unburned through flame, resisting the life-draining powers of the undead, continuing to fight with multiple lethal wounds, etc. ===Scholarship=== '''Scholarship''' actions employ keen intellect to unlock lore. Decoding ancient runes, casting a spell by reciting it from a spellbook, mastering the secrets of a forgotten artifact, etc. ===Spellcraft=== '''Spellcraft''' actions channel magical aptitude towards experimentation and science. Extending the range of your spell, analyzing the enchantment of a location, binding magic into an object or creature, etc. ===Stealth=== '''Stealth''' actions function using agility and cleverness. Sneaking silently across a rocky floor, backstabbing a foe in a critical location, climbing atop an enemy to deliver an unexpected coup-de-grace, etc. ==Heroic Actions== ===Basic=== '''Added Attack'''<br> (Basic) [Power]<br> Make an attack. '''Center Resistance'''<br> (Basic) [Endurance]<br> Substitute your Endurance modifier for your Stamina modifier on a single Fortitude save. '''Exert Willpower'''<br> (Basic) [Power]<br> Substitute your Power modifier for your Reason modifier on a single Will save. '''Focus Alertness'''<br> (Basic) [Skill]<br> Substitute your Skill modifier for your Agility modifier on a single Reflex save. '''Second Wind'''<br> (Basic) [Endurance]<br> Recover hp equal to your Endurance modifier. ===Athletics=== '''Wall Run'''<br> Athletics (Skill)<br> You may immediately move at a run towards a wall. Any extra movement you have left upon reaching the wall can be converted to running along the wall. You may move vertically, horizontally or in some combination of both, but unless you have at least one square of movement remaining to step off the wall onto a horizontal surface, you will fall off at the end of your move, taking falling damage and possibly landing prone. ===Combat Prowess=== '''Blade Beam'''<br> Combat Prowess (Power)<br> As the wielder of a slashing magical weapon, you have gained mastery over its powerful enchantment. You may release a projectile of energy from the weapon's blade, which travels up to 10 ft. per point of weapon bonus (enhancement bonus plus special ability modifiers), striking the first thing in its path. This projectile deals 1d10 damage per point of enhancement bonus, and may also carry some of the magical weapon's properties (flaming, frost, holy etc.) as noted in the individual ability descriptions. ===Focus=== '''Iron Resolve'''<br> Focus (Endurance)<br> Concentrating your force of will and personality, you break yourself free of any and all compulsion effects laid on you. You are treated as having successfully saved against the compulsion effect(s). '''Pinpoint'''<br> Focus (Skill)<br> Lock onto a target and make a ranged attack, substituting your Skill modifier for your Agility modifier on your attack and damage rolls. ===Might=== '''Skewering Charge'''<br> While wielding a piercing weapon with reach, make a charge attack against a foe. If you hit, the foe is skewered upon your weapon and moves with you as you charge. Any other foes in the line of the charge can be treated in the same fashion. Add your Power modifier to your damage rolls instead of your Strength modifier. You cannot skewer a foe of a larger size category. '''Transfix'''<br> Might (Power)<br> Using a piercing weapon, you impale a significant part of your foe's body (a limb, a wing, a foot) and pierce the ground, pinning it to the spot unless it can remove itself. You must succeed on an attack roll with the piercing weapon in order to transfix your foe, and must declare what body part you are targeting. Your attack roll suffers a -2 penalty if aiming for a foot on the ground, or a -4 penalty for any other limb, and you add your Power modifier to your damage roll instead of your Strength modifier. The transfixed limb cannot be used to attack until your weapon is removed, and will suffer a -4 penalty to attack rolls until healed. You may not transfix creatures larger than the size category of your weapon, but weapons with reach count as one category larger.
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