Making Your Game More Heroic (PF2E)
Updated: Jul 11, 2020
I've been doing a lot of thinking about Hero Points in Pathfinder 2E lately. The intent for Hero Points is to give PCs a little more lasting power or to get a chance to change fate in their favor. However, I feel that in practice, Hero Points are saved to be used against particularly bad effects (a critical failure on a saving throw) or to avoid dealing with the hassle of the dying rules. Part of that is the fact that a lot of GMs (including myself) have trouble remembering to give out Hero Points at all. This makes the one Hero Point at the start of the session all the more precious. However, I think another aspect is the limited capability of a Hero Point. I've decided to expand on the potential of Hero Points to give players more options with each Hero Point. Feel free to snag any of these that you want for your own game!
Extra Actions (2 Hero Points): You become quickened until the end of your turn. You can use the extra action to Stride, Strike, Step, Climb, Swim, Leap, or to provide one of the actions needed for a High Jump or Long Jump.
Fast Healing (1 Hero Point): You gain fast healing value equal to half your level (minimum 1) for a number of rounds equal to your Constitution modifier (minimum 1 round).
Focus Power (2 Hero Points): You can cast a single Focus Spell without needing to spend a Focus Point.
Refill Reaction (1 Hero Point): You regain your reaction for the turn, as if it were the start of your turn.
Temporary Hit Points (1 Hero Point): You gain a number of temporary Hit Points equal to your level. You lose any remaining temporary Hit Points after 1 minute.
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