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Old 09-28-2017, 06:48 AM   #9
shadedmagus
 
Join Date: Aug 2016
Default Re: Holy Warrior's Heroic Might alternative

That's fair, Eric - those simplifications are not RAW, and they should be. That was me thinking about the feats and what they should do, and making a personal decision to move Basic Speed to Heroic Grace as to me that makes more sense. Here, then, is an updated concept based on RAW and your suggestions (which are good!):

Heroic Feats - 9 points/level
Once per game session, lasts for 10 seconds, can buy level 2 in all three varieties.

Heroic Grace: Raises DX for skill rolls pertaining to combat and athletic abilities, e.g. climbing, balancing, etc.
Heroic Grace 1 - effective DX+3
Heroic Grace 2 - effective DX+7

Heroic Might: Raises ST for added HP, melee damage and bonuses to feats of strength, e.g. lifting or moving heavy objects. (As listed and modified by OP).
Heroic Might 1 - effective ST+3, HP+3, Basic Lift +20 lbs, thr+2, sw+(1d-1), -1 Encumbrance
Heroic Might 2 - effective ST+7, HP+7, Basic Lift +50 lbs, thr+1d, sw+(1d+3), -2 Encumbrance

Heroic Vitality: Raises HT for added FP, speed and mobility, and resistance to malodorous conditions, e.g. sprinting, moving through areas of extreme temperature or poison clouds, or resisting the contraction of really nasty diseases!
Heroic Vitality 1 - effective HT+3, FP+3, Basic Speed+1.00 (Basic Move+1)
Heroic Vitality 2 - effective HT+7, FP+7, Basic Speed+2.00 (Basic Move+2)

In the case of added HP or FP, check totals after the effects wear off.

Last edited by shadedmagus; 09-28-2017 at 07:03 AM. Reason: Credit
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