Hero Points
Massive Damage - Hero Points
Spend all of your hero points to turn instant death into a regular critical hit.
Downtime - Hero Points
Use 2 Hero Points to get a reroll. If your downtime task is relatively mundane and not dangerous, you can instead use 2 Hero Points to treat the result of your roll as 1 degree of success better.
Exalted (Heroic Achievement)
End the session with 3 Hero Points. You gain a Sacred Boon for the next session.
Epic Hero Points
On a result of 1 through 10 on the second roll, add 10 to the result, an 11 or higher remains as-is.
Disarm
Success - změnit until the start of that creature's turn na until the end of that creature's next turn. The target can use an Interact action to adjust their grip and remove this effect.
Hammer / Flail Weapon Critical Specialization Effects
The target must succeed at a Fortitude (for hammers) / Reflex (for flails) save against your class DC or be knocked prone.
Running long/high jump
If you Stride the distance equal to your speed, you gain status bonus to your jump based on your speed.
+2/10 feet (30=+2, 40=+4, 50=+6, 60=+8, 70=+10 MAX)
Long Jump DC=počet stop
High Jump DC=počet stop x 5
Flanking in melee
Works depending on the situation, not so rigid as by RAW.
(House Rule Deaktivováno) Adding a hand to an item
Change your grip by adding a hand to an item is a free action.
Change your grip by adding a hand to an item is a free action.