Eberron Pathfinder LOST
You are LOST… in Eberron!
Most of you crashed here on the airship The Golden Dragon, which left from Stormreach in Xendrik, headed to Sharn in Breland. OTHERS of you may have been on The Island for a while. Whatever the case may be, you have a secret… and you have a flaw. They might be different, they might be the same.
Here you must:
- Find a way off The Island and get to your originally intended destination
- Figure out what the crap is going on here
- DO something about the crap that’s going on here
- or annoy Mordain if you’ve got nothing better to do
You may find something about yourself you didn’t know, and it changes everything. This campaign uses materials from the Savage Tide adventure path, the television show LOST, Pathfinder rules, and maybe other references thrown in for good measure, like Predator, Hulk, and He-Man.
Eberron Pathfinder LOST Comments
Hero Points
Hero points can be spent at any time and do not require an
action to use (although the actions they modify consume
part of your character’s turn as normal). You cannot spend
more than 1 hero point during a single round of combat.
Whenever a hero point is spent, it can have any one of the
following effects.
Act Out of Turn: You can spend a hero point 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.
Bonus: If used before a roll is made, a hero point grants
you a 8 luck bonus to any one d20 roll. If used after a
roll is made, this bonus is reduced to +4. You can use a
hero point to grant this 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
distracting a monster, shouting words of encouragement,
or otherwise aiding another with the check). Hero points
spent to aid another character grant only half the listed
bonus (4 before the roll, +2 after the roll).
Extra Action: You can spend a hero point on your turn to
gain an additional standard or move action this turn.
Inspiration: If you feel stuck at one point in the adventure,
you can spend a hero point and petition the GM for a hint
about what to do next. If the GM feels that there is no
information to be gained, the hero point is not spent.
Recall: You can spend a hero point 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.
Reroll: You may spend a hero point to reroll any one d20
roll you just made. You must take the results of the second
roll, even if it is worse.
Special: You can petition the GM to allow a hero point
to be used to attempt nearly anything that would normally
be almost impossible. Such uses are not guaranteed and
should be considered carefully by the GM. Possibilities
include casting a single spell that is one level higher
than you could normally cast (or a 1st-level spell if you
are not a spellcaster), making an attack that blinds a foe
or bypasses its damage reduction entirely, or attempting
to use Diplomacy to convince a raging dragon to give up
its attack. Regardless of the desired action, the attempt
should be accompanied by a difficult check or penalty on
the attack roll. No additional hero points may be spent on
such an attempt, either by the character or her allies.
Cheat Death: A character can spend 2 hero points to cheat
death. How this plays out is up to the GM, but generally the
character is left alive, with negative hit points but stable.
For example, a character is about to be slain by a critical
hit from an arrow. If the character spends 2 hero points,
the GM decides that the arrow pierced the character’s holy
symbol, reducing the damage enough to prevent him from
being killed, and that he made his stabilization roll at
the end of his turn. Cheating death is the only way for a
character to spend more than 1 hero point in a turn. The
character can spend hero points in this way to prevent the
death of a familiar, animal companion, eidolon, or special
mount, but not another character or NPC.