Hero Mode is an event type where your character stands alone. These events can include base rolls for investigation, social interaction, and crowd control. For combat, your abilities and rolls will be based off of your in-game class and weapons. Below, you will be walked through how to make up this section of your character sheet.
For all roll20 information, the main thread is HERE.
HP + Damage + Movement/Range
Vices + Virtues
1. Open the roll20 doc for Hero Mode information HERE.
2. Find your HP.
- As stated on , all characters start with 50 base HP. Note this on your character sheet.
- Pick out your weapons. There are a number of different weapons with a list starting on , under the “Equipment” section. There are different combinations of weapons that you can use. Players may choose to equip one weapon for each hand, plus an additional spell/throwing weapon/shield. Some weapons will take up two hands, and will thus take up two slots. (If you are a warrior and duel-wield two-handed weapons, there is a penalty to keep in mind - it is remarked in the same "Equipment" section below the examples.)
- Each weapon will have damage unique to that weapon as well as a crit threshold. (Example: two-handed swords do 1d15+2 damage and crit on 11-15 for +4 damage.) Offensive and healing spells will also have damage/healing specific to them. Take all applicable damage/healing for all equipped weapons (including spells) and note them each on your character sheet.
- For each weapon (including offensive/healing spells as well as off-hands), you will be able to choose an ability to have for that weapon or spell. The choices available are listed under each weapon type (two handed weapons, one handed weapons, etc). Take all chosen abilities for all equipped weapons (including spells) and note them on your character sheet.
- Your movement is determined by your class. There is a very easy to follow list on . Find your class, and note your range for walking and sprinting. Take these distances and note them on your character sheet for movement. Note: The details on walking vs sprinting are under the "Movement/Range" section at the top of .
- Your attacking range is also determined by your class. Check the same list as above and see if you are melee or range. If you are range, note the range of your attacks and place that on your character sheet as well.
- Class abilities are determined by your character's class, but you can choose three abilities and mix and match from different specs of said class. (Example: a Paladin may choose a talent from holy, a talent from protection, and a talent from retribution. Likewise, a Warrior can choose one talent from fury and two talents from protection.) There is a list of all abilities that starts at the bottom of . Find your class and choose abilities to put on your character sheet. Note: If there is a “[#]” next to an ability, that means that the specific ability can only be used # many times in an event. These abilities are refreshed for the next event unless the DM says otherwise.
- The list of character role attributes can be found on . Each character is given 5 points to spend. Select the roles that best suite your character, spending the points in the way that fit the character best. Note the traits applicable to that amounts spent on your character sheet and edit your HP, abilities, or rolls as necessary.
- The list of vices and virtues can be found on . Each character is granted 5 virtue points to start (2 for race, 2 for background, and 1 of the player's choosing). A player does not have to choose any vices, but any virtue after the initial 5 MUST be balanced out by choosing 2 vices per 1 virtue. Note: A vice of level II counts as 2 vices.
- After you have chosen your vices and virtues, list them for use during events. Note: Some of these vices and virtues will translate to Commander Mode!
* Please note that this walk through is for base information. It does not include any additions such as buffs for completing campaigns, prestige class choices, or items obtained in previous events.