Gerrtt
2006-07-25, 09:25 PM
So, I've been working with my dad for a few days now that I'm done with college (trying to earn a few bucks ya know) and yesterday I had my mp3 player on and one of my favorite songs came on, "Holding out for a Hero" by Bonnie Tyler. Anyways...I got the idea to make a very silly prestige class based on the song and 24 hours later, viola! This isn't meant to be taken seriously of course. Just for fun :)
The Hero!
“I need a hero, I’m holding out for a hero till the morning light!”
The Hero is the epitome of the knight who comes to save the princess at the end of the story. He charges in, slays her captors and rides off with her hanging on to his armor while his mighty stallion gallops towards their wedding.
HD: 1d12
Skill Points at 1st level: 4 x (4 + intelligence modifier)
Skill Points at each additional level: 4 + intelligence modifier.
BaB: As Fighter
Saves: As Monk
Class Skills: Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Spot, and Survival.
Weapon and Armor Proficiency: The Hero is proficient with all simple and martial weapons, as well as with all forms of armor and shields (except tower shields).
Class Abilities:
Where have all the good men gone?: Beginning at first level, the Hero has an aura of good and law equivalent to a caster of his level at all times. This aura can be concealed with a concentration check of 10 + Hero Class level, and doing so is a full round action. *This aura is of course, visible to damsels in distress.
Isn’t there a white knight, upon a fiery steed?: Beginning at first level, the Hero’s aura also extends to any mount he is riding, except this aura is visible to all creatures and appears as white flames.
Strong, fast, and fresh from the fight!: Beginning at 3rd level the Hero gains a +2 bonus to strength, dexterity, and constitution whenever he successfully kills a foe, this bonus lasts for 1 hour per HD of the creature slain (to a maximum of the Hero’s HD). At 7th level the maximum bonus the Hero can have increases to +4, at 12th level +6, and at 16th level +8. This bonus stacks with all others.
Sure, soon, and larger than life!: Beginning at 4th level, the Hero is able to cast Enlarge Person as a divine spell once per day. At 8th level he is able to cast the spell twice per day.
Somewhere after midnight, in my wildest fantasy: At 5th level the Hero is able to sense the dreams of imprisoned maidens within 10 miles per level. These dreams do not give away her location, but only that there is one in peril. At 7th level this ability can be used in conjunction with Someone reaching back for me.
Someone reaching back for me: At 7th level, the hero can use his own dreams/meditative state (induced by a DC 20 concentration check) to sense the direction of an imprisoned maiden that he knows about. This ability has no chance of failure, her location is always revealed.
Racing on the Thunder: At 9th level, the Hero’s mount does 2d6 sonic damage whenever it hits with a natural attack.
Rising with the Heat: At 11th level, the Hero can stand from prone as a free action, and when doing so his weapon is wreathed in flames for a split second. During this time he can make one free attack against the nearest creature as a swift action. This action provokes an attack of opportunity from the creature. The attack has a 2d6 fire damage bonus if it hits.
Through the wind and the chill and the rain: At 13th level, the Hero gains a 10-foot bonus to his movement speed. This bonus stacks with all other forms of speed increase. At 17th level the speed bonus increases again by another 10 feet.
Feeling his approach: At 16th level, a maiden can sense the Hero coming to her rescue and, if she dreams about it, the Hero gains a +5 bonus to all attacks, damage and saving throws which stacks with all others for 24 hours.
Like a fire in the blood: At 16th level, the Hero gains fire resistance 20.
I need a hero!: At 20th level, the Hero becomes a paragon of heroism. He is no longer susceptible to fear, he gains a +5 natural armor bonus (which stacks with an existing natural armor bonus if his race has one), and his strength, dexterity, constitution, and charisma permanently increase by 4.
Let the non-chalent critiques begin! ;D
*Doh...I labled it as a PrC, it's not, but I can't change the title of the topic now, it's a regular class obviously (hence the 20 levels).
The Hero!
“I need a hero, I’m holding out for a hero till the morning light!”
The Hero is the epitome of the knight who comes to save the princess at the end of the story. He charges in, slays her captors and rides off with her hanging on to his armor while his mighty stallion gallops towards their wedding.
HD: 1d12
Skill Points at 1st level: 4 x (4 + intelligence modifier)
Skill Points at each additional level: 4 + intelligence modifier.
BaB: As Fighter
Saves: As Monk
Class Skills: Concentration, Craft, Diplomacy, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Profession, Spot, and Survival.
Weapon and Armor Proficiency: The Hero is proficient with all simple and martial weapons, as well as with all forms of armor and shields (except tower shields).
Class Abilities:
Where have all the good men gone?: Beginning at first level, the Hero has an aura of good and law equivalent to a caster of his level at all times. This aura can be concealed with a concentration check of 10 + Hero Class level, and doing so is a full round action. *This aura is of course, visible to damsels in distress.
Isn’t there a white knight, upon a fiery steed?: Beginning at first level, the Hero’s aura also extends to any mount he is riding, except this aura is visible to all creatures and appears as white flames.
Strong, fast, and fresh from the fight!: Beginning at 3rd level the Hero gains a +2 bonus to strength, dexterity, and constitution whenever he successfully kills a foe, this bonus lasts for 1 hour per HD of the creature slain (to a maximum of the Hero’s HD). At 7th level the maximum bonus the Hero can have increases to +4, at 12th level +6, and at 16th level +8. This bonus stacks with all others.
Sure, soon, and larger than life!: Beginning at 4th level, the Hero is able to cast Enlarge Person as a divine spell once per day. At 8th level he is able to cast the spell twice per day.
Somewhere after midnight, in my wildest fantasy: At 5th level the Hero is able to sense the dreams of imprisoned maidens within 10 miles per level. These dreams do not give away her location, but only that there is one in peril. At 7th level this ability can be used in conjunction with Someone reaching back for me.
Someone reaching back for me: At 7th level, the hero can use his own dreams/meditative state (induced by a DC 20 concentration check) to sense the direction of an imprisoned maiden that he knows about. This ability has no chance of failure, her location is always revealed.
Racing on the Thunder: At 9th level, the Hero’s mount does 2d6 sonic damage whenever it hits with a natural attack.
Rising with the Heat: At 11th level, the Hero can stand from prone as a free action, and when doing so his weapon is wreathed in flames for a split second. During this time he can make one free attack against the nearest creature as a swift action. This action provokes an attack of opportunity from the creature. The attack has a 2d6 fire damage bonus if it hits.
Through the wind and the chill and the rain: At 13th level, the Hero gains a 10-foot bonus to his movement speed. This bonus stacks with all other forms of speed increase. At 17th level the speed bonus increases again by another 10 feet.
Feeling his approach: At 16th level, a maiden can sense the Hero coming to her rescue and, if she dreams about it, the Hero gains a +5 bonus to all attacks, damage and saving throws which stacks with all others for 24 hours.
Like a fire in the blood: At 16th level, the Hero gains fire resistance 20.
I need a hero!: At 20th level, the Hero becomes a paragon of heroism. He is no longer susceptible to fear, he gains a +5 natural armor bonus (which stacks with an existing natural armor bonus if his race has one), and his strength, dexterity, constitution, and charisma permanently increase by 4.
Let the non-chalent critiques begin! ;D
*Doh...I labled it as a PrC, it's not, but I can't change the title of the topic now, it's a regular class obviously (hence the 20 levels).