Empedocles
2012-06-02, 10:49 PM
This is a base class designed to fill a huge role in the fantasy universe that 3.5 D&D more or less fails to deliver. The archetypical hero. For fear of starting arguments though, I won't expand on that right now. So enjoy this brand new base class, and please PEACH, or just compliment :smallwink:
The Hero
http://i.imgur.com/pqx6yl.jpg
"Stope me!"
The hero is a warrior chosen not necessarily by a god, but who fate seems to favor nontheless. They haven't trained to the same extent as the knights of the realms, but they're capable of superhuman feats regardless. Heroes encompass an enormous variety of characters, from those archetypical in fantasy to anti-heroes or peasant warriors.
Hero
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Bonus Feat, Heroic Points
2nd|+2|+3|+3|+3|Flurry
3rd|+3|+3|+3|+3|Strike
4th|+4|+4|+4|+4|Bonus Feat, Evasion
5th|+5|+4|+4|+4|Fly, Shift
6th|+6/+1|+5|+5|+5|Mettle
7th|+7/+2|+5|+5|+5|Bonus Feat
8th|+8/+3|+6|+6|+6|Maester
9th|+9/+4|+6|+6|+6|Inhuman Speed 1/day
10th|+10/+5|+7|+7|+7|Bonus Feat, Truesight
11th|+11/+6/+1|+7|+7|+7|Lesser Invocations
12th|+12/+7/+2|+8|+8|+8|Improved Evasion
13th|+13/+8/+3|+8|+8|+8|Bonus Feat
14th|+14/+9/+4|+9|+9|+9|Inhuman Speed 2/day
15th|+15/+10/+5|+9|+9|+9|Over Here 1/day
16th|+16/+11/+6/+1|+10|+10|+10|Bonus Feat
17th|+17/+12/+7/+2|+10|+10|+10|Greater Invocations
18th|+18/+13/+8/+3|+11|+11|+11|Inhuman Speed 3/day
19th|+19/+14/+9/+4|+11|+11|+11|Bonus Feat
20th|+20/+15/+10/+5|+12|+12|+12|Over Here 2/day
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
The hero can select any 10 skills to be class skills.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiencies: The hero is proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields).
Bonus Feat: At 1st level, and every 3 levels thereafter, the hero can select one bonus feat of his choice that he meets the prerequisites for.
Heroic Points: A hero has a number of heroic points equal to his class level + his wisdom modifier. The hero's hero points are restored after a full eight hours of sleep. In addition, whenever a hero lands a successful critical hit he recovers half his maximum number of heroic points (he cannot exceed his normal limit of heroic points). They can be spent as a free action, unless otherwise noted, to produce any of the following effects:
Bonus on all attack and damage rolls equal to his class level for 1 round.
+4 bonus to all skill checks for 1 round.
Bonus to all attack rolls equal to his class levels plus twice his wisdom modifier for 1 round.
Bonus to all damage rolls equal to his class levels plus twice his wisdom modifier for 1 round.
He can automatically take 10 on 1 skill check during the round in which the heroic point is spent.
Bonus to all saves equal to his class levels plus his wisdom modifier plus his class levels for 1 round. This use of heroic points can be used as either a free or immediate action.
Bonus to initiative equal to his class levels plus twice his wisdom modifier for 1 round. This use of heroic points can be used as either a free or immediate action.
Activate 1 least invocation from the warlock invocation list.
The hero learns new ways to use his heroic points as he levels up.
Flurry: As a swift action starting at 2nd level the hero can expend a heroic point to make one additional attack at his highest base attack bonus.
Strike: At 3rd level, as a swift action the hero can spend two action points to receive a bonus on all attack rolls equal to twice his class levels plus his wisdom modifier.
Evasion: As the rogue ability.
Fly: At 5th level the hero gets a fly speed equal to half his highest current form of speed. Flying costs 1 heroic point per 5 minutes of flight (cumulative throughout the day. He can't just start and stop continuously) so it is generally only practical for combat, not as a general form of transportation. If a hero already has flight from another source, he instead can choose to receive a bonus feat.
Shift: As a move action a hero can expend one heroic point to teleport in any direction up to 30 feet.
Mettle: At 6th level and higher, if a hero makes a successful Will or Fortitude save against an attack that would normally have a lesser effect with a successful save, he instead completely negates the effect.
Maester: At 8th level, by expending two heroic points, the hero receives a bonus on all skill checks for 1 round equal to 10 + his class levels + his wisdom modifier.
Inhuman Speed: At 9th level, once per day, the hero can expend two heroic points as a free action and take one additional move action. He can use this ability twice per day at 13th level and three times per day at 18th level.
Truesight: By expending a heroic point as a standard action, the hero is treated as being affected by the spell true seeing. It lasts as long as the hero wants it to, but every two rounds he must expend an additional heroic point or the effect ends.
Lesser Invocations: At 11th level the hero can use lesser invocations with his heroic points instead of least invocations.
Improved Evasion: As the rogue ability of the same name.
Over Here: At 15th level, once per day, the hero can expend three heroic points as a free action to gain 1 additional standard action that turn. He gains an additional use of this ability at 20th level. This ability cannot be used in the same round as inhuman speed.
Greater Invocations: At 17th level the hero can use greater invocations with his heroic points instead of least invocations.
Designer's NotesThe hero has some odd stuff with it, most notably the ability to fly at 5th level. Why did I include this? Well...because everyone should fly at 5th level. On the other hand, it is sort of clunky, so I'll be providing some ACFs later on. The same goes for the invocations, although they make more sense to me.
Right now, he just needs more cool stuff, and I need a good capstone...
Additional Rules for the Hero
Dedicated Hero
Prerequisites: Must have a heroic point reserve.
Benefit: You gain an additional heroic point.
Special: This feat can be taken multiple times. Its effects stack.
True Hero
Prerequisites: Must have at least 10 heroic points, and the dedicated hero feat.
Benefit: You receive a number of bonus heroic points equal to your wisdom modifier. This feat can only be selected once.
Heroic Points and Action Points
If you're playing with action points (from the Eberron Campaign Setting) a hero can expend 1 action point to recover all of his heroic points.
The Hero
http://i.imgur.com/pqx6yl.jpg
"Stope me!"
The hero is a warrior chosen not necessarily by a god, but who fate seems to favor nontheless. They haven't trained to the same extent as the knights of the realms, but they're capable of superhuman feats regardless. Heroes encompass an enormous variety of characters, from those archetypical in fantasy to anti-heroes or peasant warriors.
Hero
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Bonus Feat, Heroic Points
2nd|+2|+3|+3|+3|Flurry
3rd|+3|+3|+3|+3|Strike
4th|+4|+4|+4|+4|Bonus Feat, Evasion
5th|+5|+4|+4|+4|Fly, Shift
6th|+6/+1|+5|+5|+5|Mettle
7th|+7/+2|+5|+5|+5|Bonus Feat
8th|+8/+3|+6|+6|+6|Maester
9th|+9/+4|+6|+6|+6|Inhuman Speed 1/day
10th|+10/+5|+7|+7|+7|Bonus Feat, Truesight
11th|+11/+6/+1|+7|+7|+7|Lesser Invocations
12th|+12/+7/+2|+8|+8|+8|Improved Evasion
13th|+13/+8/+3|+8|+8|+8|Bonus Feat
14th|+14/+9/+4|+9|+9|+9|Inhuman Speed 2/day
15th|+15/+10/+5|+9|+9|+9|Over Here 1/day
16th|+16/+11/+6/+1|+10|+10|+10|Bonus Feat
17th|+17/+12/+7/+2|+10|+10|+10|Greater Invocations
18th|+18/+13/+8/+3|+11|+11|+11|Inhuman Speed 3/day
19th|+19/+14/+9/+4|+11|+11|+11|Bonus Feat
20th|+20/+15/+10/+5|+12|+12|+12|Over Here 2/day
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
The hero can select any 10 skills to be class skills.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiencies: The hero is proficient with all simple and martial weapons, light and medium armor, and shields (but not tower shields).
Bonus Feat: At 1st level, and every 3 levels thereafter, the hero can select one bonus feat of his choice that he meets the prerequisites for.
Heroic Points: A hero has a number of heroic points equal to his class level + his wisdom modifier. The hero's hero points are restored after a full eight hours of sleep. In addition, whenever a hero lands a successful critical hit he recovers half his maximum number of heroic points (he cannot exceed his normal limit of heroic points). They can be spent as a free action, unless otherwise noted, to produce any of the following effects:
Bonus on all attack and damage rolls equal to his class level for 1 round.
+4 bonus to all skill checks for 1 round.
Bonus to all attack rolls equal to his class levels plus twice his wisdom modifier for 1 round.
Bonus to all damage rolls equal to his class levels plus twice his wisdom modifier for 1 round.
He can automatically take 10 on 1 skill check during the round in which the heroic point is spent.
Bonus to all saves equal to his class levels plus his wisdom modifier plus his class levels for 1 round. This use of heroic points can be used as either a free or immediate action.
Bonus to initiative equal to his class levels plus twice his wisdom modifier for 1 round. This use of heroic points can be used as either a free or immediate action.
Activate 1 least invocation from the warlock invocation list.
The hero learns new ways to use his heroic points as he levels up.
Flurry: As a swift action starting at 2nd level the hero can expend a heroic point to make one additional attack at his highest base attack bonus.
Strike: At 3rd level, as a swift action the hero can spend two action points to receive a bonus on all attack rolls equal to twice his class levels plus his wisdom modifier.
Evasion: As the rogue ability.
Fly: At 5th level the hero gets a fly speed equal to half his highest current form of speed. Flying costs 1 heroic point per 5 minutes of flight (cumulative throughout the day. He can't just start and stop continuously) so it is generally only practical for combat, not as a general form of transportation. If a hero already has flight from another source, he instead can choose to receive a bonus feat.
Shift: As a move action a hero can expend one heroic point to teleport in any direction up to 30 feet.
Mettle: At 6th level and higher, if a hero makes a successful Will or Fortitude save against an attack that would normally have a lesser effect with a successful save, he instead completely negates the effect.
Maester: At 8th level, by expending two heroic points, the hero receives a bonus on all skill checks for 1 round equal to 10 + his class levels + his wisdom modifier.
Inhuman Speed: At 9th level, once per day, the hero can expend two heroic points as a free action and take one additional move action. He can use this ability twice per day at 13th level and three times per day at 18th level.
Truesight: By expending a heroic point as a standard action, the hero is treated as being affected by the spell true seeing. It lasts as long as the hero wants it to, but every two rounds he must expend an additional heroic point or the effect ends.
Lesser Invocations: At 11th level the hero can use lesser invocations with his heroic points instead of least invocations.
Improved Evasion: As the rogue ability of the same name.
Over Here: At 15th level, once per day, the hero can expend three heroic points as a free action to gain 1 additional standard action that turn. He gains an additional use of this ability at 20th level. This ability cannot be used in the same round as inhuman speed.
Greater Invocations: At 17th level the hero can use greater invocations with his heroic points instead of least invocations.
Designer's NotesThe hero has some odd stuff with it, most notably the ability to fly at 5th level. Why did I include this? Well...because everyone should fly at 5th level. On the other hand, it is sort of clunky, so I'll be providing some ACFs later on. The same goes for the invocations, although they make more sense to me.
Right now, he just needs more cool stuff, and I need a good capstone...
Additional Rules for the Hero
Dedicated Hero
Prerequisites: Must have a heroic point reserve.
Benefit: You gain an additional heroic point.
Special: This feat can be taken multiple times. Its effects stack.
True Hero
Prerequisites: Must have at least 10 heroic points, and the dedicated hero feat.
Benefit: You receive a number of bonus heroic points equal to your wisdom modifier. This feat can only be selected once.
Heroic Points and Action Points
If you're playing with action points (from the Eberron Campaign Setting) a hero can expend 1 action point to recover all of his heroic points.