Jarian
2012-07-01, 02:00 PM
The Destined Hero
http://img210.imageshack.us/img210/5849/commissionbattleknightb.jpg
I don't fight this war for king or country. I don't fight because of some vaunted ideal or oath sworn on holy texts. I fight because I know because I have always known that this is the only path to finding my destiny. - Cedric Torirad, Fated Warrior
Adventures: Destined Heroes adventure for as many reasons as there are heroes, though one and all they are drawn by a force behind their understanding to seek their destiny, some knowingly, others unwittingly. Where one Destined Hero might spend a life seeking out ever mightier foes to challenge, another could just as easily desire a life of ease and relaxation but constantly find himself pulled from one fateful event to another, like a leaf drawn inexorably down the river of destiny.
Characteristics: Destined Heroes are capable physical combatants that rely on sudden bursts of insight, luck, or divine inspiration to make the most of their abilities. A Destined Hero's precise role in an adventuring group varies based on his destiny; Divine Guardians inspire their allies to greater glory while shielding them from harm, whereas Fated Warriors deliver precise, debilitating strikes, and Charming Scoundrels turn seemingly inconsequential attacks into deadly blows by twisting luck to their advantage.
Alignment: Destined Heroes may be of any alignment. While the majority of Destined Heroes are good-aligned, evil ones (typically called Antiheroes) spring up to champion darker causes with some regularity. Divine Guardians tend toward lawful alignments, while Charming Scoundrels tend to be chaotic in nature.
Religion: Destined Heroes are not constrained by religion in any way, though Divine Guardians tend towards membership in a church organization. Many Destined Heroes favor the gods of luck or destiny, such as Istus and Olidammara.
Background: Destined Heroes can come from any background. Sons of farmers are as likely to discover their destiny calling as are daughters of nobility. All share one similarity however: a sudden, intense calling to take up arms and seek their destiny, even if they had never held a weapon before.
Races: Any race can give birth to a Destined Hero, and all have their own champions. Humans are the most likely to become Destined Heroes, given their tenacity and ability to adapt. Surprisingly, Warforged also possess a large number of Destined Heroes, the very nature of their existence driving them to seek their true place in the world.
GAME RULE INFORMATION
Destined Heroes have the following game statistics.
Abilities: As primarily physical combatants, Strength, Dexterity, and Constitution are all important for a Destined Hero. Many class features rely on a Destined Hero's force of will, so a respectable Charisma score is always a boon.
Alignment: Any. Evil Destined Heroes are typically referred to as Antiheroes, and replace any mention of sacred bonuses or damage with profane bonuses or damage.
Hit Die: d8
Starting Age: Simple.
Starting Gold: 4d4x10
Class Skills
The Destined Hero's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each Level: 4 + int; x4 at 1st level
{table="head"]Level|Base Attack Bonus|Fort|Ref|Will|Special|Action Points
1st|+0|+2|+0|+0|Heroic Archetype|1
2nd|+1|+3|+0|+0|To Raise the Sword|2
3rd|+2|+3|+1|+1|The Body of a Hero, The Mind of a Hero|2
4th|+3|+4|+1|+1|To Seek the Heavens|2
5th|+3|+4|+1|+1|Archetype Ability|2
6th|+4|+5|+2|+2|To Forge a Legend|3
7th|+5|+5|+2|+2|To Shatter the Mountains|3
8th|+6/+1|+6|+2|+2|To Strike Down the Wicked|3
9th|+6/+1|+6|+3|+3|To Avenge the Fallen|3
10th|+7/+2|+7|+3|+3|Archetype Ability|3
11th|+8/+3|+7|+3|+3|To Seek the Answers|4
12th|+9/+4|+8|+4|+4|To Persevere|4
13th|+9/+4|+8|+4|+4|To Endure the Trials|4
14th|+10/+5|+9|+4|+4|To Inspire the Meek|4
15th|+11/+6/+1|+9|+5|+5|Archetype Ability|4
16th|+12/+7/+2|+10|+5|+5|To Transcend Mortal Limitations|5
17th|+12/+7/+2|+10|+5|+5|To Deny Fate|5
18th|+13/+8/+3|+11|+6|+6|To Change a Destiny|5
19th|+14/+9/+4|+11|+6|+6|To Challenge the Gods|5
20th|+15/+10/+5|+12|+6|+6|Nexus of Many Lives|6[/table]
Class Features: All of the following are class features of the Destined Hero.
Weapon and Armor Proficiencies: Destined Heroes are proficient with all simple weapons and with the longsword and shortbow, and one other martial weapon of their choice. Destined Heroes are proficient with light and medium armor and with light and heavy shields (but not tower shields).
Action Points: At the start of each encounter, a Destined Hero gains a number of temporary action points according to his class level, as shown on the table above. In addition to the normal uses for action points, several Destined Hero abilities require them to be expended for use. If your campaign features action points normally, a Destined Hero can use either his pool of temporary action points or the action points he receives for his level to use his abilities. Activating a Destined Hero ability does not count against the one action point per round use limitation.
For every 10 points of Charisma a Destined Hero possesses, he receives an additional action point per encounter.
Heroic Archetype: Upon taking the first level of Destined Hero, you choose which of the following four destinies you will follow. Once made, this choice is permanent. Your choice of destiny determines your starting talents, as well as the ability granted by your archetype ability at levels 5th, 10th, and 15th. Ancestor's Spirit: The wisdom of generations of those who came before floods your mind. Your destiny has been set since before you were even born, placed on your family by long ago prophecy or ancient magicks.
Knowledge (arcana) and Spellcraft are always considered class skills for you, and you gain a +2 class bonus on any skill checks made with these skills. Further, you gain the Least Ancestral Manifestation class feature and two additional skill points per level (quadrupled at first level, as normal).
Least Ancestral Manifestation (Su): As a free action at the start of each encounter, you may call upon the guidance of your ancestors, causing them to manifest in swirls of incarnum. You shape a single soulmeld from the Soulborn soulmeld list. Your meldshaper level is equal to your class level when determining the effectiveness of this soulmeld, as well as the amount of essentia that may be invested in it. The chosen soulmeld is treated as if it were fully filled with essentia, though you do not actually gain a pool of essentia to use.
1d6 minutes after the encounter ends, the chosen soulmeld unshapes. You may freely select the soulmeld chosen by this ability at the start of each encounter, and may choose the same soulmeld for consecutive encounters even after it has been unshaped. While this soulmeld is shaped, your pool of action points for the encounter is reduced by 1.
Charming Scoundrel: You have a natural talent for charming or deceiving others. Even fate seems to smile on your efforts, turning simple attacks into impossibly potent blows seemingly on a whim.
Bluff and Diplomacy are always considered class skills for you, and you gain a +2 class bonus on any skill checks made with these skills. Further, you gain the Lucky Strike class feature, and one additional action point per encounter.
Lucky Strike (Ex): As an attack action (that is, an attack derived from a standard or full attack action, or as an attack of opportunity), you may spend one action point to deliver a lucky strike with a melee attack. You add your Charisma bonus to the attack roll, and if it hits, the attack deals an additional 1d6 points of damage. At 3rd level and every two levels thereafter, the bonus damage dealt by a lucky strike increases by 1d6 points. You may only turn a single attack per round into a lucky strike.
Devoted Guardian: The fires of divine guidance burn within you, fueling your every action. Whether it is the direct manifestation of divine will or simply a fortunate twist of fate, the gods watch over you, as you in turn watch over others.
Intimidate and Knowledge (religion) are always considered class skills for you, and you gain a +2 class bonus on any skill checks made with these skills. Further, you gain the Adamant Defender class feature, two additional hit points per class level, and proficiency with heavy armor and tower shields.
Adamant Defender (Su): The force of your conviction, coupled with the will of your divine patron, deadens the blows of those who would harm your allies. Whenever an enemy that can detect you deals damage to an ally within 60 feet of you, that damage is reduced by 1, plus an additional 1 point at 3rd level and every two levels thereafter. Whenever this ability reduces damage dealt to an ally, you gain a sacred bonus equal to the damage reduced to attack and damage rolls on the following round. For the purpose of this ability, the Destined Hero is not considered an ally of himself.
Fated Warrior: The vague memories of a thousand past lives swirl in your mind, lending you flashes of incredible insight. While you can go wrong if you willingly attempt to do so, simply flowing with the course of life always seems to bring you good fortune.
Concentration and Martial Lore are always considered class skills for you, and you gain a +2 class bonus on any skill checks made with these skills. Further, you gain the Strike of Destiny class feature, and one additional hit point per class level.
Strike of Destiny (Ex): By expending one action point, you may initiate any strike maneuver from the Diamond Mind or Iron Heart disciplines. You do not need to know the strike maneuver you choose, and you may freely select the initiated maneuver each time you use this ability. When initiating this strike, your initiator level is equal to your class level, even if it would normally be higher. You may only initiate strikes of a level an initiator of your class level would have access to (thus, 1st level strikes at level 1, 2nd at level 3, and so on), and once you have initiated a strike of a given level, you cannot initiate another of the same level for the duration of the encounter. Thus, a 17th level Fated Warrior could initiate the time stands still Diamond Mind strike, and would be unable to initiate any other 9th level strikes for the duration of the encounter. The same Fated Warrior could also initiate the adamantine hurricane Iron Heart strike, and would be unable to initiate any other 8th level strikes for the duration of the encounter.
To Raise the Sword (Ex and Su): Beginning at 2nd level, any melee weapon, armor, or shield that the Destined Hero wears is treated as being of at least masterwork quality.
Further, by spending at least eight hours in study, prayer, or other such activity with a weapon, shield, or suit of armor, you may forge a bond with that item to grant it an enhancement bonus or enchantment based on your class level, as shown on the table below. You may only have one item bonded at a given time, though you may repeat this process with a new item if you wish, losing the bond with the first item as you do so. Bonding an item is a draining process, which manifests as an experience point cost based on the desired enhancement level.
{table=head]Class level|Item Bonus|XP Cost**
1st-2nd|N/A|--
3rd-4th|+1|80
5th-6th|+2|320
7th-8th|+3|720
9th-10th|+4|1,280
11th-12th|+5|2,000
13th-14th|+6*|2,880
15th-16th|+7*|3,920
17th-18th|+8*|5,120
19th|+9*|6,480
20th|+10*|8,000[/table]
*A bonded item can't actually have an enhancement bonus higher than +5, but it can have special abilities that are the equivalent of additional bonuses. Use these lines on the table to determine the XP cost when special abilities are added to a bonded item.
**The XP cost shown here assumes that the bonded item does not already have an enhancement bonus. If it does, the cost to enhance it is reduced. For example, if a Destined Warrior has a +1 longsword and wants to increase its enhancement bonus to +3, he may do so by paying the difference in XP cost between +1 and +3 on the table above (720 minus 80, or 640 XP).
The Body of a Hero (Ex): Starting at 3rd level, a Destined Hero gains a +1 inherent bonus to his Strength score, and a +1 inherent bonus to the lowest of either Constitution or Dexterity. At 6th level, and again every 3 levels beyond, this bonus increases by an additional point, each time applying the secondary inherent bonus to the lowest score at that level.
The Mind of a Hero (Ex): Starting at 3rd level, a Destined Hero gains a +1 inherent bonus to his Charisma score, and a +1 inherent bonus to the lowest of either Intelligence or Wisdom. At 6th level, and again every 3 levels beyond, this bonus increases by an additional point, each time applying the secondary inherent bonus to the lowest score at that level.
To Seek the Heavens (Ex): At 4th level, a Destined Hero gains Leap of the Heavens as a bonus feat. The Destined Hero gains a class bonus to jump checks equal to his class level, and never takes falling damage from vertical jumps.
Archetype Abilities (Ex or Su): At 5th level, a Destined Hero gains one of the following abilities, based on his heroic archetype.
Ancestor's Spirit - Lesser Ancestral Manifestation (Su): When you call upon your ancestors in an encounter, you may now shape two soulmelds from the Soulborn list, and you gain the ability to bind one of the chosen soulmelds to your Crown, Feet, or Hands chakra. For each shaped soulmeld, your pool of action points for the encounter is reduced by 1.
Charming Scoundrel Unlucky Strikes (Su): Whenever you deliver a lucky strike in combat, you may sacrifice a number of bonus damage dice to force the struck foe to succeed on a Will save (DC 10 + 1/2 class level + Charisma modifier) or suffer an equivalent luck penalty to AC and saving throws until the end of your next turn.
Devoted Guardian Lay on Hands (Su): You gain the Lay on Hands ability, as the Paladin ability of the same name.
Fated Warrior Guided Strike (Ex): Once per encounter, by spending an action point as a standard action, you may deliver a Guided Strike with a melee weapon. The attack ignores all miss chances due to concealment, ignores the armor bonus afforded by cover, and automatically bypasses miss chance due to spells such as mirror image.
At 10th level, the Destined Hero again gains a new ability based on his heroic archetype.
Ancestor's Spirit - Greater Ancestral Manifestation (Su): When you call upon your ancestors in an encounter, you may now shape three soulmelds from the Soulborn list, and you gain the ability to bind two of the chosen soulmelds to your Arms, Brow, or Shoulder chakras, in addition to any other binds that might be available to you. For each shaped soulmeld, your pool of action points for the encounter is reduced by 1.
Charming Scoundrel Deadly Fortune (Ex): By spending a second action point when delivering a lucky strike, the Destined Hero may maximize all bonus damage dealt by the lucky strike.
Devoted Guardian Holy Boon (Su): By spending an action point as a swift action, the Destined Hero may grant himself the effect of either a death ward or divine power spell, with a caster level equal to his class level.
Fated Warrior Martial Cadence (Ex): Whenever you activate and successfully strike with two martial strikes in consecutive rounds, you regain two action points for the encounter.
At 15th level, the Destined Hero again gains a new ability based on his heroic archetype.
Ancestor's Spirit - Complete Ancestral Manifestation (Su): When you call upon your ancestors in an encounter, you may now shape four soulmelds from the Soulborn list, and you gain the ability to bind three of the chosen soulmelds to your Throat or Waist chakras, in addition to any other binds that might be available to you. For each shaped soulmeld, your pool of action points for the encounter is reduced by 1.
Charming Scoundrel Killer Luck (Ex): Whenever he delivers a lucky strike in combat, the Destined Hero may sacrifice all bonus damage dice to force the struck foe to succeed on a Fortitude save (DC 10 + damage dice sacrificed + Str or Cha modifier, whichever is higher) or be slain instantly. Once a given creature has been subjected to this effect, is it immune to further attempts to slay it in this manner for 24 hours.
Devoted Guardian Favor of the Martyr (Su): By spending one action point as a swift action, the Destined Hero may grant himself the effect of the favor of the martyr spell, with a caster level equal to his class level.
Fated Warrior Fated Strike (Ex): Once per encounter, by expending an action point as a standard action, the Destined Hero may make a single attack with a melee weapon against a foe he threatens. The attack automatically hits, without the need for an attack roll, bypassing all miss chances, concealment, magical defenses, and so on. A fated strike ignores damage reduction and regeneration, and the damage dealt cannot be healed magically. A fated strike does not trigger contingency effects, and immediate actions cannot be taken in response to a fated strike. This attack deals damage equal to the base damage of the weapon used and the Strength modifier to damage, plus any enhancement or enchantment bonuses to damage the weapon possesses, plus any weapon-specific feats that would increase the damage of the attack (such as the Weapon Specialization feat), but not Power Attack, etc., bonuses to damage.
To Forge a Legend: Starting at 6th level, the Destined Hero's influence in the world begins to show in ever growing numbers of followers. The Destined Hero attracts NPC class followers as if he possessed the Leadership feat, though he never gains a cohort.
Further, at this level, the Destined Hero's destiny becomes important enough to manifest as a bubble in the weaves of fate. Despite his best efforts to avoid such a fate, should the Destined Hero ever find death, that is not the end. His destiny lives on, seeking a new host to see it to completion. 1d4 days after the Destined Hero's death, one of his followers is struck by the same sudden, intense calling that led the original hero down his path. The follower immediately loses all other class levels it may have possessed, and gains a number of Destined Hero levels equal to the original hero's level in life (thus, a Fighter 10/Destined Hero 6 would be reborn as a Destined Hero 16). The player is under no obligation to continue playing the newly risen Destined Hero, but should he do so, the new hero is a member of the original hero's race (or, at the DM's discretion, another race of the same ECL), with the same base ability scores. The new hero might instinctively know where to find the body of the fallen Destined Hero, or they might already possess equipment equivalent in value to the possessions the Destined Hero previously had, at the DM's discretion.
To Shatter the Mountains (Ex): Starting at 7th level, the Destined Hero may expend one action point to overcome a number of points of damage reduction equal to his class level with all melee attacks for one round.
To Strike Down the Wicked (Ex): Starting at 8th level, the Destined Hero gains a +1 competence bonus on all attack rolls, damage rolls, and saving throws against a creature with an alignment opposed to his own on the good/evil axis. A neutral Destined Hero must choose whether to be opposed to either good or evil when he gains this ability.
To Avenge the Fallen (Ex): Starting at 9th level, whenever one of the Destined Hero's companions is slain, rendered unconscious, or permanently incapacitated within the range of his detection, he gains a morale bonus to attack and damage rolls and saving throws equal to his Charisma bonus for the duration of the encounter. This morale bonus stacks with any other morale bonuses the Destined Hero may possess.
To Seek the Answers (Su): Starting at 11th level, once per week the Destined Hero may question Fate itself. The Destined Hero may use commune as a supernatural ability, with a caster level equal to his class level. The answers the Destined Hero receives are always as accurate as possible, but only so long as they pertain directly to him or his destiny; otherwise, Fate twists the answers in such a way as to lead the Destined Hero toward his destiny while revealing as little as possible on the subject of the actual questions asked (though the Destined Hero never receives a directly false answer).
To Persevere (Ex): Starting at 12th level, by expending an action point as a nonaction whenever he fails a Will save, the Destined Hero may delay the effects of the failed save by one round.
To Endure the Trials (Ex): Starting at 13th level, by expending an action point as a nonaction whenever he fails a Fortitude save, the Destined Hero may delay the effects of the failed save by one round.
To Inspire the Meek (Ex): Starting at 14th level, the Destined Hero may instill previously unrealized capability within an ally. By expending an action point as a swift action, the Destined Hero may grant an ally within line of sight the use of a single feat he possesses. The chosen ally gains the ability to use the selected feat as if he naturally possessed it, ignoring any prerequisites the feat might require. This effect persists until the beginning of the Destined Hero's next turn, at which point the ally loses the ability to make use of the feat.
To Transcend Mortal Limitations (Ex): Starting at 16th level, the Destined Hero no longer loses consciousness until he reaches -10 HP (or the point at which he would normally die, if lower), and may continue fighting without penalty until he reaches that point. Further, whenever an attack or ability would reduce him to -10 HP or lower, the Destined Hero may expend an action point as a nonaction to remain alive and conscious for one more round; he is not healed, he simply refuses to surrender to his injuries. Each round after the first, up to a maximum number of rounds equal to half his Constitution bonus (minimum of 2 total rounds), the Destined Hero may expend another action point to remain alive, provided he has not been healed by that time. If the Destined Hero runs out of action points (or has consumed all of his available rounds of this ability) while below his threshold for death, he dies.
To Deny Fate (Ex): Starting at 17th level, once per encounter the Destined Hero may expend an action point to reroll a roll any roll, including attack rolls, saving throws, skill checks, or so on twice and take the highest of the three results.
To Change a Destiny (Su): Starting at 18th level, once per day the Destined Hero may, as an immediate action, undo the events of a single creature for one round. When you activate this ability, you undo all the events of the turn of whichever creature is currently acting, and they begin their turn again. This includes moving yourself and any other creatures back to the positions they occupied at the start of the turn, removing any damage or other conditions (harmful or beneficial) that have occurred during the turn, and in all other ways resetting events. All affected creatures are aware of the events of the now nonexistent turn, but they are free to make entirely different choices from the ones they originally made.
To Challenge the Gods: Starting at 19th level, all weapons the Destined Hero uses are considered Epic for the purpose of overcoming epic damage reduction. The actual enhancement bonuses of wielded weapons do not increase, but the Destined Hero can bypass DR/epic as if he were wielding weapons with a +6 or greater enhancement bonus.
Nexus of Many Lives: At 20th level, the Destined Hero fully awakens, gaining access to the knowledge of each of his past lives. Once per day, he may draw upon the power of one of the following incarnations, using the effect listed.
The Warrior (Ex): As a standard action, you may make a full attack with a +20 base attack bonus. All attacks in the full attack are made at your highest attack bonus, without suffering a penalty for iterative attacks.
The Arcanist (Sp): You may replicate the effects of any Sorcerer/Wizard spell of 6th level or lower, provided the spell has a casting time no greater than 1 round.
The Disciple (Sp): You may replicate the effects of any Cleric spell of 6th level or lower, provided the spell has a casting time no greater than 3 rounds, and does not have an alignment descriptor opposed to your alignment.
The Savant: You may make a single skill check with a skill in which you are trained with a +60 insight bonus.
http://img210.imageshack.us/img210/5849/commissionbattleknightb.jpg
I don't fight this war for king or country. I don't fight because of some vaunted ideal or oath sworn on holy texts. I fight because I know because I have always known that this is the only path to finding my destiny. - Cedric Torirad, Fated Warrior
Adventures: Destined Heroes adventure for as many reasons as there are heroes, though one and all they are drawn by a force behind their understanding to seek their destiny, some knowingly, others unwittingly. Where one Destined Hero might spend a life seeking out ever mightier foes to challenge, another could just as easily desire a life of ease and relaxation but constantly find himself pulled from one fateful event to another, like a leaf drawn inexorably down the river of destiny.
Characteristics: Destined Heroes are capable physical combatants that rely on sudden bursts of insight, luck, or divine inspiration to make the most of their abilities. A Destined Hero's precise role in an adventuring group varies based on his destiny; Divine Guardians inspire their allies to greater glory while shielding them from harm, whereas Fated Warriors deliver precise, debilitating strikes, and Charming Scoundrels turn seemingly inconsequential attacks into deadly blows by twisting luck to their advantage.
Alignment: Destined Heroes may be of any alignment. While the majority of Destined Heroes are good-aligned, evil ones (typically called Antiheroes) spring up to champion darker causes with some regularity. Divine Guardians tend toward lawful alignments, while Charming Scoundrels tend to be chaotic in nature.
Religion: Destined Heroes are not constrained by religion in any way, though Divine Guardians tend towards membership in a church organization. Many Destined Heroes favor the gods of luck or destiny, such as Istus and Olidammara.
Background: Destined Heroes can come from any background. Sons of farmers are as likely to discover their destiny calling as are daughters of nobility. All share one similarity however: a sudden, intense calling to take up arms and seek their destiny, even if they had never held a weapon before.
Races: Any race can give birth to a Destined Hero, and all have their own champions. Humans are the most likely to become Destined Heroes, given their tenacity and ability to adapt. Surprisingly, Warforged also possess a large number of Destined Heroes, the very nature of their existence driving them to seek their true place in the world.
GAME RULE INFORMATION
Destined Heroes have the following game statistics.
Abilities: As primarily physical combatants, Strength, Dexterity, and Constitution are all important for a Destined Hero. Many class features rely on a Destined Hero's force of will, so a respectable Charisma score is always a boon.
Alignment: Any. Evil Destined Heroes are typically referred to as Antiheroes, and replace any mention of sacred bonuses or damage with profane bonuses or damage.
Hit Die: d8
Starting Age: Simple.
Starting Gold: 4d4x10
Class Skills
The Destined Hero's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (local) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis)
Skills Points at Each Level: 4 + int; x4 at 1st level
{table="head"]Level|Base Attack Bonus|Fort|Ref|Will|Special|Action Points
1st|+0|+2|+0|+0|Heroic Archetype|1
2nd|+1|+3|+0|+0|To Raise the Sword|2
3rd|+2|+3|+1|+1|The Body of a Hero, The Mind of a Hero|2
4th|+3|+4|+1|+1|To Seek the Heavens|2
5th|+3|+4|+1|+1|Archetype Ability|2
6th|+4|+5|+2|+2|To Forge a Legend|3
7th|+5|+5|+2|+2|To Shatter the Mountains|3
8th|+6/+1|+6|+2|+2|To Strike Down the Wicked|3
9th|+6/+1|+6|+3|+3|To Avenge the Fallen|3
10th|+7/+2|+7|+3|+3|Archetype Ability|3
11th|+8/+3|+7|+3|+3|To Seek the Answers|4
12th|+9/+4|+8|+4|+4|To Persevere|4
13th|+9/+4|+8|+4|+4|To Endure the Trials|4
14th|+10/+5|+9|+4|+4|To Inspire the Meek|4
15th|+11/+6/+1|+9|+5|+5|Archetype Ability|4
16th|+12/+7/+2|+10|+5|+5|To Transcend Mortal Limitations|5
17th|+12/+7/+2|+10|+5|+5|To Deny Fate|5
18th|+13/+8/+3|+11|+6|+6|To Change a Destiny|5
19th|+14/+9/+4|+11|+6|+6|To Challenge the Gods|5
20th|+15/+10/+5|+12|+6|+6|Nexus of Many Lives|6[/table]
Class Features: All of the following are class features of the Destined Hero.
Weapon and Armor Proficiencies: Destined Heroes are proficient with all simple weapons and with the longsword and shortbow, and one other martial weapon of their choice. Destined Heroes are proficient with light and medium armor and with light and heavy shields (but not tower shields).
Action Points: At the start of each encounter, a Destined Hero gains a number of temporary action points according to his class level, as shown on the table above. In addition to the normal uses for action points, several Destined Hero abilities require them to be expended for use. If your campaign features action points normally, a Destined Hero can use either his pool of temporary action points or the action points he receives for his level to use his abilities. Activating a Destined Hero ability does not count against the one action point per round use limitation.
For every 10 points of Charisma a Destined Hero possesses, he receives an additional action point per encounter.
Heroic Archetype: Upon taking the first level of Destined Hero, you choose which of the following four destinies you will follow. Once made, this choice is permanent. Your choice of destiny determines your starting talents, as well as the ability granted by your archetype ability at levels 5th, 10th, and 15th. Ancestor's Spirit: The wisdom of generations of those who came before floods your mind. Your destiny has been set since before you were even born, placed on your family by long ago prophecy or ancient magicks.
Knowledge (arcana) and Spellcraft are always considered class skills for you, and you gain a +2 class bonus on any skill checks made with these skills. Further, you gain the Least Ancestral Manifestation class feature and two additional skill points per level (quadrupled at first level, as normal).
Least Ancestral Manifestation (Su): As a free action at the start of each encounter, you may call upon the guidance of your ancestors, causing them to manifest in swirls of incarnum. You shape a single soulmeld from the Soulborn soulmeld list. Your meldshaper level is equal to your class level when determining the effectiveness of this soulmeld, as well as the amount of essentia that may be invested in it. The chosen soulmeld is treated as if it were fully filled with essentia, though you do not actually gain a pool of essentia to use.
1d6 minutes after the encounter ends, the chosen soulmeld unshapes. You may freely select the soulmeld chosen by this ability at the start of each encounter, and may choose the same soulmeld for consecutive encounters even after it has been unshaped. While this soulmeld is shaped, your pool of action points for the encounter is reduced by 1.
Charming Scoundrel: You have a natural talent for charming or deceiving others. Even fate seems to smile on your efforts, turning simple attacks into impossibly potent blows seemingly on a whim.
Bluff and Diplomacy are always considered class skills for you, and you gain a +2 class bonus on any skill checks made with these skills. Further, you gain the Lucky Strike class feature, and one additional action point per encounter.
Lucky Strike (Ex): As an attack action (that is, an attack derived from a standard or full attack action, or as an attack of opportunity), you may spend one action point to deliver a lucky strike with a melee attack. You add your Charisma bonus to the attack roll, and if it hits, the attack deals an additional 1d6 points of damage. At 3rd level and every two levels thereafter, the bonus damage dealt by a lucky strike increases by 1d6 points. You may only turn a single attack per round into a lucky strike.
Devoted Guardian: The fires of divine guidance burn within you, fueling your every action. Whether it is the direct manifestation of divine will or simply a fortunate twist of fate, the gods watch over you, as you in turn watch over others.
Intimidate and Knowledge (religion) are always considered class skills for you, and you gain a +2 class bonus on any skill checks made with these skills. Further, you gain the Adamant Defender class feature, two additional hit points per class level, and proficiency with heavy armor and tower shields.
Adamant Defender (Su): The force of your conviction, coupled with the will of your divine patron, deadens the blows of those who would harm your allies. Whenever an enemy that can detect you deals damage to an ally within 60 feet of you, that damage is reduced by 1, plus an additional 1 point at 3rd level and every two levels thereafter. Whenever this ability reduces damage dealt to an ally, you gain a sacred bonus equal to the damage reduced to attack and damage rolls on the following round. For the purpose of this ability, the Destined Hero is not considered an ally of himself.
Fated Warrior: The vague memories of a thousand past lives swirl in your mind, lending you flashes of incredible insight. While you can go wrong if you willingly attempt to do so, simply flowing with the course of life always seems to bring you good fortune.
Concentration and Martial Lore are always considered class skills for you, and you gain a +2 class bonus on any skill checks made with these skills. Further, you gain the Strike of Destiny class feature, and one additional hit point per class level.
Strike of Destiny (Ex): By expending one action point, you may initiate any strike maneuver from the Diamond Mind or Iron Heart disciplines. You do not need to know the strike maneuver you choose, and you may freely select the initiated maneuver each time you use this ability. When initiating this strike, your initiator level is equal to your class level, even if it would normally be higher. You may only initiate strikes of a level an initiator of your class level would have access to (thus, 1st level strikes at level 1, 2nd at level 3, and so on), and once you have initiated a strike of a given level, you cannot initiate another of the same level for the duration of the encounter. Thus, a 17th level Fated Warrior could initiate the time stands still Diamond Mind strike, and would be unable to initiate any other 9th level strikes for the duration of the encounter. The same Fated Warrior could also initiate the adamantine hurricane Iron Heart strike, and would be unable to initiate any other 8th level strikes for the duration of the encounter.
To Raise the Sword (Ex and Su): Beginning at 2nd level, any melee weapon, armor, or shield that the Destined Hero wears is treated as being of at least masterwork quality.
Further, by spending at least eight hours in study, prayer, or other such activity with a weapon, shield, or suit of armor, you may forge a bond with that item to grant it an enhancement bonus or enchantment based on your class level, as shown on the table below. You may only have one item bonded at a given time, though you may repeat this process with a new item if you wish, losing the bond with the first item as you do so. Bonding an item is a draining process, which manifests as an experience point cost based on the desired enhancement level.
{table=head]Class level|Item Bonus|XP Cost**
1st-2nd|N/A|--
3rd-4th|+1|80
5th-6th|+2|320
7th-8th|+3|720
9th-10th|+4|1,280
11th-12th|+5|2,000
13th-14th|+6*|2,880
15th-16th|+7*|3,920
17th-18th|+8*|5,120
19th|+9*|6,480
20th|+10*|8,000[/table]
*A bonded item can't actually have an enhancement bonus higher than +5, but it can have special abilities that are the equivalent of additional bonuses. Use these lines on the table to determine the XP cost when special abilities are added to a bonded item.
**The XP cost shown here assumes that the bonded item does not already have an enhancement bonus. If it does, the cost to enhance it is reduced. For example, if a Destined Warrior has a +1 longsword and wants to increase its enhancement bonus to +3, he may do so by paying the difference in XP cost between +1 and +3 on the table above (720 minus 80, or 640 XP).
The Body of a Hero (Ex): Starting at 3rd level, a Destined Hero gains a +1 inherent bonus to his Strength score, and a +1 inherent bonus to the lowest of either Constitution or Dexterity. At 6th level, and again every 3 levels beyond, this bonus increases by an additional point, each time applying the secondary inherent bonus to the lowest score at that level.
The Mind of a Hero (Ex): Starting at 3rd level, a Destined Hero gains a +1 inherent bonus to his Charisma score, and a +1 inherent bonus to the lowest of either Intelligence or Wisdom. At 6th level, and again every 3 levels beyond, this bonus increases by an additional point, each time applying the secondary inherent bonus to the lowest score at that level.
To Seek the Heavens (Ex): At 4th level, a Destined Hero gains Leap of the Heavens as a bonus feat. The Destined Hero gains a class bonus to jump checks equal to his class level, and never takes falling damage from vertical jumps.
Archetype Abilities (Ex or Su): At 5th level, a Destined Hero gains one of the following abilities, based on his heroic archetype.
Ancestor's Spirit - Lesser Ancestral Manifestation (Su): When you call upon your ancestors in an encounter, you may now shape two soulmelds from the Soulborn list, and you gain the ability to bind one of the chosen soulmelds to your Crown, Feet, or Hands chakra. For each shaped soulmeld, your pool of action points for the encounter is reduced by 1.
Charming Scoundrel Unlucky Strikes (Su): Whenever you deliver a lucky strike in combat, you may sacrifice a number of bonus damage dice to force the struck foe to succeed on a Will save (DC 10 + 1/2 class level + Charisma modifier) or suffer an equivalent luck penalty to AC and saving throws until the end of your next turn.
Devoted Guardian Lay on Hands (Su): You gain the Lay on Hands ability, as the Paladin ability of the same name.
Fated Warrior Guided Strike (Ex): Once per encounter, by spending an action point as a standard action, you may deliver a Guided Strike with a melee weapon. The attack ignores all miss chances due to concealment, ignores the armor bonus afforded by cover, and automatically bypasses miss chance due to spells such as mirror image.
At 10th level, the Destined Hero again gains a new ability based on his heroic archetype.
Ancestor's Spirit - Greater Ancestral Manifestation (Su): When you call upon your ancestors in an encounter, you may now shape three soulmelds from the Soulborn list, and you gain the ability to bind two of the chosen soulmelds to your Arms, Brow, or Shoulder chakras, in addition to any other binds that might be available to you. For each shaped soulmeld, your pool of action points for the encounter is reduced by 1.
Charming Scoundrel Deadly Fortune (Ex): By spending a second action point when delivering a lucky strike, the Destined Hero may maximize all bonus damage dealt by the lucky strike.
Devoted Guardian Holy Boon (Su): By spending an action point as a swift action, the Destined Hero may grant himself the effect of either a death ward or divine power spell, with a caster level equal to his class level.
Fated Warrior Martial Cadence (Ex): Whenever you activate and successfully strike with two martial strikes in consecutive rounds, you regain two action points for the encounter.
At 15th level, the Destined Hero again gains a new ability based on his heroic archetype.
Ancestor's Spirit - Complete Ancestral Manifestation (Su): When you call upon your ancestors in an encounter, you may now shape four soulmelds from the Soulborn list, and you gain the ability to bind three of the chosen soulmelds to your Throat or Waist chakras, in addition to any other binds that might be available to you. For each shaped soulmeld, your pool of action points for the encounter is reduced by 1.
Charming Scoundrel Killer Luck (Ex): Whenever he delivers a lucky strike in combat, the Destined Hero may sacrifice all bonus damage dice to force the struck foe to succeed on a Fortitude save (DC 10 + damage dice sacrificed + Str or Cha modifier, whichever is higher) or be slain instantly. Once a given creature has been subjected to this effect, is it immune to further attempts to slay it in this manner for 24 hours.
Devoted Guardian Favor of the Martyr (Su): By spending one action point as a swift action, the Destined Hero may grant himself the effect of the favor of the martyr spell, with a caster level equal to his class level.
Fated Warrior Fated Strike (Ex): Once per encounter, by expending an action point as a standard action, the Destined Hero may make a single attack with a melee weapon against a foe he threatens. The attack automatically hits, without the need for an attack roll, bypassing all miss chances, concealment, magical defenses, and so on. A fated strike ignores damage reduction and regeneration, and the damage dealt cannot be healed magically. A fated strike does not trigger contingency effects, and immediate actions cannot be taken in response to a fated strike. This attack deals damage equal to the base damage of the weapon used and the Strength modifier to damage, plus any enhancement or enchantment bonuses to damage the weapon possesses, plus any weapon-specific feats that would increase the damage of the attack (such as the Weapon Specialization feat), but not Power Attack, etc., bonuses to damage.
To Forge a Legend: Starting at 6th level, the Destined Hero's influence in the world begins to show in ever growing numbers of followers. The Destined Hero attracts NPC class followers as if he possessed the Leadership feat, though he never gains a cohort.
Further, at this level, the Destined Hero's destiny becomes important enough to manifest as a bubble in the weaves of fate. Despite his best efforts to avoid such a fate, should the Destined Hero ever find death, that is not the end. His destiny lives on, seeking a new host to see it to completion. 1d4 days after the Destined Hero's death, one of his followers is struck by the same sudden, intense calling that led the original hero down his path. The follower immediately loses all other class levels it may have possessed, and gains a number of Destined Hero levels equal to the original hero's level in life (thus, a Fighter 10/Destined Hero 6 would be reborn as a Destined Hero 16). The player is under no obligation to continue playing the newly risen Destined Hero, but should he do so, the new hero is a member of the original hero's race (or, at the DM's discretion, another race of the same ECL), with the same base ability scores. The new hero might instinctively know where to find the body of the fallen Destined Hero, or they might already possess equipment equivalent in value to the possessions the Destined Hero previously had, at the DM's discretion.
To Shatter the Mountains (Ex): Starting at 7th level, the Destined Hero may expend one action point to overcome a number of points of damage reduction equal to his class level with all melee attacks for one round.
To Strike Down the Wicked (Ex): Starting at 8th level, the Destined Hero gains a +1 competence bonus on all attack rolls, damage rolls, and saving throws against a creature with an alignment opposed to his own on the good/evil axis. A neutral Destined Hero must choose whether to be opposed to either good or evil when he gains this ability.
To Avenge the Fallen (Ex): Starting at 9th level, whenever one of the Destined Hero's companions is slain, rendered unconscious, or permanently incapacitated within the range of his detection, he gains a morale bonus to attack and damage rolls and saving throws equal to his Charisma bonus for the duration of the encounter. This morale bonus stacks with any other morale bonuses the Destined Hero may possess.
To Seek the Answers (Su): Starting at 11th level, once per week the Destined Hero may question Fate itself. The Destined Hero may use commune as a supernatural ability, with a caster level equal to his class level. The answers the Destined Hero receives are always as accurate as possible, but only so long as they pertain directly to him or his destiny; otherwise, Fate twists the answers in such a way as to lead the Destined Hero toward his destiny while revealing as little as possible on the subject of the actual questions asked (though the Destined Hero never receives a directly false answer).
To Persevere (Ex): Starting at 12th level, by expending an action point as a nonaction whenever he fails a Will save, the Destined Hero may delay the effects of the failed save by one round.
To Endure the Trials (Ex): Starting at 13th level, by expending an action point as a nonaction whenever he fails a Fortitude save, the Destined Hero may delay the effects of the failed save by one round.
To Inspire the Meek (Ex): Starting at 14th level, the Destined Hero may instill previously unrealized capability within an ally. By expending an action point as a swift action, the Destined Hero may grant an ally within line of sight the use of a single feat he possesses. The chosen ally gains the ability to use the selected feat as if he naturally possessed it, ignoring any prerequisites the feat might require. This effect persists until the beginning of the Destined Hero's next turn, at which point the ally loses the ability to make use of the feat.
To Transcend Mortal Limitations (Ex): Starting at 16th level, the Destined Hero no longer loses consciousness until he reaches -10 HP (or the point at which he would normally die, if lower), and may continue fighting without penalty until he reaches that point. Further, whenever an attack or ability would reduce him to -10 HP or lower, the Destined Hero may expend an action point as a nonaction to remain alive and conscious for one more round; he is not healed, he simply refuses to surrender to his injuries. Each round after the first, up to a maximum number of rounds equal to half his Constitution bonus (minimum of 2 total rounds), the Destined Hero may expend another action point to remain alive, provided he has not been healed by that time. If the Destined Hero runs out of action points (or has consumed all of his available rounds of this ability) while below his threshold for death, he dies.
To Deny Fate (Ex): Starting at 17th level, once per encounter the Destined Hero may expend an action point to reroll a roll any roll, including attack rolls, saving throws, skill checks, or so on twice and take the highest of the three results.
To Change a Destiny (Su): Starting at 18th level, once per day the Destined Hero may, as an immediate action, undo the events of a single creature for one round. When you activate this ability, you undo all the events of the turn of whichever creature is currently acting, and they begin their turn again. This includes moving yourself and any other creatures back to the positions they occupied at the start of the turn, removing any damage or other conditions (harmful or beneficial) that have occurred during the turn, and in all other ways resetting events. All affected creatures are aware of the events of the now nonexistent turn, but they are free to make entirely different choices from the ones they originally made.
To Challenge the Gods: Starting at 19th level, all weapons the Destined Hero uses are considered Epic for the purpose of overcoming epic damage reduction. The actual enhancement bonuses of wielded weapons do not increase, but the Destined Hero can bypass DR/epic as if he were wielding weapons with a +6 or greater enhancement bonus.
Nexus of Many Lives: At 20th level, the Destined Hero fully awakens, gaining access to the knowledge of each of his past lives. Once per day, he may draw upon the power of one of the following incarnations, using the effect listed.
The Warrior (Ex): As a standard action, you may make a full attack with a +20 base attack bonus. All attacks in the full attack are made at your highest attack bonus, without suffering a penalty for iterative attacks.
The Arcanist (Sp): You may replicate the effects of any Sorcerer/Wizard spell of 6th level or lower, provided the spell has a casting time no greater than 1 round.
The Disciple (Sp): You may replicate the effects of any Cleric spell of 6th level or lower, provided the spell has a casting time no greater than 3 rounds, and does not have an alignment descriptor opposed to your alignment.
The Savant: You may make a single skill check with a skill in which you are trained with a +60 insight bonus.