Gemini
2006-12-18, 03:33 PM
All credit goes to me.
Hero of Time
Among the ranks of warriors, fighters and barbarians are the heroes. Not ordinary heroes, but some of the greatest gladiators and knights may once have been a hero of time. These heroes transcend time with their great deeds, and are known through legends. Only the courageous may join them. The Hero of time has great skills in combat, along with many other miscellaneous adventuring techniques. Heroes of time make perfect defenders on the battlefield, and pretty good scouts. With their wide array of weapons, they can be most unpredictable.
Adventuring: Heroes of time go up to the front lines, whether in a war that will decide the fate of a continent, or a small skirmish they do best when close to their enemies. Heroes of time are usually wanderers, doing random good deeds for people, they also might protect the king. They often travel alone, because most of them work for free.
Characteristics: Heroes of time are often loners; because they have such a huge burden upon their shoulders they tend to push away help. They are very quick and agile, which is a necessity on the battlefield. They have a variety of weapons in their arsenal so they can support a diversity of strategies. They pack as much of a punch as fighters, but with more than one weapon. Heroes of time don’t come from very rich or wealthy families, but instead they are orphans, that usually live in poverty.
Alignment: Heroes of time always do good deeds and never are once tainted by evil.
Religion: Religion is not focused on in the life of a hero of time. Mainly because of their burden to purify the world.
Background: Heroes of time are often unaware of their important destiny, and come from poverty because they have nothing else to lose and they don’t want whatever happened to them happen to anyone else.
Races: The only race ever to pick up this class has always been human.
GAME RULE INFORMATION
Abilities: Strength determines how much damage a hero of time can do, since they are a melee class, this is important. Dexterity and constitution are important for heroes of time just like any other class. Intelligence is useful as well because it helps them with their wide variety of skills.
Special: Heroes of time must be male, they also must be human. They must also have saved a town from terror or a mystery as a child. A bond must be made with a long sword at the age of 17.
Alignment: Any good.
Hit die: d8
Class Skills
The hero of time’s class skills are the following: Appraise, Climb, Disable device, Escape Artist, Jump, Knowledge (Nobility and royalty), Ride, Sense Motive, Survival, Swim, Tumble, Use Rope.
Skill points at 1st level: (6 + Int modifier) x 4.
Skill points at each additional level: 6+Int modifier.
Level Base Attack Bonus Fort Ref Will Special
1st
+1
+1
+2
+1
A Hero’s bonding, Special Mount, Immunities
2nd
+2
+1
+3
+1
Quick draw, Careful examination+1
3rd
+3
+2
+3
+1
Mounted Archery, Spin attack
4th
+4
+2
+4
+2
Courageous rush, Careful examination+2
5th
+5
+3
+4
+2
Mounted Combat, Magical spin attack
6th
+6/+1
+3
+5
+2
Careful Examination+3
7th
+7/+2
+4
+5
+3
True spin attack, Dodge
8th
+8/+3
+4
+6
+3
Spirited charge, Din’s Fire
9th
+9/+4
+5
+6
+3
Wild shape (Dire Wolf), Mobility
10th
+10/+5
+5
+7
+4
Magical seeing, Careful Examination+4
11th
+11/+6/+1
+6
+7
+4
Rising spin attack, Spring attack
12th
+12/+7/+2
+6
+8
+4
Flame arrows
13th
+13/+8+3
+7
+8
+5
Cold arrows
14th
+14/+9/+4
+7
+9
+5
Light arrows, Bounding assault
15th
+15/+10/+5
+8
+9
+5
Careful Examination+5, Fareore’s Wind
16th
+16/+11/+6/+1
+8
+10
+6
Weapons Legend
17th
+17/+12/+7/+2
+9
+10
+6
Master of the Elements
18th
+18/13/+8/+3
+9
+11
+6
Nayru’s Love
19th
+19/+14/+9/+4
+10
+11
+7
Champion of the 3
20th
+20/+15/+10/+5
+10
+12
+7
Triforce of courage
Class Features:
All of the following are the Hero of Time’s class features:
Weapon and armor proficiencies: A hero of time has proficiencies with the boomerang, Long sword, great sword, net, short bow, grappling hook, war hammer, shield (medium).
A Hero’s Bonding: At 1st level, the bond a hero of time has made with their long sword becomes even stronger. Their weapon they have bonded with gains a +1 on attack and damage rolls (this stacks with other effects) and the weapon cannot be broken, or shattered. The hero knows where the weapon is at all times, and any creature that is of evil alignment cannot touch the weapon or take 2d4 points of non-lethal damage.
Bounding Assault: At 14th level, a hero of time gets bounding assault as a bonus feat.
Careful Examination: At 2nd level, a hero of time can take a standard action to study an opponent’s movements within 20ft. If that opponent moves within the hero’s threat range, or attacks the hero, the hero gets an extra attack with a +1 bonus on the attack roll (This effect stacks) before the opponent attacks. This action does not count as an attack of opportunity. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 10th level, and +5 at 15th level.
Champion Of the 3: Starting at 19th level, a hero of time can use the power of the 3 gods to become ethereal for 1 minute/per hero of time level.
Cold Arrows: Starting at 13th level, a hero of time’s arrows deal +2d6 cold damage.
Courageous Rush: Starting at 4th level, a hero of time can bull rush an opponent as if he had the improved bull rush feat. He is also allowed to make an extra attack with the weapon he is holding (If any) dealing damage before the bull rush. He also gets a +2 on the strength check.
Din’s Fire: Starting at 8th level, a hero of time can use his affinity with the goddess of fire to make a fire attack to all adjacent creatures dealing 4d10 damage (reflex half). A hero of time can use this ability once per day.
Dodge: At 7th level, a hero of time gets Dodge as a bonus feat.
Fareore’s Wind: Starting at 15th level, a hero of time can teleport anywhere he has previously visited. There is no chance he will arrive off target, and he can travel with anyone else. He can use this ability only once per day.
Flame Arrows: Starting at 12th level, a hero’s arrows deal +2d6 fire damage.
Immunities: Starting at 1st level, a hero has immunities to fear, mind-affecting abilities and fey like charms.
Light Arrows: Starting at 14th level, a hero’s arrows are now under the effect of smite evil.
Magical Seeing: Starting at 10th level, a hero of time can activate their innate ability with their eyes. This ability is a cone out to 30ft. and acts like a true seeing spell. A hero of time can use this ability once per day. A hero of time must concentrate to contain the cone. The duration of the cone lasts for a minute/hero of time level (provided the hero is still concentrating).
Magical Spin attack: Starting at 5th level, a hero of time’s spin attack range increment increases by 5ft.
Master of the Elements: Starting at 17th level, the hero’s affinity with nature, time and his own personal limits allows him to master them. From here on, a hero of time is not affected by extreme heat, extreme cold, and can breathe underwater. Once a day, when a hero of time makes a jump check, he can move 5ft. in any direction before making the jump check. The reason for this is the hero’s master of gravity to a short extent. He may also change his boots to a metal substance, allowing him to sink and other uses. He may use this ability once per day + his hero of time level.
Mobility: Starting at 9th level, a hero of time gets mobility as a bonus feat without regards to requirements.
Mounted Archery: Starting at 3rd level, a hero of time gets Mounted archery as a bonus feat.
Mounted Combat: Starting at 5th level, a hero of time gets mounted combat as a bonus feat.
Nayru’s Love: Starting at 18th level, a hero of time can active this class feature once per day. This feature gives them damage reduction 10/1+hero of time level. This lasts for rounds=hero of time level-10
Quick Draw: Starting at 2nd level, a hero of time gets Quick draw as a bonus feat.
Rising Spin Attack: Starting at 11th level, a hero of time can use a spin attack to launch themselves into the air. They gain a fly speed equal to their move speed for the round they use this feature. This feature is a full-round action.
Special Mount: At 1st level, a hero of time can get a warhorse, light as a mount.
Spin Attack: Starting at 3rd level, a hero of time can make an attack against every opponent he is adjacent to. Every opponent threatened with this attack is flat-footed. This counts as a full round action and can use this ability 1+hero of time level times per day.
Spirited Charge: Starting at 8th level, a hero of time gets the spirited charge as a bonus feat.
Spring Attack: Starting at 11th level, a hero of time gets spring attack as a bonus feat.
Triforce of Courage: At 20th level, a hero of time has become a legend of light and courage. This ability allows the hero to become immune to grapples, trip attacks, disarm attempts, poison, confuse, charm, falling unconscious, sneak attacks and flanks. If a hero of time’s hit points falls below -10 while in this state, they remain alive and conscious. A hero of time gets foresight as a spell-like ability at will when in this state. A hero of time can use this ability once per day, and can stay in this state for cha modifiers +1 rounds.
True Spin Attack: Starting at 7th level, a hero of time’s attack range with their spin attack increases by 20ft.
Weapons Legend: Starting at 16th level, a hero of time gains proficiency with any weapon he is currently wielding.
Wild Shape (Dire Wolf): Starting at 9th level, a hero of time can wild shape into a dire wolf. A hero of time can use this ability equal to his hero of time level.
Hero of Time
Among the ranks of warriors, fighters and barbarians are the heroes. Not ordinary heroes, but some of the greatest gladiators and knights may once have been a hero of time. These heroes transcend time with their great deeds, and are known through legends. Only the courageous may join them. The Hero of time has great skills in combat, along with many other miscellaneous adventuring techniques. Heroes of time make perfect defenders on the battlefield, and pretty good scouts. With their wide array of weapons, they can be most unpredictable.
Adventuring: Heroes of time go up to the front lines, whether in a war that will decide the fate of a continent, or a small skirmish they do best when close to their enemies. Heroes of time are usually wanderers, doing random good deeds for people, they also might protect the king. They often travel alone, because most of them work for free.
Characteristics: Heroes of time are often loners; because they have such a huge burden upon their shoulders they tend to push away help. They are very quick and agile, which is a necessity on the battlefield. They have a variety of weapons in their arsenal so they can support a diversity of strategies. They pack as much of a punch as fighters, but with more than one weapon. Heroes of time don’t come from very rich or wealthy families, but instead they are orphans, that usually live in poverty.
Alignment: Heroes of time always do good deeds and never are once tainted by evil.
Religion: Religion is not focused on in the life of a hero of time. Mainly because of their burden to purify the world.
Background: Heroes of time are often unaware of their important destiny, and come from poverty because they have nothing else to lose and they don’t want whatever happened to them happen to anyone else.
Races: The only race ever to pick up this class has always been human.
GAME RULE INFORMATION
Abilities: Strength determines how much damage a hero of time can do, since they are a melee class, this is important. Dexterity and constitution are important for heroes of time just like any other class. Intelligence is useful as well because it helps them with their wide variety of skills.
Special: Heroes of time must be male, they also must be human. They must also have saved a town from terror or a mystery as a child. A bond must be made with a long sword at the age of 17.
Alignment: Any good.
Hit die: d8
Class Skills
The hero of time’s class skills are the following: Appraise, Climb, Disable device, Escape Artist, Jump, Knowledge (Nobility and royalty), Ride, Sense Motive, Survival, Swim, Tumble, Use Rope.
Skill points at 1st level: (6 + Int modifier) x 4.
Skill points at each additional level: 6+Int modifier.
Level Base Attack Bonus Fort Ref Will Special
1st
+1
+1
+2
+1
A Hero’s bonding, Special Mount, Immunities
2nd
+2
+1
+3
+1
Quick draw, Careful examination+1
3rd
+3
+2
+3
+1
Mounted Archery, Spin attack
4th
+4
+2
+4
+2
Courageous rush, Careful examination+2
5th
+5
+3
+4
+2
Mounted Combat, Magical spin attack
6th
+6/+1
+3
+5
+2
Careful Examination+3
7th
+7/+2
+4
+5
+3
True spin attack, Dodge
8th
+8/+3
+4
+6
+3
Spirited charge, Din’s Fire
9th
+9/+4
+5
+6
+3
Wild shape (Dire Wolf), Mobility
10th
+10/+5
+5
+7
+4
Magical seeing, Careful Examination+4
11th
+11/+6/+1
+6
+7
+4
Rising spin attack, Spring attack
12th
+12/+7/+2
+6
+8
+4
Flame arrows
13th
+13/+8+3
+7
+8
+5
Cold arrows
14th
+14/+9/+4
+7
+9
+5
Light arrows, Bounding assault
15th
+15/+10/+5
+8
+9
+5
Careful Examination+5, Fareore’s Wind
16th
+16/+11/+6/+1
+8
+10
+6
Weapons Legend
17th
+17/+12/+7/+2
+9
+10
+6
Master of the Elements
18th
+18/13/+8/+3
+9
+11
+6
Nayru’s Love
19th
+19/+14/+9/+4
+10
+11
+7
Champion of the 3
20th
+20/+15/+10/+5
+10
+12
+7
Triforce of courage
Class Features:
All of the following are the Hero of Time’s class features:
Weapon and armor proficiencies: A hero of time has proficiencies with the boomerang, Long sword, great sword, net, short bow, grappling hook, war hammer, shield (medium).
A Hero’s Bonding: At 1st level, the bond a hero of time has made with their long sword becomes even stronger. Their weapon they have bonded with gains a +1 on attack and damage rolls (this stacks with other effects) and the weapon cannot be broken, or shattered. The hero knows where the weapon is at all times, and any creature that is of evil alignment cannot touch the weapon or take 2d4 points of non-lethal damage.
Bounding Assault: At 14th level, a hero of time gets bounding assault as a bonus feat.
Careful Examination: At 2nd level, a hero of time can take a standard action to study an opponent’s movements within 20ft. If that opponent moves within the hero’s threat range, or attacks the hero, the hero gets an extra attack with a +1 bonus on the attack roll (This effect stacks) before the opponent attacks. This action does not count as an attack of opportunity. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 10th level, and +5 at 15th level.
Champion Of the 3: Starting at 19th level, a hero of time can use the power of the 3 gods to become ethereal for 1 minute/per hero of time level.
Cold Arrows: Starting at 13th level, a hero of time’s arrows deal +2d6 cold damage.
Courageous Rush: Starting at 4th level, a hero of time can bull rush an opponent as if he had the improved bull rush feat. He is also allowed to make an extra attack with the weapon he is holding (If any) dealing damage before the bull rush. He also gets a +2 on the strength check.
Din’s Fire: Starting at 8th level, a hero of time can use his affinity with the goddess of fire to make a fire attack to all adjacent creatures dealing 4d10 damage (reflex half). A hero of time can use this ability once per day.
Dodge: At 7th level, a hero of time gets Dodge as a bonus feat.
Fareore’s Wind: Starting at 15th level, a hero of time can teleport anywhere he has previously visited. There is no chance he will arrive off target, and he can travel with anyone else. He can use this ability only once per day.
Flame Arrows: Starting at 12th level, a hero’s arrows deal +2d6 fire damage.
Immunities: Starting at 1st level, a hero has immunities to fear, mind-affecting abilities and fey like charms.
Light Arrows: Starting at 14th level, a hero’s arrows are now under the effect of smite evil.
Magical Seeing: Starting at 10th level, a hero of time can activate their innate ability with their eyes. This ability is a cone out to 30ft. and acts like a true seeing spell. A hero of time can use this ability once per day. A hero of time must concentrate to contain the cone. The duration of the cone lasts for a minute/hero of time level (provided the hero is still concentrating).
Magical Spin attack: Starting at 5th level, a hero of time’s spin attack range increment increases by 5ft.
Master of the Elements: Starting at 17th level, the hero’s affinity with nature, time and his own personal limits allows him to master them. From here on, a hero of time is not affected by extreme heat, extreme cold, and can breathe underwater. Once a day, when a hero of time makes a jump check, he can move 5ft. in any direction before making the jump check. The reason for this is the hero’s master of gravity to a short extent. He may also change his boots to a metal substance, allowing him to sink and other uses. He may use this ability once per day + his hero of time level.
Mobility: Starting at 9th level, a hero of time gets mobility as a bonus feat without regards to requirements.
Mounted Archery: Starting at 3rd level, a hero of time gets Mounted archery as a bonus feat.
Mounted Combat: Starting at 5th level, a hero of time gets mounted combat as a bonus feat.
Nayru’s Love: Starting at 18th level, a hero of time can active this class feature once per day. This feature gives them damage reduction 10/1+hero of time level. This lasts for rounds=hero of time level-10
Quick Draw: Starting at 2nd level, a hero of time gets Quick draw as a bonus feat.
Rising Spin Attack: Starting at 11th level, a hero of time can use a spin attack to launch themselves into the air. They gain a fly speed equal to their move speed for the round they use this feature. This feature is a full-round action.
Special Mount: At 1st level, a hero of time can get a warhorse, light as a mount.
Spin Attack: Starting at 3rd level, a hero of time can make an attack against every opponent he is adjacent to. Every opponent threatened with this attack is flat-footed. This counts as a full round action and can use this ability 1+hero of time level times per day.
Spirited Charge: Starting at 8th level, a hero of time gets the spirited charge as a bonus feat.
Spring Attack: Starting at 11th level, a hero of time gets spring attack as a bonus feat.
Triforce of Courage: At 20th level, a hero of time has become a legend of light and courage. This ability allows the hero to become immune to grapples, trip attacks, disarm attempts, poison, confuse, charm, falling unconscious, sneak attacks and flanks. If a hero of time’s hit points falls below -10 while in this state, they remain alive and conscious. A hero of time gets foresight as a spell-like ability at will when in this state. A hero of time can use this ability once per day, and can stay in this state for cha modifiers +1 rounds.
True Spin Attack: Starting at 7th level, a hero of time’s attack range with their spin attack increases by 20ft.
Weapons Legend: Starting at 16th level, a hero of time gains proficiency with any weapon he is currently wielding.
Wild Shape (Dire Wolf): Starting at 9th level, a hero of time can wild shape into a dire wolf. A hero of time can use this ability equal to his hero of time level.