Erberor
2014-01-23, 05:01 PM
Hero
Many walk the path of glory. Some choose the path of martial skill, some the path of shadow, some the path of faith, and others the path of knowledge and arcane power. Then there are those who forge their own path out of their own power, strengthed by their indominable will and, as some say, the might of gods. These are the heroes, the stuff legends are made of.
This is the culmination of a several month project, and is still far from finished.
The class is based on and inspired by the "Fighter-Hero of Legend" found at the end of this (https://sites.google.com/site/endhavenproject/gaming/d-d-3-5-fighter-analysis) essay. It's been played by my brother in the campaign I'm running, and I decided to re-work it a little. My objective was to introduce a degree of flexibility and choice in class design, unify the abilities into a coherent theme, and also maintain a fairly high (tier 3-ish) degree of power.
Many thanks for reading and (hopefully) putting forward criticism! I am still fairly inexperienced with...everything really.
Enjoy.
Hero
Alignment: Heroes may be of any alignment, though they tend to have alignments in line with that of their deity.
Gods and Worship: Heroes nearly always revere a deity-those who do not ignore their divine heritage. Kord has many Heroes to his name, as do Pelor, Heironeous, Saint Cuthbert and Hextor.
Hit die: d10
Skills: At first level, a Hero has 4x(4+int mod) skill points. At each level up, he gains 4+int mod skill points.
Class Skills: The Hero's class skills are: Balance, Climb, Craft (all), Diplomacy, Gather information, Intimidate, Jump, Knowledge (history, local & 4 others of choice), Listen, Profession, Ride, Sense motive, Spot, Swim and Speak Language.
{table=head]Level |Base Attack |Fort |Ref |Will |Special |Mighty Blows |Mastery of Steel|Martial Masteries|Divine Sparks
1st|+1|+2|+0|+2|Martial Mastery, Sheer Might (Medium)|—|—|1|-
2nd|+2|+3|+0|+3|Divine Spark, Unyielding, Speak with your Muscles|—|—|1|1
3rd|+3|+3|+1|+3|Mighty Blows, Armor Mastery|2|—|2|1
4th|+4|+4|+1|+4|Mastery of Steel, Adaptive Combatant(1), Aspect|2|+1|2|2
5th|+5|+4|+1|+4|Armed Brawler(one handed), Heroic Stand(1)|2|+1|3|2
6th|+6/+1|+5|+2|+5|Blade Rush, Fearless|4|+1|3|3
7th|+7/+2|+5|+2|+5|Sheer Might(Large), Ever Vigilant|4|+1|4|3
8th|+8/+3|+6|+2|+6|Adaptive Combatant(2), Improved Adaptation|4|+2|4|4
9th|+9/+4|+6|+3|+6|Armed Brawler(two handed), Mastery of Body|6|+2|5|4
10th|+10/+5|+7|+3|+7|Indomitable(1), Heroic Stand(2), Unstoppable|6|+2|5|5
11th|+11/+6/+1|+7|+3|+7|Sheer Might(Huge), Greater Aspect|6|+2|6|5
12th|+12/+7/+2|+8|+4|+8|Adaptive Combatant(3), Indomitable(2)|8|+3|6|6
13th|+13/+8/+8|+8|+4|+8|God of War|8|+3|7|6
14th|+14/+9/+9|+9|+4|+9|Indomitable(3), Divine Heritage|8|+3|7|7
15th|+15/+10/+10|+9|+5|+9|Sheer Might(Gargantuan)|10|+3|8|7
16th|+16/+11/+11/+11|+10|+5|+10|Adaptive Combatant(4), Indomitable(4)|10|+4|8|8
17th|+17/+12/+12/+12|+10|+5|+10|Heroic Stand(3)|10|+4|9|8
18th|+18/+13/+13/+13|+11|+6|+11|Indomitable(5), Immortal Warrior|12|+4|9|9
19th|+19/+14/+14/+14|+11|+6|+11|Sheer Might(Colossal), Mythic Aspect|12|+4|10|9
20th|+20/+15/+15/+15|+12|+6|+12|Adaptive Combatant(5), Indomitable(6), Ascension|12|+5|10|10[/table]
Weapon and Armor Proficiency: A Hero is proficient with all simple and martial weapons. A Hero is proficient with light, medium and heavy armors and all shields (including tower shield).
Martial Mastery: No two Heroes fight the same. Over their journey they gain martial skill that puts common warriors to shame. At every odd level (1st, 3rd, 5th, etc.) The Hero chooses one Martial Mastery, a special talent representing the Hero's physical prowess and skill.
Divine Spark: While their skill at arms is impressive, Heroes are renowned for their divine blood, and the supernatural power it grants them. At every even level (2nd, 4th, 6th, etc.) The Hero chooses one Divine Spark, an ability drawing power from his divine heritage.
Aspect: Heroes gradually build a connection with the primal, driving forces of reality, taking upon themselves the qualities of these aspects. At 4th level, a Hero chooses one Basic Aspect. At level 11, the Hero gains the Greater Aspect power of his original aspect, and chooses one additional Basic Aspect. At 19th level, the Hero gains the Mythic Aspect power of his original aspect, the Greater Aspect power of the Basic Aspect chosen at level 11, and chooses one additional Basic Aspect
Sheer Might(Ex): Heroes are more powerful than those around them. Heroes are destined to butt heads with Dragons and live. When you gain this ability, you gain a size bonus on all strength checks where a size bonus/penalty applies, and are treated as being that size category for the purposes of weight limits and carrying capacity. However, your size bonus on opposed strength checks is limited depending on the size of your opponent. Your size bonus on opposed strength checks cannot exceed your enemies size bonus +4, unless your natural size bonus exceeds this limit. For example, a human Hero with Sheer Might (huge) would gain the full +8 bonus on opposed strength checks against an ogre (size large), but would only gain a +4 bonus on opposed strength checks against another human.
Unyielding(Ex): Heroes do not back down. Beginning at 2nd level, a hero may add his Constitution modifier to will saves in place of his Wisdom modifier, if it is an improvement.
Speak With Your Muscles(Ex): Heroes are exceptionally persuasive, possibly due to the air of power that emanates from them. Beginning at 2nd Level, a Hero may add his Strength modifier to charisma based checks in place of his charisma modifier, if it is an improvement.
Mighty Blows(Ex): Steel, bone, flesh and stone crumble beneath the unbridled might of a Hero's blows. Beginning at third level, you bypass 2 points of damage reduction/hardness with your physical attacks. The amount bypassed increases by 2 every third level (6th, 9th, 12th, etc.).
Armor Mastery(Ex): As a Hero gains strength, once heavy armor becomes little more than a nuisance. Beginning at third level, a Hero reduces armor check penalties imposed by armor and shields he used by an amount equal to his Strength modifier. He also increases the maximum dexterity bonus of any armor he wears by an an amount equal to his Strength modifier divided by 2. If the Hero's Strength bonus is greater than 3, he treats all armor he wears as being one size category smaller than it is, and if his Strength bonus is greater than 6, he treats all armor as light armor.
Adaptive Combatant(Ex): A Hero can change tactics at a moment's notice, drawing on his inherent ability to accomplish feats of skill that take others years to master. Beginning at 4th level, Once per encounter a Hero may assume a number of feats drawn from the fighter bonus feat list equal to his Hero level/4, rounding down. This ability is a swift action. He may ignore ability prerequisites of feats, but must meet all other prerequisites. He loses the benefits of these feats at the end of the encounter.
Mastery of Steel(Ex): Any weapon, from a masterfully crafted sword, to a simple club, to a brick can be a deadly weapon in the hands of a Hero. Beginning at 4th level, all weapons wielded by a hero are treated as magic for overcoming damage reduction, and all weapons, armor and shields wielded by him gain an enhancement bonus equal to his Hero level divided by four, rounding down.
Armed Brawler(Ex): Heroes were born for the chaos of battle, and have learned to use their weapons while locked in the throes of melee. Beginning at 5th level, a Hero may wield and use any one handed weapon while grappled, as though it were a light weapon. He cannot wield it in two hands. At 9th level, this ability improves, allowing a Hero to wield two-handed weapons while grappled.
Heroic Stand(Ex): Heroes throughout myth and legend have held the line against impossible odds time and time again, fighting on where others would fall. Beginning at 5th level, once per day when a Hero takes damage that would bring his hit points below zero, he is healed to half normal hit points, even if the damage would have killed him. This effect requires no activation. At levels 10 and 17, this ability can trigger one additional time per day.
Blade Rush(Ex): Heroes are capable of bringing their full might to bear on the move. Beginning at 6th level, a Hero may make a full attack as an attack action.
Fearless(Ex): Heroes know that fear is not the mind's method of self-defense, but the mind's method of escape. At 6th level, a Hero becomes immune to fear effects.
Ever Vigilant (Ex): While his companions rest their weary bodies, the Hero stands guard, protecting his comrades. He needs no such rest. At 7th level, a Hero no longer needs to sleep, and becomes immune to magical sleep effects.
Improved Adaptation(Ex): Heroes are not simple brutes; they are capable of adapting to just about anything. Beginning at 8th level, a hero may use his adaptive combatant ability to assume any feat that he meets the requirements for, but non-fighter feats count as assuming two feats.
Mastery of Body (Ex): Legends tell of Heroes who would go days on end with no sustenance of any form, sustaining themselves on willpower alone as they fight onward. At 9th level, A Hero no longer needs to eat or drink, and can survive without air for a number of hours equal to his constitution score multiplied by three.
Indomitable(Ex): Heroes cannot be stopped. Fate itself intervenes on his behalf, shifting the currents of fate to better suit the Hero's wishes. Beginning at 10th level, a Hero may expend a use of this ability to ignore the effects of any spell or ability acting against his interests. This ability starts with one use per day at tenth level; another daily use is gained at every even level after 10th (12th, 14th, etc.)
Unstoppable (Ex): Nothing can hold back a Hero's movement. At 10th level, a hero may ignore any effect that would directly impair his movement as though continuously under the effects of Freedom of Movement, except he can still be grappled as normal.
God of War(Ex): Heroes are born to rule, and their kingdom is the field of battle. At 13th level, a Hero gains a number of combat related benefits. All extra attacks gained from having a high base attack bonus are made at a minus 5 penalty, rather than at -5/-10/-15, as shown in the class table.
Divine Heritage(Su): Long dormant divine power now surges to the surface,
Immortal Warrior: Death is trivial by comparison to the glory of a Hero. Beginning at 18th level, a Hero cannot die. Should he take damage that would kill him, or suffer from any effect that would end his life, he enters an inert state during which he cannot be harmed, but cannot take any action. He remains in this state for 24 hours, after which time he returns to life as though effected by True Resurrection.
Ascension: The Hero's long dormant spark of divinity ignites. At 20th level, a Hero sheds the bonds of mortality, steps off the path of glory, and begins to walk the path of Godhood.
Stuck again. I'm not sure what to do here. I want it to be sufficiently awesome, yet unique. I thought about the frequently used "you become an outsider" idea, but I found it lacking the degree of "awesome" I would expect out of a capstone. I could really use some help on this one.
To be continued! Again, I am far from done here! :smallbiggrin:
Many walk the path of glory. Some choose the path of martial skill, some the path of shadow, some the path of faith, and others the path of knowledge and arcane power. Then there are those who forge their own path out of their own power, strengthed by their indominable will and, as some say, the might of gods. These are the heroes, the stuff legends are made of.
This is the culmination of a several month project, and is still far from finished.
The class is based on and inspired by the "Fighter-Hero of Legend" found at the end of this (https://sites.google.com/site/endhavenproject/gaming/d-d-3-5-fighter-analysis) essay. It's been played by my brother in the campaign I'm running, and I decided to re-work it a little. My objective was to introduce a degree of flexibility and choice in class design, unify the abilities into a coherent theme, and also maintain a fairly high (tier 3-ish) degree of power.
Many thanks for reading and (hopefully) putting forward criticism! I am still fairly inexperienced with...everything really.
Enjoy.
Hero
Alignment: Heroes may be of any alignment, though they tend to have alignments in line with that of their deity.
Gods and Worship: Heroes nearly always revere a deity-those who do not ignore their divine heritage. Kord has many Heroes to his name, as do Pelor, Heironeous, Saint Cuthbert and Hextor.
Hit die: d10
Skills: At first level, a Hero has 4x(4+int mod) skill points. At each level up, he gains 4+int mod skill points.
Class Skills: The Hero's class skills are: Balance, Climb, Craft (all), Diplomacy, Gather information, Intimidate, Jump, Knowledge (history, local & 4 others of choice), Listen, Profession, Ride, Sense motive, Spot, Swim and Speak Language.
{table=head]Level |Base Attack |Fort |Ref |Will |Special |Mighty Blows |Mastery of Steel|Martial Masteries|Divine Sparks
1st|+1|+2|+0|+2|Martial Mastery, Sheer Might (Medium)|—|—|1|-
2nd|+2|+3|+0|+3|Divine Spark, Unyielding, Speak with your Muscles|—|—|1|1
3rd|+3|+3|+1|+3|Mighty Blows, Armor Mastery|2|—|2|1
4th|+4|+4|+1|+4|Mastery of Steel, Adaptive Combatant(1), Aspect|2|+1|2|2
5th|+5|+4|+1|+4|Armed Brawler(one handed), Heroic Stand(1)|2|+1|3|2
6th|+6/+1|+5|+2|+5|Blade Rush, Fearless|4|+1|3|3
7th|+7/+2|+5|+2|+5|Sheer Might(Large), Ever Vigilant|4|+1|4|3
8th|+8/+3|+6|+2|+6|Adaptive Combatant(2), Improved Adaptation|4|+2|4|4
9th|+9/+4|+6|+3|+6|Armed Brawler(two handed), Mastery of Body|6|+2|5|4
10th|+10/+5|+7|+3|+7|Indomitable(1), Heroic Stand(2), Unstoppable|6|+2|5|5
11th|+11/+6/+1|+7|+3|+7|Sheer Might(Huge), Greater Aspect|6|+2|6|5
12th|+12/+7/+2|+8|+4|+8|Adaptive Combatant(3), Indomitable(2)|8|+3|6|6
13th|+13/+8/+8|+8|+4|+8|God of War|8|+3|7|6
14th|+14/+9/+9|+9|+4|+9|Indomitable(3), Divine Heritage|8|+3|7|7
15th|+15/+10/+10|+9|+5|+9|Sheer Might(Gargantuan)|10|+3|8|7
16th|+16/+11/+11/+11|+10|+5|+10|Adaptive Combatant(4), Indomitable(4)|10|+4|8|8
17th|+17/+12/+12/+12|+10|+5|+10|Heroic Stand(3)|10|+4|9|8
18th|+18/+13/+13/+13|+11|+6|+11|Indomitable(5), Immortal Warrior|12|+4|9|9
19th|+19/+14/+14/+14|+11|+6|+11|Sheer Might(Colossal), Mythic Aspect|12|+4|10|9
20th|+20/+15/+15/+15|+12|+6|+12|Adaptive Combatant(5), Indomitable(6), Ascension|12|+5|10|10[/table]
Weapon and Armor Proficiency: A Hero is proficient with all simple and martial weapons. A Hero is proficient with light, medium and heavy armors and all shields (including tower shield).
Martial Mastery: No two Heroes fight the same. Over their journey they gain martial skill that puts common warriors to shame. At every odd level (1st, 3rd, 5th, etc.) The Hero chooses one Martial Mastery, a special talent representing the Hero's physical prowess and skill.
Divine Spark: While their skill at arms is impressive, Heroes are renowned for their divine blood, and the supernatural power it grants them. At every even level (2nd, 4th, 6th, etc.) The Hero chooses one Divine Spark, an ability drawing power from his divine heritage.
Aspect: Heroes gradually build a connection with the primal, driving forces of reality, taking upon themselves the qualities of these aspects. At 4th level, a Hero chooses one Basic Aspect. At level 11, the Hero gains the Greater Aspect power of his original aspect, and chooses one additional Basic Aspect. At 19th level, the Hero gains the Mythic Aspect power of his original aspect, the Greater Aspect power of the Basic Aspect chosen at level 11, and chooses one additional Basic Aspect
Sheer Might(Ex): Heroes are more powerful than those around them. Heroes are destined to butt heads with Dragons and live. When you gain this ability, you gain a size bonus on all strength checks where a size bonus/penalty applies, and are treated as being that size category for the purposes of weight limits and carrying capacity. However, your size bonus on opposed strength checks is limited depending on the size of your opponent. Your size bonus on opposed strength checks cannot exceed your enemies size bonus +4, unless your natural size bonus exceeds this limit. For example, a human Hero with Sheer Might (huge) would gain the full +8 bonus on opposed strength checks against an ogre (size large), but would only gain a +4 bonus on opposed strength checks against another human.
Unyielding(Ex): Heroes do not back down. Beginning at 2nd level, a hero may add his Constitution modifier to will saves in place of his Wisdom modifier, if it is an improvement.
Speak With Your Muscles(Ex): Heroes are exceptionally persuasive, possibly due to the air of power that emanates from them. Beginning at 2nd Level, a Hero may add his Strength modifier to charisma based checks in place of his charisma modifier, if it is an improvement.
Mighty Blows(Ex): Steel, bone, flesh and stone crumble beneath the unbridled might of a Hero's blows. Beginning at third level, you bypass 2 points of damage reduction/hardness with your physical attacks. The amount bypassed increases by 2 every third level (6th, 9th, 12th, etc.).
Armor Mastery(Ex): As a Hero gains strength, once heavy armor becomes little more than a nuisance. Beginning at third level, a Hero reduces armor check penalties imposed by armor and shields he used by an amount equal to his Strength modifier. He also increases the maximum dexterity bonus of any armor he wears by an an amount equal to his Strength modifier divided by 2. If the Hero's Strength bonus is greater than 3, he treats all armor he wears as being one size category smaller than it is, and if his Strength bonus is greater than 6, he treats all armor as light armor.
Adaptive Combatant(Ex): A Hero can change tactics at a moment's notice, drawing on his inherent ability to accomplish feats of skill that take others years to master. Beginning at 4th level, Once per encounter a Hero may assume a number of feats drawn from the fighter bonus feat list equal to his Hero level/4, rounding down. This ability is a swift action. He may ignore ability prerequisites of feats, but must meet all other prerequisites. He loses the benefits of these feats at the end of the encounter.
Mastery of Steel(Ex): Any weapon, from a masterfully crafted sword, to a simple club, to a brick can be a deadly weapon in the hands of a Hero. Beginning at 4th level, all weapons wielded by a hero are treated as magic for overcoming damage reduction, and all weapons, armor and shields wielded by him gain an enhancement bonus equal to his Hero level divided by four, rounding down.
Armed Brawler(Ex): Heroes were born for the chaos of battle, and have learned to use their weapons while locked in the throes of melee. Beginning at 5th level, a Hero may wield and use any one handed weapon while grappled, as though it were a light weapon. He cannot wield it in two hands. At 9th level, this ability improves, allowing a Hero to wield two-handed weapons while grappled.
Heroic Stand(Ex): Heroes throughout myth and legend have held the line against impossible odds time and time again, fighting on where others would fall. Beginning at 5th level, once per day when a Hero takes damage that would bring his hit points below zero, he is healed to half normal hit points, even if the damage would have killed him. This effect requires no activation. At levels 10 and 17, this ability can trigger one additional time per day.
Blade Rush(Ex): Heroes are capable of bringing their full might to bear on the move. Beginning at 6th level, a Hero may make a full attack as an attack action.
Fearless(Ex): Heroes know that fear is not the mind's method of self-defense, but the mind's method of escape. At 6th level, a Hero becomes immune to fear effects.
Ever Vigilant (Ex): While his companions rest their weary bodies, the Hero stands guard, protecting his comrades. He needs no such rest. At 7th level, a Hero no longer needs to sleep, and becomes immune to magical sleep effects.
Improved Adaptation(Ex): Heroes are not simple brutes; they are capable of adapting to just about anything. Beginning at 8th level, a hero may use his adaptive combatant ability to assume any feat that he meets the requirements for, but non-fighter feats count as assuming two feats.
Mastery of Body (Ex): Legends tell of Heroes who would go days on end with no sustenance of any form, sustaining themselves on willpower alone as they fight onward. At 9th level, A Hero no longer needs to eat or drink, and can survive without air for a number of hours equal to his constitution score multiplied by three.
Indomitable(Ex): Heroes cannot be stopped. Fate itself intervenes on his behalf, shifting the currents of fate to better suit the Hero's wishes. Beginning at 10th level, a Hero may expend a use of this ability to ignore the effects of any spell or ability acting against his interests. This ability starts with one use per day at tenth level; another daily use is gained at every even level after 10th (12th, 14th, etc.)
Unstoppable (Ex): Nothing can hold back a Hero's movement. At 10th level, a hero may ignore any effect that would directly impair his movement as though continuously under the effects of Freedom of Movement, except he can still be grappled as normal.
God of War(Ex): Heroes are born to rule, and their kingdom is the field of battle. At 13th level, a Hero gains a number of combat related benefits. All extra attacks gained from having a high base attack bonus are made at a minus 5 penalty, rather than at -5/-10/-15, as shown in the class table.
Divine Heritage(Su): Long dormant divine power now surges to the surface,
Immortal Warrior: Death is trivial by comparison to the glory of a Hero. Beginning at 18th level, a Hero cannot die. Should he take damage that would kill him, or suffer from any effect that would end his life, he enters an inert state during which he cannot be harmed, but cannot take any action. He remains in this state for 24 hours, after which time he returns to life as though effected by True Resurrection.
Ascension: The Hero's long dormant spark of divinity ignites. At 20th level, a Hero sheds the bonds of mortality, steps off the path of glory, and begins to walk the path of Godhood.
Stuck again. I'm not sure what to do here. I want it to be sufficiently awesome, yet unique. I thought about the frequently used "you become an outsider" idea, but I found it lacking the degree of "awesome" I would expect out of a capstone. I could really use some help on this one.
To be continued! Again, I am far from done here! :smallbiggrin: