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View Full Version : D&D 3.x Class (PEACH) Hero Reborn: Walking the Path of Glory



Erberor
2014-03-06, 01:17 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, strengthened by their indomitable will and, as some say, the might of gods. These are the heroes; the stuff legends are made of.

"Warriors fight for many reasons. Gold, the thrill of combat, duty, protection, and so on. I fight for my own reasons. I fight to protect those who I love. I fight to secure the future of our world from those who would take it away. I fight so my deeds will burn a record onto the walls of history so bright that those who would stand against the light will cower in their pits of shadow and misery for millennia to come!" - Kiran Earthshard, Hero

A while ago I created the first version of the Hero class. I never really finished, and I ultimately realized that I wasn't happy with the mechanics of the class. So I rewrote most of the class, streamlining abilities wherever I could. I am aiming for a solid tier 3 class with plenty of flexibility.

Any feedback at all is appreciated beyond any mortal's ability to comprehend, including my own.

Enjoy.

Also, for best results, listen to this music (https://www.youtube.com/watch?v=JSvnxv_Mh2A&safe=active)

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: d12
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 (3 of choice), Listen, Profession, Ride, Sense motive, Spot, Swim and Speak Language.



Level
BAB
Fort
Ref
Will
Special

Martial Masteries Known

Divine Sparks Known


1st
+1
+2
+0
+2
Heroic Potential, Martial Masteries

1

-


2nd
+2
+3
+0
+3
Unyielding, Divine Sparks

1

1


3rd
+3
+3
+1
+3
Legacy

2

1


4th
+4
+4
+1
+4
Adaptive combatant (1)

2

2


5th
+5
+4
+1
+4
Speak with Your Muscles, Fearless

3

2


6th
+6/+1
+5
+2
+5
Blade Surge

3

3


7th
+7/+2
+5
+2
+5
Heroic Stand

4

3


8th
+8/+3
+6
+2
+6
Adaptive combatant (2), Armor Mastery

4

4


9th
+9/+4
+6
+3
+6
Mettle

5

4


10th
+10/+5
+7
+3
+7
Legendary Fortitude

5

5


11th
+11/+6/+1
+7
+3
+7
Greater Legacy

6

5


12th
+12/+7/+2
+8
+4
+8
Adaptive combatant (3)

6

6


13th
+13/+8/+3
+8
+4
+8
Indomitable

7

6


14th
+14/+11/+8
+9
+4
+9
God of War

7

7


15th
+15/+12/+9
+9
+5
+9
Glorybound

8

7


16th
+16/+13/+10/+7
+10
+5
+10
Adaptive combatant (4)

8

8


17th
+17/+14/+11/+8
+10
+5
+10
Mythic Legacy

9

8


18th
+18/+15/+12/+9
+11
+6
+11
Immortal Warrior

9

9


19th
+19/+16/+13/+10
+11
+6
+11
Everlasting Glory

10

9


20th
+20/+17/+14/+11
+12
+6
+12
Adaptive combatant (5), Ascension

10

10



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.

Heroic Potential (Ex): There are many who look at the mortal frame as the limit of so called "mundane" power. The hero does not share this thinking. He sees the mortal frame as the foundation upon which legends are born. He holds the potential to shake the world.

Heroes have a pool of Heroic Potential points that they can use to boost their already surprising abilities. You begin each encounter with heroic potential points equal to 2+1/2 Hero Level+Highest mental ability modifier. You can regain all Heroic Potential points by resting for 10 minutes. At first level, a hero may use these points to use the following abilities:


Fortune: By expending 2 Heroic Potential points, you may re-roll any d20 roll, but you must use this ability before the result of the roll is declared, and you must accept the second roll. By expending 3 points, you may use this ability even after the result of the original roll is declared.
Excellence: You may expend Heroic Potential points to gain a bonus on any d20 roll or damage roll equal to the number of points expended multiplied by 3
Mighty Blows (Ex):You may expend 1 point of Heroic Potential to ignore all DR and Hardness with your physical attacks for the next 2 rounds.

You may only use one Heroic Potential ability per round. Unless otherwise noted, using a Heroic Potential ability is a free action that does not provoke attacks of opportunity.

Unyielding (Ex): Heroes do not back down. Beginning at 2nd level, you may add your Constitution modifier to will saves in place of your Wisdom modifier, if it is an improvement.

Legacy: Heroes have a powerful connection to some of the driving forces of reality. They take on aspects of these forces as they increase in power. At level 3, you may choose any Basic Legacy. At level 11, you gain the Greater Legacy of your original Legacy, and the Basic Legacy of a different Legacy. At level 17, you gain the Mythic Legacy of your original Legacy, the Greater Legacy of the Basic Legacy chosen at level 11, and one other Basic Legacy.

Adaptive combatant (Ex): Heroes are capable of drawing upon their inherent martial talent to adjust their techniques and talents to better suit the situation at hand. Beginning at level 4, you may take 1 hour of practice, concentration and training to assume a number of feats selected from the fighter bonus feat list equal to your hero level divided by 4. You may ignore all ability score prerequisites for these feats, but you must meet all other prerequisites.

Speak With Your Muscles (Ex): Heroes are exceptionally persuasive, possibly due to the air of power that emanates from them. Beginning at 5th Level, you may add your Strength modifier to Charisma based checks. You may also add your Strength modifier to your Charisma modifier to determine your leadership score.

Fearless (Ex): Fear is generally considered to be the mind's method of self defense and preservation, but Heroes think otherwise. They see fear as the mind's method of escape. At level 5, you are immune to all fear effects.

Blade Surge (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 standard action.

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 level 7, whenever you would suffer from any effect that would reduce your hit points to 0 or lower, you may expend 6 Heroic Potential Points to instantly heal to half of your maximum hit points. If this ability is used more than once per day, you are instead healed to 1/4 maximum hit points on the second use, 1/8 on the third use, 1/16 on the third use, and to one hit point on the fourth use. This ability cannot be used more than four times per day.

Armor Mastery(Ex): As a Hero gains strength, once heavy armor becomes little more than a nuisance. Beginning at level 8, you reduce armor check penalties imposed by armor and shields you use by an amount equal to your Strength modifier. You also increases the maximum dexterity bonus of any armor you wear by an an amount equal to your Strength modifier divided by 2. If your Strength bonus is greater than 3, you treat all armor you wear as being one weight category smaller than it is, and if your Strength bonus is greater than 6, you treat all armor as light armor.

Mettle (Ex): Heroes shrug off spells and afflictions that would leave lesser men crippled. Beginning at level 9, whenever you pass a fortitude or will saving throw against a spell or ability that would normally have reduced effect on a successful save, you instead ignore the effect entirely.

Legendary Fortitude (Ex): Credit goes to Seerow
Heroes are capable of performing strenuous tasks for unreasonably long periods of time. Beginning at level 10, you would need to make a any time a Strength, Constitution, Dexterity check, or saving throw a periodic basis (ie "once a round", "once a minute", etc) you may increase the time between checks. Effects that require rolls once a round now are rolled once per hour. Effects that require rolls once per minute require rolls once per day. Any effects that require rolls further apart than that are now rolled once per week.

Indomitable (Ex): The willpower of a Hero is such that he can shift the currents of fate to better suit his wishes. Beginning at level 13, you may expend 5 Heroic Potential points to ignore the effects of any spell or ability acting against you directly. This use of Indomitable only prevents you from suffering the ability/spell's effect; any allies within the ability/spell's area of effect are affected as normal. If you expend 8 points, you can cause any spell or ability acting on anyone within 10ft/Hero level to have no effect. This prevents the spell or ability from affecting anyone at all. This ability can only be used once per encounter.

God of War (Ex): Heroes are born to conquer. They walk onto the field of battle not as a soldier but as a king, and his domain is war. Beginning at level 14, when making a full attack, extra attacks gained from a high base attack bonus are made at a cumulative -3 penalty instead of -5. For example, +17/+12/+7/+2 would become +17/+14/+11/+8.

Special: if wielding two weapons, extra attacks gained from improved two weapon fighting and greater two weapon fighting are made at a -3 and -6 penalty respectively, instead of -5 and -10.

Glorybound (Ex): Heroes strive for glory with an unquenchable fire in their souls, burning away impurities and empowering their strengths. Beginning at level 15, you may double the duration of all beneficial effects affecting you, and you may decrease the duration of any detrimental effect by 1/2, to a minimum of one round

Immortal Warrior (Su): Death is trivial by comparison to the glory of a Hero. Beginning at 18th level, you cannot die. Should you take damage that would kill you, or suffer from any effect that would end your life, you enter an inert state during which you cannot be harmed, but cannot take any action. You remain in this state for 24 hours, after which time you returns to life as though effected by True Resurrection. Once this ability triggers, it cannot be used again for two weeks.

Everlasting Glory (Ex): A heroes deeds are endless. Those who have traveled far along the path of glory continually shatter the limits imposed by the world around him. Beginning at level 19, you may use up to three Heroic Potential abilities in one round. Also, as long as you used a Heroic Potential ability in the last round, you regain one Heroic potential point at the beginning of each round.

Ascension: You have reached the close of the path of glory. Your deeds echo across worlds in tales and songs, inspiring generations to come to follow the path of glory. At last, your long dormant spark of divinity ignites, and you step off the path of mortal glory, and onto the path of immortal godhood.

At level 20, you gain all of the following benefits:

You gain a permanent +2 bonus to three different ability scores.
Your type changes to Outsider(native)
you gain DR 10 that can only be bypassed by a weapon of an alignment chosen when you gain this ability. The alignment must oppose your own. If you are neutral, you may choose any alignment.
When pursuing a goal in line with your deity's ideals, once per round, you may roll twice on any die roll and use the higher result.

Erberor
2014-03-06, 01:18 PM
Martial Masteries

Martial Masteries are special abilities representing a Hero's outstanding combat ability. All Martial Masteries are Extraordinary abilities unless explicitly defined otherwise. A hero must meet all prerequisites of a mastery before taking it

Some abilities reference Effective Hero Level (EFL), which is your hero level+1/2 levels in other classes.

Guardian's Sword
Prerequisites: Shield Proficiency, Hero level 3
When wielding a one handed melee weapon and a shield, you may treat the one handed weapon as a two handed weapon for all purposes, gaining 1.5xSTR mod to damage, increased power attack returns, and so on. You do not gain this benefit if two weapon fighting or if the weapon is a light weapon.

Insurmountable Bastion
Prerequisites: Guardian's Sword, Hero level 7
Whenever you attack an opponent, whether or not the attack hits, the opponent is "marked" until the beginning of your next turn. If a marked enemy that you threaten attacks an ally, it provokes an attack of opportunity from you, and takes a penalty on the attack roll equal to EHL/2, rounding down. A single enemy can only provoke one attack of opportunity in this way each round, though the penalty on attack rolls applies to all attacks against allies.

Wrath of the Wardancer
Prerequisites: Two Weapon Fighting, Hero level 3
When dual wielding, you reduce two-weapon fighting penalties by 2, and may add your full STR bonus to damage on off-hand attacks.

Furious Storm of Steel
Prerequisites: Wrath of the Wardancer, Hero level 7
When dual wielding, you may make an attack with your off-hand weapon at any time you would make an attack with your main-hand weapon, at the same base attack bonus. This ability replaces the effects of Improved Two Weapon Fighting and Greater Two Weapon Fighting. If you have taken either of these feats, you may retrain them for free upon taking this ability.

Champion's Stance
Prerequisites: Power Attack, Hero level 3
While wielding a two-handed melee weapon or a one handed melee weapon, you gain a +2 bonus on all trip, sunder, disarm, bull rush and overrun rolls.

Mighty Thews
Prerequisites: Champion's Stance, Hero level 7
While wielding a two-handed melee weapon or a one handed melee weapon in both hands, you may add 2xSTR bonus to damage instead of 1.5x STR bonus.

Perfect Shot
Prerequisites: Point blank shot, Hero level 3
You may add your dexterity modifier to damage on ranged weapon attacks. In addition, you gain precise shot as a bonus feat.



God's Fist
Prerequisites: Power Attack
You learn a special unarmed fighting technique focused on delivering a small number of powerful blows, rather than a flurry of weaker attacks. You gain improved unarmed strike as a bonus feat. When fighting unarmed, you may attack as though your unarmed attacks were from a two handed weapon, gaining 1.5x STR Bonus on damage, increased return on power attack, and so on. Your unarmed strikes deal damage as indicated in the table below.

This ability cannot be used if two weapon fighting, or during a flurry of blows.

{TABLE=head]EHL|damage
1-4|1d10
5-8|2d6
9-12|2d8
13-16|3d6
17-19|3d8
20|4d6[/TABLE]

Heroic Skill
Prerequisites:None
You gain 5 skills of choice as class skills, and gain extra skill points equal to 6+2xHero level. You also gain 2 additional skill points every time you take another level of Hero.

Hold up the Sky
Prerequisites: Hero level 9
Your strength and constitution scores are treated as being twice their normal value when calculating carrying weight, bonuses to Strength and Constitution checks and skill checks (but not cha-based checks based off STR due to Speak With Your Muscles). Also, your are treated as being the size category listed under your Sheer Might ability for calculating carrying capacity. At EHL 14, your strength scores are treated as 4 times as high as normal.

Monumental Power
Prerequisites: none
You gain the powerful build ability. You are treated as being one size category higher than you would be normally in all situations where such would be beneficial, except for reach. At EHL 9, you are treated as 2 size categories larger.

Might Without Limit
Prerequisites: Monumental Power, Hero level 9
You are treated as being one size category larger than normal when determining size bonuses on strength checks, to a maximum of colossal. At EHL 13, you are treated as being 2 size categories larger, and your powerful build ability gained from Monumental Power improves, granting you the improved reach of a creature one size larger than your natural, unmodified size.

Rite of the Wanderer
Prerequisites: none
You are never hindered, slowed down or harmed by natural terrain, except for extreme conditions like lightning strikes or the effects of lava, though you only take half damage form such effects. This allows you to move through rough terrain and thick undergrowth at full speed, ignore hot or cold conditions as though under an endure elements spell, and breathe underwater. At EHL 9, you no longer take any damage from any natural terrain or effect, and can share the endure elements effect as well as the ability to not be slowed down by natural terrain with up to EHL other characters.

Impossible Leap
Prerequisites: Hero level 5
You may, as a move action, jump up to your full land speed in any direction. You also never take fall damage.

Strike of Absolute Annihilation
Prerequisites: Hero level 15
By expending 4 Heroic Potential Points, you may attempt to annihilate your target with a single blow. As a standard action, make a single attack. If the attack hits, the targeted creature must make a Fortitude save (DC 10+1/2EHL+Str mod) or be destroyed instantly, regardless of creature type. living creatures die, undead are destroyed, constructs collapse, and so on. Even if the save is successful, the target takes normal damage from the attack plus 8d6 extra damage.

Champion of Many Blades Credit goes to Seerow
Prerequisites: none
The Hero is a master of fighting with weapons in esoteric ways that foes do not anticipate. You may choose a number of properties from the list below equal to 1+your EHL/4. While wielding a weapon, you gain the benefits of all properties appropriate to the weapon. If a chosen property is incompatible with a weapon, you gain no benefit from that property. You may reselect these properties with 10 minutes of practice and concentration.

Beginning at EHL 8, you may select different properties for up to three different weapons.

Property list:
Reach-You may treat a non-reach weapon as a reach weapon.
Inclusive Reach-You may threaten squares adjacent to you while wielding a reach weapon
Finessible-You may treat the weapon as if it was usable with Weapon Finesse, even if it is normally not capable of such.
Concealable-You gain a +5 bonus on sleight of hand when attempting to hide your weapon.
Brutal-Reroll any 1s on your damage roll. If taken a second time, reroll 2s as well.
Deadly-Gain a +2 bonus to confirm critical threats.
Accurate-Gain a +1 bonus to-hit.
Forceful-Your weapon deals damage as though it were 1 effective size category larger.
Charger-Use your weapon to deal double damage on a mounted charge, like a lance.
Chargebreaker-You can set your weapon against a charge.
Double Weapon-You can treat your weapon as a double weapon, even if it is not one. Effectively you can two weapon fight while wielding only a single weapon. Normal rules for double weapons apply (take normal TWFing penalties, count weapon as 1h and light weapon, even if being wielded in two hands).
Tripping Weapon-You may use the weapon to trip an opponent
Grappling Weapon-You may use the weapon in a grapple even if you otherwise would not be able to.
Bullrushing-You may use the weapon to bullrush an opponent without provoking an attack of opportunity. If you have the Improved Bullrush Feat, this allows you to bullrush creatures 1 size category larger than normal.
Combat Maneuver Bonus-You gain a +4 bonus to a specific combat maneuver (such as Bullrushing, Tripping, Feinting, etc) made using the weapon.
Melee Adaptation-You can use a ranged or throwing weapon as a melee weapon.
Throwing-You may treat a weapon not designed to be thrown as a throwing weapon with a range increment of 20ft.
Increased Range Increment-You may treat a throwing or projectile weapon as though its range increment were 30ft longer than usual
Rapid Reload-Reloading your weapon is faster than normal. (Full Round becomes Standard, Standard becomes move, move becomes free). You may use this ability multiple times with the effect stacking.
Returning-If you miss an attack with a thrown weapon, it returns to your square at the end of the round.
Ricochet-When successful with a ranged attack, you can make a second attack roll at a -2 to hit an adjacent target. This may be used 1/round.

Shatter the Skies
Prerequisites: Hero level 11
By expending 3 Heroic potential points, you may, as a standard action, cause an immense disruption in the air around you. This disruption causes all creatures and objects flying or levitating within 20 ft/EHL to plummet to the ground, as though suddenly unable to fly. For the next 5 rounds, no creature may fly or levitate by any means so long as they are within 20 ft/EHL of you. At EHL 14, all forms of teleportation and dimensional travel are impossible while this effect is active, and any ongoing portals are temporarily sealed for its duration.

Shield of Whirling Blades
Prerequisites: Hero level 3
As an immediate action, you may attempt to parry any attack or ability that requires an attack roll that is targeted against you. Make a melee attack roll at your highest base attack bonus. If the result is higher than your opponent's attack roll, then your opponent's attack misses. If you are dual wielding, you may make two attack rolls and use the higher result. If you wield a shield, you may add your shield bonus to the attack roll. At EHL 9, you may use this ability twice in one round with no additional action, but your attack roll takes a -3 penalty the second time.

Unlimited Fury
Prerequisites: none
As an immediate action, you may expend 3 Heroic Potential points to enter a furious rage, gaining a +2 rage bonus to Strength, Constitution, and Will saves, and taking a -2 penalty to AC. This ability otherwise functions as the Barbarian's rage ability. At EHL 10, you are no longer fatigued after a rage, and the bonuses of the rage double.

Gaze of Inevitable Destruction
Prerequisites: Intimidate 6 ranks
You strike fear into the hearts, minds and souls of your enemies. By spending one Heroic Potential point, you may, as a standard action, attempt to strike fear into your opponents. All enemies within 5ft per EHL must immediately make a will save or be frightened (DC=10+1/2 EHL+STR mod) for 3 rounds. After the frightened status expires, targets are shaken for 3 more rounds. At EHL 10, targets who fail their save by 5 or more are panicked for 2 rounds, then frightened for 3, then shaken for 3. Also at EHL 10, this ability can effect targets immune to fear effects, but the effects are reduced by one stage for such targets (panicked becomes frightened, frightened becomes shaken, shaken has no effect).

Erberor
2014-03-06, 01:19 PM
Divine Sparks

Divine sparks are supernatural abilities the Hero learns over his career. They do not provoke attacks of opportunity unless specifically stated. A hero must meet all prerequisites of a Divine Spark before taking it.

Some abilities reference Effective Hero Level (EHL), which is your hero level+1/2 levels in other classes.

Mantle of the Hero
Prerequisites: none
You gain spell resistance equal to 10+EHL+Con mod. You may lower or raise your spell resistance as a free action, even if it is not your turn. If you already possess spell resistance from another source, you gain spell resistance equal to 13+EHL+Con mod, or your original resistance, whichever is higher, though in either case you gain the ability to raise/lower your spell resistance at will as a free action, as above.

Pillar of the Outlands
Prerequisites: Mantle of the Hero, Hero level 9
Any spellcaster within 10ft per EHL must make a caster level check against your spell resistance in order to cast any spell that allows spell resistance, even if the spell does not affect you. You may allow any spell to bypass this ability at your disclosure.

Soul Forge
Prerequisites: Hero level 4
You have watched arcane practitioners imbue mystic power into weaponry, and have discovered that the secret lies not in the spells, but in the soul. You gain Craft Magic Arms and Armor as a bonus feat. You are considered to meet all requirements except caster level when making magic weapons and armor, and are treated as having a caster level equal to your EHL when crafting magic arms and armor. In addition, you craft magic weapons and armor twice as quickly as normal, and only pay half the normal experience cost for making magic items using this ability.

Soul Blade
Prerequisites: Soul Forge
Having mastered the art of imbuing steel with magic power, you have learned that the steel itself is unnecessary. You gain the ability to create a magic weapon out of your own soul. By taking one hour in quiet meditation to mentally construct the weapon, you can create a magic item of your choice. The weapon has an enhancement bonus equal to your EHL/4. You may add weapon effects to the soul blade totaling a bonus equal to your EHL/3. Once a soul blade is created, it can be summoned into your hands as a free action, and un-summoned as a free action. The soul blade dissipates one round after leaving your hand, and cannot be wielded by anyone other than you. If you have the Two Weapon Fighting feat and your soul blade is a light melee weapon, you can summon two identical blades, one in each hand.

Wings of Glory
Prerequisites: Hero level 8
You gain a set of wings that grant you a fly speed of 40 feet (average maneuverability). The wings may look however you like, but their appearance never impacts their function. At EHL 12, the speed increases by 20 feet and the maneuverability improves to good.

Divine Inspiration
Prerequisites: None
You gain the ability to call upon your patron for guidance. By spending 10 minutes in quiet prayer and meditation, you can produce an augury effect, as the spell. Your deity is generally willing to help and will answer with a meaningful reply 90% of the time, but using this ability more than once per day causes your god to become impatient, decreasing the probability of success by 20% for every use beyond the first. At EHL 8, this ability instead provides a divination effect, as the spell.

Aetherial Step
Prerequisites: Hero level 6
As a move action, you may expend 1 Heroic Potential point instantly teleport, with no chance of error, to any location within 50ft + 5ft/EHL. At EHL 12, this ability can be used as a swift action, and you may teleport an additional time (also as a swift action) at no cost so long as you do so within 10 minutes of the initial teleport.

Fortune of the gods
Prerequisites: none
You gain a luck bonus on all saving throws equal to your highest mental ability modifier, to maximum of EHL/2

Voice of the Master
Prerequisites: none
You may speak and read any language, even secret or hidden languages, as though effected by a tongues spell. At EHL 6, you gain the ability to communicate freely with any creature with an intelligence score.

Mastery of Steel
Prerequisites: none
You may treat any weapon or armor you use as having an enhancement bonus equal to 1+your EHL/4. This effect fades one round after leaving your possession. This enhancement bonus does not stack with any other existing bonuses.

Awakening of Steel
Prerequisites: Hero level 4, Mastery of Steel
Choose weapon and armor enhancements totaling an effective bonus of EHL/4. These bonuses are automatically applied to any weapon or armor you wield/wear, so long as that enhancement is compatible with that weapon or armor, and are removed 1 round after leaving your possession. If an enhancement is incompatible with a weapon or armor, it gains no benefit. These enhancements can be re-picked with 30 minutes of meditation and focus, requiring the same conditions needed for preparing spells (quiet, free of distractions, etc.).

Surge of Glory
Prerequisites: Hero level 14
As a move action, you may expend 6 Heroic Potential points to instantly remove all negative conditions from all allies within 10 ft/EHL, and grant them a bonus on all to hit rolls, weapon damage rolls, skill checks, saving throws and ability checks equal to your highest mental ability modifier for the next 5 rounds.

Rite of the Truthspeaker
Prerequisites: Hero level 10
You instantly recognize any lie spoken to you. However, you are incapable of lying yourself. This ability does not prevent you or anyone else from withholding information.

Shatter Spell
Prerequisites: Hero level 10
As a standard action, you may attempt to end an ongoing magical effect by expending 1 Heroic Potential point. This acts just like a targeted Dispel Magic, except it can only effect one spell, and you must touch the manifestation of the magic. Your caster level on this check is equal to your EHL. At EHL 15, you may add your strength bonus on the caster level check when using this ability.

Erberor
2014-03-06, 01:21 PM
Legacies

Legacy of Infernus
You can feel the power of fire coursing through you, empowering your spirit and body with its power.
Basic:

Born of Embers (Ex): You gain fire resistance equal to your Hero level divided by 2.
Congure Flames (Sp): You can cast produce flame as a spell like ability by expending 3 Heroic Potential Points.
Greater:

Born of Flames (Ex): Your fire resistance from Born of Embers improves: you gain fire resistance equal to your Hero level instead.
Hands of Fire (Su): You can also imbue your attacks with fire. All physical attacks you make deal 1d6+1/2 Hero level additional fire damage, half of which is unaffected by fire resistance, as the fire is the manifestation of your will and not strictly fire. You may disable or enable this ability at will
Mythic:

Born of Inferno (Ex): You are now immune to fire.
Immolate (Su): as a swift action, you may expend 5 Heroic potential points to engulf your body in flame for up to 10 minutes, dealing 1d6 fire damage per two Hero levels every round on your turn to every unit within 10 feet of you. A successful reflex save reduces damage by half (DC=10+1/2 Hero Level+Con mod). 1/2 of the damage dealt by this ability ignores fire resistance/immunity.

Legacy of Sky
The wind blows through you, coursing through your body and granting you the speed and grace of the wind.
Basic:Your ref save progression for Hero levels improves to good, and you gain the evasion ability, as the rogue.
Greater: You can cast Gust of Wind at will as a spell like ability, except the save is equal to 10+1/2 Hero level+Con mod and all creatures are treated as being one size category smaller when determining the effects of the spell. Also, your base land speed increases by 10 ft.
Mythic: You can dissolve into the wind as a swift action. This is treated as the gaseous Form spell with the following differences. Your fly speed is equal to your normal fly speed, not 10 feet. Your damage reduction is 15/- instead of 10/magic, and you can act on objects as a powerful gust of wind would be able to. You also gain improved evasion as the rogue ability.

Legacy of Stone
Your skin is hard as rock, your bones are hardened granite, your mind stubborn as the hardest stone.
Basic:

Bones of Granite (Ex): You gain DR/- equal to your constitution modifier.
Tunneler (Ex) You gain a burrow speed equal to 1/4 your land speed. You automatically know which way is up and your approximate depth while underground.
Greater:

Mastery of Stone (Su): As a standard action, you may expend Heroic Potential point to shape the Earth around you as the Stone Shape spell, with a caster level equal to your Hero level. Upon gaining the Mythic legacy power of stone, the amount of material this ability can effect is multiplied by ten.
Living rock (Ex): You gain 50% fortification: whenever you would normally take extra damage from a critical hit or from precision damage (i.e. sneak attack, sudden strike, etc.), there is a 50% chance you take normal damage instead.
Mythic:

Wrath of Stone (Su): As a standard action, you may expend ten Heroic Potential points to shake the earth as the Earthquake spell. The spell DC is 18+CON mod, and your caster level is equal to your Hero level.
Impenetrable Form (Ex): You are now immune to critical hits and precision damage.

Legacy of Ocean
Even if the gargantuan expanse of the limitless ocean is far away, you can still feel its mighty waves crashing within your mind and body.
Basic: You gain a swim speed equal to your land speed, and can act and breathe underwater as easily as in air.
Greater: You automatically detect the presence of all water within 5ft/Hero level. By taking a standard action to focus on this detection, you can increase the range to 4 times the normal range.
Mythic: You can cast Control Water at will as a spell like ability with a caster level equal to your Hero level, except you can effect 5 times as much water. In addition, by expending 7 Heroic potential points, you can cast Tsunami (SP) as a spell like ability, except the save DC is equal to 10+1/2 Hero level+Con mod.

Legacy of Might
All heroes are strong. You are a paragon of might, shaming even the strongest of men with your sheer, unbridled power.
Basic:

Boundless Might (Ex): Your strength score increases by 2 permanently.
Show of Strength (Ex): Whenever you use Mighty Blows, the number of rounds you bypass DR/hardness increases to 3, and whenever you use Excellence to gain a bonus on a strength based roll, the bonus gained is 5x points expended instead of 3x.
Greater:

Limitless power (Ex): your strength score increases by 2 permanently, stacking with the increase from Boundless Might.
Surge of Strength As a free action, you may expend Heroic Potential points to gain a bonus to Strength, Dexterity and Constitution equal to the number of points spent.
Mythic:

Unstoppable Force (Ex):Your unsurpassed physical might has given you the ability to surpass even the greatest of defenses. Walls and cities will crumble beneath the might of your fists. You ignore all damage reduction and hardness with all physical attacks.
Brute Force Singularity (Ex): As a standard action you may attempt to utterly demolish an inanimate object. This attack automatically hits, and deals three times normal damage to the object. If the object is a part of a large structure, the damage is also dealt to all sections of the structure within 10ft per Hero level of the point of impact.

Legacy of Life:
Your body is bursting with unbridled life energy, healing your wounds with unbelievable speed.
Basic: You double all incoming healing, excluding fast healing.
Greater: You gain fast healing equal to half your constitution modifier.
Mythic: You can reattach or even regrow severed body parts. Holding a lost body part to the stump reattaches it instantly, but it takes 10 minutes to regenerate a lost body part. Also, by spending ten Heroic Potential points and using a full round action to channel your life energy, you can bring a creature that has recently died back to life. This effect is identical to that of Revivify (SC), except it can be used within one minute of the creature's death. By spending 500 experience, you can instead produce the effects of a True Resurrection spell.

Legacy of Exaltia
Special: must be good aligned
You are a paragon of all that is good in the world, standing as beacon of hope against the evils of the world.
Basic: All damage you deal, regardless of its source, is treated as good aligned for all purposes. You are also considered to be under the effects of a continuous Protection from Evil spell.
Greater: All weapons you wield, including natural weapons, are treated as having the Holy weapon property. If a weapon already has the Holy property, it deals an additional 1d6 points of damage to all non-good creatures. You also project a permanent Magic Circle against Evil effect from your location.
Mythic: Once per round, you may use your Indomitable ability at no cost, but it must be used against a spell or ability originating from an evil creature.

Legacy of Vile
You are an archon of evil, sowing suffering and destruction everywhere your dark goals take you.
Basic: All damage you deal, regardless of its source, is treated as evil aligned for all purposes. You are also considered to be under the effects of a continuous Protection from Good spell.
Greater: All weapons you wield, including natural weapons, are treated as having the Unholy weapon property. If a weapon already has the Unholy property, it deals an additional 1d6 points of damage to all non-evil creatures. You also project a permanent Magic Circle against Good effect from your location.
Mythic: Once per round, you may use your Indomitable ability at no cost, but it must be used against a spell or ability originating from a good creature.

Legacy of Judiciar
You are the hand of law and order. You exact justice and bestow order upon the world, crushing anarchy and chaos at every opportunity.
Basic: All damage you deal, regardless of its source, is treated as Lawful aligned for all purposes. You are also considered to be under the effects of a continuous Protection from Chaos spell.
Greater: All weapons you wield, including natural weapons, are treated as having the Axiomatic weapon property. If a weapon already has the Axiomatic property, it deals an additional 1d6 points of damage to all non-lawful creatures. You also project a permanent Magic Circle against Chaos effect from your location. In addition, you gain a +1 bonus when taking ten for any reason.
Mythic: Once per round, you may use your Indomitable ability at no cost, but it must be used against a spell or ability originating from a chaotic creature. Also, once per round you may take ten on any d20 roll.

Legacy of Liberation
You are the epitome of freedom, rejecting order and refusing to submit to those who would deny you your freedom.
Basic: All damage you deal, regardless of its source, is treated as Chaotic aligned for all purposes. You are also considered to be under the effects of a continuous Protection from Law spell.
Greater: All weapons you wield, including natural weapons, are treated as having the Axiomatic weapon property. If a weapon already has the Anarchic property, it deals an additional 1d6 points of damage to all non-chaotic creatures. You also project a permanent Magic Circle against Law effect from your location. In addition, you gain a +1 on any d20 roll on which you roll 11 or more.
Mythic: Once per round, you may use your Indomitable ability at no cost, but it must be used against a spell or ability originating from a chaotic creature. Also, once per round you may treat a natural 19 as a natural 20.

Legacy of Void
The infinite nothingness of the void claws at your mind, slowly wearing away your sanity, yet granting you bizarre power drawn from the plane of perfect nothingness.
Basic: You

Legacy of Spirit
All around you, you can feel the presence of the innumerable spirits of the world. You call upon them to aid you, granting you the power of the spirits of legend.
Basic: Incorporeal creatures only have a 20% miss chance against your attacks, and you can cast Speak with Dead at will as a spell like ability.
Greater: Your attacks now bypass incorporeal miss chance as though you were wielding a ghost touch weapon. You also gain a permanent 20% miss chance as you become more like a spirit and less like a common mortal. Ghost touch or similar effects do not ignore this miss chance, but rather they bypass 10% of it, giving you a 10% miss chance against such attacks.
Mythic: You can assume an incorporeal form at will, gaining all benefits and drawbacks of the incorporeal subtype except as follows: ghost touch weapons do not bypass your miss chance, but treat it as 25%. You retain your strength score, and your attacks do not bypass armor, natural armor or shields. You gain a fly speed of 50 ft (perfect). You may suppress all benefits and drawbacks of being incorporeal as a standard action, effectively returning to your normal material form. You may become incorporeal as a standard action.

Legacy of Light
The purity of elemental light emanates from within your soul.

Legacy of Death
Death is easily one of the least understood parts of reality, but one you understand quite well. You are the balancing hand of fate, the force of cold, unfeeling death.
Basic: Your connection with death provides you with protection from negative energy, reducing the effects of negative energy effects by 25%. You can also cast Inflict Light Wounds as a spell-like ability 3/day, with a caster level equal to your hero level.
Greater: Your resistance to negative energy increases to 75%. Also, by expending 1 Heroic Potential point, you may inflict 1d3 negative levels on a target either as a melee touch attack or as part of a normal attack with a weapon. These negative levels can result in level loss
Mythic: You are completely immune to negative energy, and are actually healed by it, though only at half the effectiveness that such energy would heal undead. You also gain the ability to inflict death on living foes. As a standard action, you may expend 2 Heroic Potential points to force any living target within 10ft/hero level to make Either a Will or Fortitude save (your choice) against DC 12+1/2 Hero level+STR Mod or immediately die. This is a death effect. Targets who make their saving throw incur 1 negative level, potentially suffering level loss later on.

Legacy of Mind

Legacy of Arcana

Legacy of Knowledge

Erberor
2014-03-06, 01:24 PM
Alright, I'm going to put up a list of things I have to do still.


More Martial Masteries, at least 1 per day for a while Will probably add more as they come up. No rush.
More Divine Sparks, at least 1 per day See above
Finish Ascension ability
Finish Aspects. Several are missing mythic powers, and I need more.

LrdoftheRngs
2014-03-08, 11:46 PM
This is fantastic! I'm no balance Guru, but I'm going to be playtesting this class tomorrow and I'll tell you how things go. Thanks for making it!

Erberor
2014-03-08, 11:51 PM
This is fantastic! I'm no balance Guru, but I'm going to be playtesting this class tomorrow and I'll tell you how things go. Thanks for making it!

Thank you very much! I hope you enjoy it, though I'm re-writing most of the aspects as we speak read. They just weren't awesome enough...

As noted, I'll be adding more masteries and sparks as time goes on.

Erberor
2014-03-13, 09:37 AM
Bump! BUMP!

BUUUUUUUUUUUUUMP!

PEACH please!

ZamielVanWeber
2014-03-13, 10:40 AM
Initial Thoughts
This class seems extremely high powered for a tier 3 class, and my biggest worry is that it would play very poorly with most tier 3's and everything tier 4 or lower. Combined with what appears at first glance to be an extremely high optimization floor, this would only be suitable in a party of nothing but heroes or Tier 1/2's being played by very capable players. If you don't mind that then you are good to go. Good news is that, between the Sparks, Aspects, Martials, and those floating fighter feats, I could have a party of 4 heroes and no one would step on anyone's toes.

Starting from 20 down:
You should define that DR a bit better. What happens in you are neutral? Or Lawful Good? Would that be DR/chaotic, DR/evil, DR/chaotic or evil, or DR/chaotic and Evil? Something along the lines of: You damage damage reduction 10 that can only be bypassed by a weapon that is of an alignment you choose when you gain this ability; you must choose an alignment opposed to you, unless Neutral, which you then pick any alignment.

Yea that... but less hideously clunky.

Everlasting Glory: This one has some issues. Simple one: assuming no abuse, I could perform a move action and then over 10 (nicely enhanced) full attacks. Heck I could charge and then apply that crazy number of full attacks. Also, as written, you have arbitrarily large amounts of Heroic Potential points. Suggested rework:


A heroes deeds are endless. Those who have traveled far along the path of glory continually shatter the limits imposed by the world around him. Beginning at level 19, you regain 3 Heroic Potential points every round at the beginning of your turn, as long as you spent at least 3 Heroic Potential Points the previous round. Also, you can now use up to three Limitless Potential abilities in a round.
We solve the arbitrarily large issue by just giving them easy HPP regen, and we solve the insane actions issue by limiting the number per round. The limit may not be necessary since the can still run out by day's end.

Immortal Warrior: I would make it go off once per month/two weeks or something. Otherwise is just takes the risk out of playing.

Glorybound: I would add may to both duration alterers. The ability gets confused when something applies a benefit and a deteriment and maing either one optional should help a lot.

God of War: Heh. Crimson Road. heh. I love it.

Indomitable: I would drop the "Acting against him directly" bit for "affecting him directly." Avoiding ambiguity is good :smallsmile:. Also you used effecting instead of affecting towards the end of the description.

Legendary Fortitude: This is cool, but a bit confusingly worded. If I were to suggest a clean up:


Heroes are capable of performing strenuous tasks for unreasonably long periods of time. Beginning at level 9, you would need to make a any time a Strength, Constitution, Dexterity check, or saving throw a periodic basis (ie "once a round", "once a minute", etc) you may increase the time between checks. Effects that require rolls once a round now are rolled once per hour. Effects that require rolls once per minute require rolls once per day. Any effects that require rolls further apart than that are now rolled once per week.
Mighty Blows: It is hard to tell if 3 rounds is unfair or perfect, since the only equivalent I can think of off the top of my head are the Mountain Hammer line, which all do decent bonus damage. Just keep it in mind I would say.

Unyielding: Just say "You may add..." and drop the "if it is an improvement."

Sheer Might: If a tiny dude tries to trip me my Size bonus would actually drop with this as written. This ability is slightly worse than powerful build, so I would just use powerful build's text and call it done:
The physical stature of Heroes lets them function Herohalf-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.
Limitless Potential: I am not 100% sold on Swift being so cheap. Extra swift actions are often a highly sought after prize at higher levels. I would happily dip into this as a caster just for the bonus 15+ swift actions per day.

Erberor
2014-03-13, 12:32 PM
Starting from 20 down:

You should define that DR a bit better. What happens in you are neutral? Or Lawful Good? Would that be DR/chaotic, DR/evil, DR/chaotic or evil, or DR/chaotic and Evil? Something along the lines of: You damage damage reduction 10 that can only be bypassed by a weapon that is of an alignment you choose when you gain this ability; you must choose an alignment opposed to you, unless Neutral, which you then pick any alignment.

Yea that... but less hideously clunky.

Yeah, writing the capstone was easily one of the most irritating parts of the class. I'll see what I can do about cleaning that up.


Everlasting Glory: This one has some issues. Simple one: assuming no abuse, I could perform a move action and then over 10 (nicely enhanced) full attacks. Heck I could charge and then apply that crazy number of full attacks. Also, as written, you have arbitrarily large amounts of Heroic Potential points. Suggested rework:


A heroes deeds are endless. Those who have traveled far along the path of glory continually shatter the limits imposed by the world around him. Beginning at level 19, you regain 3 Heroic Potential points every round at the beginning of your turn, as long as you spent at least 3 Heroic Potential Points the previous round. Also, you can now use up to three Limitless Potential abilities in a round.
We solve the arbitrarily large issue by just giving them easy HPP regen, and we solve the insane actions issue by limiting the number per round. The limit may not be necessary since the can still run out by day's end.

I like that. It encourages using points, but prevents huge amounts of abuse. On that note, I've actually been thinking about removing the ability to gain extra actions from Limitless Potential. Just a thought.


Immortal Warrior: I would make it go off once per month/two weeks or something. Otherwise is just takes the risk out of playing.

Glorybound: I would add may to both duration alterers. The ability gets confused when something applies a benefit and a deteriment and maing either one optional should help a lot.

Excellent ideas on both counts.


Indomitable: I would drop the "Acting against him directly" bit for "affecting him directly." Avoiding ambiguity is good :smallsmile:. Also you used effecting instead of affecting towards the end of the description.

Words. Words are hard :smallannoyed:. This is one I've thought about a lot, and it falls under the category of "maybe it's no longer needed...". It was key in the first few rewrites of the class, but given the amount of other stuff he already has, maybe I should just do away with it.


Legendary Fortitude: This is cool, but a bit confusingly worded. If I were to suggest a clean up:


Heroes are capable of performing strenuous tasks for unreasonably long periods of time. Beginning at level 9, you would need to make a any time a Strength, Constitution, Dexterity check, or saving throw a periodic basis (ie "once a round", "once a minute", etc) you may increase the time between checks. Effects that require rolls once a round now are rolled once per hour. Effects that require rolls once per minute require rolls once per day. Any effects that require rolls further apart than that are now rolled once per week.

I'll clean up the description on this one.


Mighty Blows: It is hard to tell if 3 rounds is unfair or perfect, since the only equivalent I can think of off the top of my head are the Mountain Hammer line, which all do decent bonus damage. Just keep it in mind I would say.

What if I reduced the duration to 2 rounds? That might be too short, but at the moment I'm leaning toward the nerf hammer...


Unyielding: Just say "You may add..." and drop the "if it is an improvement."

Done. Avoids confusion, makes it simpler.


Sheer Might: If a tiny dude tries to trip me my Size bonus would actually drop with this as written. This ability is slightly worse than powerful build, so I would just use powerful build's text and call it done:
The physical stature of Heroes lets them function Herohalf-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him.

I've fiddled with the wording on this one a lot. The thought was to level the playing field between ginormous monsters and the Hero, without making him absolutely crush smaller enemies by virtue of size bonuses. Incidentally, I meant to include a clause about how your size bonus cannot be lower than your natural size bonus, but I guess that got lost in the latest rewrite.


Limitless Potential: I am not 100% sold on Swift being so cheap. Extra swift actions are often a highly sought after prize at higher levels. I would happily dip into this as a caster just for the bonus 15+ swift actions per day.

Ok, I think I'm going to remove the extra actions bit of Limitless Potential. Too much...potential for abuse.

Thank you very much for your input. I'll make the changes later on today...at the moment I have class to attend...

Erberor
2014-03-13, 03:20 PM
Editing complete. I removed Unstoppable and will fold that into a mastery or spark later, moved Mighty Blows to be a part of Limitless Potential, removed the ability to use potential points to gain extra actions, and shifted around the abilities to try to spread everything out.

I also have temporarily removed Sheer Might in the interest of not giving away too much stuff.. I'm going to make that into a mastery at some point.

Ziegander
2014-03-13, 03:44 PM
I would need to really look at this in depth to provide a proper review, but this is one of the coolest new homebrews I've seen in a long time that really embraces the martial + supernatural aspect of mythical heroes I've been wanting to see in game for a long time. It looks great, and at a cursory glance, I love the abilities, the sparks, and the aspects. Still need to take a look at the higher level class features and the martial masteries though.

Erberor
2014-03-13, 03:51 PM
I would need to really look at this in depth to provide a proper review, but this is one of the coolest new homebrews I've seen in a long time that really embraces the martial + supernatural aspect of mythical heroes I've been wanting to see in game for a long time. It looks great, and at a cursory glance, I love the abilities, the sparks, and the aspects. Still need to take a look at the higher level class features and the martial masteries though.

Why, thank you very much! I was aiming for that balance between martial and supernatural while designing the class, which is why I decided to have both Martial Masteries and Divine Sparks as opposed to one big pool of abilities of all kinds.

ZamielVanWeber
2014-03-13, 04:58 PM
I will have to take time when I am out of work to review the Sparks and such. Lot of actualization here, so it is just really clean up that this point until you have a solid class.

Erberor
2014-03-16, 12:20 PM
I went and nerfed the Life Aspect severely, and fixed up the Might Aspect. Also, I'm going to make Unstoppable (freedom of movement) either a mastery or a spark, but I'm torn up about it. Any suggestions?

Tempestfury
2014-03-17, 11:01 AM
A full-attack action as a standard action, at level 6?

An ability to go from 0 points to half your HP, at level 7? Yes it costs those points. But if you have a score of say, 16 in your mental score. Your going to have 20 hero points already. That's enough to use it three times, and still have 2 points left over for other effects.

Armour Mastery reducing ACF and increasing Dex Bonuses is fine, but reducing it by one category if your Stris 4 or more? THat's only a score of 18, which is not difficult to get at level 8. With mithral armour, you can treat even fullplate as light armour, which is pretty insane. The second ability isn't as bad, but still. Treating all armour as light armour? That's, pretty insane.

That Legendary Fortitude effect... isn't that from 'The Legend' class? Also its level 10 in the table, but level 9 in the text.

Okay. Indomitable is insane. Level 13, for an ability which you can use at LEAST six times a day, mimimun? Even a score of 12 gives you another use of the ability. And the ability is to ignore ANY spell or ability? ANY ability? That is simply insane. There's nothing equal to that.

Then Glorybound does half of the effect for you at level 15. For no cost at all! Not only that, but you double buffs on you. Persist becomes insane for you, it'll last for days.

... Level 19. You basically ignore DR/Hardness permanently, for free. That's a powerful ability. A very powerful ability. Yes its level 19, but I don't see other martial classes getting the ability to ignore all DR, forever.

Not to mention your capstone is one of the most powerful I've ever seen. Not only do you become an outsider, but you get a +2 bonus to your ability scores, and you get to roll twice on a d20 and use the higher result, and natural one's are no longer a failure... just... wow. That is well too powerful a capstone.

I haven't even started to get to the martial masteries, divine sparks and Aspects. But honesty, this class seems incredible powerful to me. FAR beyond the Tier 3 your trying to create.

Erberor
2014-03-17, 12:36 PM
Well, the standard action full attack is probably comparable to pounce, which can be obtained by anybody with a single level of barbarian.

I have decided to severely cut the number of the heroic potential points you get, though that imposes the potential problem of certain abilities costing too much, but that can be dealt with when the problem arises.

Heroic Stand has a bit of a caveat, in that each use reduces the amount healed,but the cost remains the same, and it is entirely possible that one may want to spend those points elsewhere anyway.

Armor mastery is hardly what I would consider to be insane. Mostly it's there to reduce speed penalties, and even when you factor in making it as light armor, I myself fail to see any huge problems with that, though I may be missing something big.

While the Legend class was, without doubt, a strong source of inspiration for this class, but the Legendary Fortitude was originally Seerow's work, drawn from This thread (http://www.giantitp.com/forums/showthread.php?t=333151)

With respect to Indomitable, I feel it needs to be there as the defense against those completely crushing spells and abilities that are normally impossible to resist or mitigate. Ultimately, I don't think it really poses an enormous problem, given how the wizard will simply throw out another spell, or the monster will just use the ability again.

By the time you're level 19, you can get yourself a transmuting weapon and ignore DR completely, and adamantine stuff will cut through steel like it isn't even there.

Fair point on the capstone though...I think I might have to take another look at that one.

Tempestfury
2014-03-17, 02:57 PM
Actually. There is a significant difference between being able to make a full-attack at the end of a charge, and a full-attack as a standard action. One means you have to charge to move and full attack. The other allows you skip Bounding Assault and Rapid Blitz.

With the amount of the heroic potential points cut so greatly. My issues with Heroic Stand and Indomitable, to a degree. As those points are directly linked to them. I might come back to Indomitable later

I forgot about a transmuting weapon, but still, its a +2 ability. Those don't come cheap, and in some campaigns, you might not even be able to get such a weapon at all, or always have it on hand. Plus, this allows you to ignore DR and Hardness, regardless of the circumstances. So you'll actually be able to punch your way through adamatine. That's kinda insane.

Erberor
2014-03-18, 09:08 AM
On the note of Heroic potential points, I have had a few suggestions and have considered shifting Heroic Potential points from a daily pool into a much smaller encounter pool. This seems good, as part of me never really liked giving a daily limit on abilities used by a non-caster. Of course, this means establishing a significantly smaller pool of Heroic Potential points. I think lowering it to a flat 1+Hero level might do it, and maybe making it so points are regained over time, something like 1 point per 5 minutes, starting 5 minutes after last using a Heroic potential ability. Thoughts?

I'm also changing Limitless Potential to Heroic Potential to make things a little more consistent. Though I do love the name...:smallfrown:

Tempestfury
2014-03-18, 09:16 AM
I prefer limitless potential myself...

As for Heroic points, why not make them similar to the Factoum's inspiration points?

Erberor
2014-03-18, 09:22 AM
I prefer limitless potential myself...

I do too, but the points are heroic potential points, and I thought that for the sake of simplicity and clarity it would be good to match the name of the ability with what it does.


As for Heroic points, why not make them similar to the Factoum's inspiration points?

Largely because I have no idea how the Factotum works. At all. Though I'll look into that.

Tempestfury
2014-03-18, 09:28 AM
I do too, but the points are heroic potential points, and I thought that for the sake of simplicity and clarity it would be good to match the name of the ability with what it does.

Its pretty clear as it is, no need for the change.


Largely because I have no idea how the Factotum works. At all. Though I'll look into that.

I highly suggest you do.

While we are talking, would it be bad to ask for a review of one of my own homebrew creations? In the sig, would prefer Zen Blade getting reviewed.

Erberor
2014-03-18, 08:05 PM
I would be absolutely fine with writing up a critique, though be warned I'm hardly an expert at this.

I did take a look at factotum, and I think I will make the shift to per encounter Potential points. May have to adjust a few ability costs.

Erberor
2014-03-20, 06:10 PM
Updated Heroic Potential, and I swear to all that is awesome that I'm not going to make any more major changes there.

Also, sorry for the long delay on that critique I promised you, Tempest. I'm a little (by which I mean a lot) bogged down with school at the moment.

Tempestfury
2014-03-20, 07:15 PM
I have to admit, the Heroic Potential Changes does make the Hero a lot more balanced, especially with the class features I previously had a big problem with.

And don't rush with the criticism. Take as long as you like, I don't mind. Sides, need to look over your aspects and such.

Durazno
2014-03-20, 08:02 PM
When you spend 8 points with Indomitable, do you have to pick a single ally within 20 feet, or could you protect everyone in 20 feet from, say, a cloudkill?

If a cloudkill is placed that just a narrow sliver falls within 20 feet of the Hero and hits one of his allies, would he be able to counteract the whole thing or just protect that one ally? The way I'm reading it now is that it would work on the whole thing, but I wanted to be sure.

Come to think of it, would ongoing effects that I steer into contact with him fizzle when he Indomitables them, or would it just not affect him and keep going?

(As an aside, in your description, the "effecting" should probably be "affecting.")

Erberor
2014-03-21, 07:54 AM
When Indomitable is used with 5 points, it only prevents the effect from effecting the Hero. If you spend 8 points, the effect has no effect on anybody. I'll make a note to clarify that later.

And I hate effect vs affect. because I can never get them right :smallannoyed:

Durazno
2014-03-21, 09:09 AM
Yeah, it drives me nuts, too.

Can't wait to see the remaining aspects.

Erberor
2014-03-21, 10:27 PM
I fixed the wording of Indomitable, hopefully that should be clear now.

Hopefully.

I also added the Aspect of Spirit. Based on becoming incorporeal, but I am simultaneously worried about it being too weak and too powerful :smalleek:. Some feedback on that might be nice.

Erberor
2014-05-20, 03:13 PM
The Hero Returns! AGAIN!

Some important changes. I'm overhauling Aspects, and changing their name to Legacies. Currently overhauled Legacies are Infernus and Stone. The way I'm trying to organize this is to have each stage of a legacy have one active component and one passive component.

So, I wanted to get some more feedback, particularly on the Legacies. If you have any suggestions or ideas, they are most welcome.

Tempestfury
2014-05-21, 12:31 PM
Congure Flames comes across as too costly imo, if anything, 1 point should be the maximum you have to spend on it. Apart from that though, the Legacy of Infernus is very flavourable and with the ability to ignore even immunities, its not a bad choice by far.

Legacy of Stone however, has an alternative problem. Specifically, giving you DR/- equal to your con, at level 3. Your wbl at level 3 is 2700 gp. Adamatine Armour, which gives you DR 1/- to DR 3/- is worth 5000-15000 gp, and you can get even more than that with Legacy of Stone, its just... insanely strong for a Basic ability. That being said, the other abilities come across as well balanced and thought-out.

Overneath
2014-05-21, 02:29 PM
First, as a quick aside, your 3rd level special is 'lgacy'.

Second, if Indomitable is still a point of discontent, why not make it a saving throw bonus equal to the amount of points expended, or even twice that number? And if it needs a major boost, I might go so far as to include a clause that says if a spell doesn't allow a saving throw, you can make a Fortitude or Will save to negate it anyway.

That was the only major balancing issue I saw, anyway. Mind that I didn't read through everything. Otherwise...I don't know. The power of this class has already been pointed out, but a cursory glance tells me that it renders Fighter, Paladin, Barbarian and Monk obsolete even without Heroic Points. That's not necessarily a bad thing, but it sticks in my mind.

Erberor
2014-05-21, 05:43 PM
Congure Flames comes across as too costly imo, if anything, 1 point should be the maximum you have to spend on it. Apart from that though, the Legacy of Infernus is very flavourable and with the ability to ignore even immunities, its not a bad choice by far.

Legacy of Stone however, has an alternative problem. Specifically, giving you DR/- equal to your con, at level 3. Your wbl at level 3 is 2700 gp. Adamatine Armour, which gives you DR 1/- to DR 3/- is worth 5000-15000 gp, and you can get even more than that with Legacy of Stone, its just... insanely strong for a Basic ability. That being said, the other abilities come across as well balanced and thought-out.

I'll have another look at conjure flames. As for Legacy of Stone, I could reduce it to 1/2 Con mod and have it increase later, though there is the risk of having the DR be so low it hardly even matters. On top of that, adamantine armor is very, very overpriced in my opinion. It costs a huge amount of money, and all you get is piddling amount of DR.


First, as a quick aside, your 3rd level special is 'lgacy'.

Second, if Indomitable is still a point of discontent, why not make it a saving throw bonus equal to the amount of points expended, or even twice that number? And if it needs a major boost, I might go so far as to include a clause that says if a spell doesn't allow a saving throw, you can make a Fortitude or Will save to negate it anyway.

That was the only major balancing issue I saw, anyway. Mind that I didn't read through everything. Otherwise...I don't know. The power of this class has already been pointed out, but a cursory glance tells me that it renders Fighter, Paladin, Barbarian and Monk obsolete even without Heroic Points. That's not necessarily a bad thing, but it sticks in my mind.

I don't really want to make indomitable another bonus. Part of the intention is that it would give the Hero a NO button like casters do. The potential problems come in from stuff like the old "I Indomitable the Sun" argument.

It is very true that this eclipses those classes, and this is intended. Of course, Monk, Fighter and Paladin are already eclipsed by Swordsage, Warblade and Crusader.

EDIT: Legacy of Might updated.

DracoDei
2014-06-07, 04:27 PM
Limitless potiential seems to be in the table, but not in the text.

As for my game, in the interests of speed, I'm going to say that you can use this, but you won't get an "interesting item" to start.