deshrimp
2007-08-29, 01:33 PM
Ok Here it is. The class inspired by Fable. The Hero
HERO
As quoted from the Book of the Guild: The Way of the Hero.
Only upon graduating from the Guild may you call yourself a Hero, but this is just the first step. Becoming a Hero of greatness requires you to increase both your Renown and your Experience. To this end, young Heroes must accept increasingly challenging quests that the citizenry of Albion drop off at the Guild. These are tasks deemed impossible for ordinary citizens, and many are though not possible for even the mightiest of Heroes. Use the Quest Card’s description to decide whether or not a particular Quest suits you according to your experience and abilities. As we’ve stated before, it takes time to become a great Hero, and the path to greatness is yours for the choosing.
Adventures: Heroes adventure for many reasons, but most adventure seeking greater renown. Some adventure for evil, some for good. Many are a part of the Guild of Heroes, accepting quests that are given to the guild.
Characteristics: Heroes come in many forms, some seeking extreme strength, some seek extreme skill, while others seek extreme willpower. There are some that combine these abilities to create an even more powerful ability.
Religion: Heroes follow their own individual beliefs.
Background: Heroes have been around since the need for protections and aid, as well as the desire for destruction and despair.
Races: A Hero can come from any race. All it takes is the desire to become one.
GAME RULE INFORMATION
Heroes have the following game statistics.
Abilities: The main focus of a Hero depends on how the Hero chooses to develop. He chooses from three main areas of focus. Strength governs the area of Strength, Dexterity governs Skill, and Intelligence governs Will.
Alignment: Any.
Special: Must have trained in at the Guild of Heroes.
Hit Die: See Below
Class Skills
The Hero’s class skills are determined by the area of focus. Skill Points are also determined by the area of focus.
CLASS FEATURES
All of the following are class features for the Hero Class.
Weapon and Armor Proficiency: Heroes gain proficiency with the club and shortsword and are proficient with light armor.
Guild Seal: At 1st level, a Hero gains the use of a Guild Seal. This Seal allows him access to the specific Level-up Focuses. This Seal also allows the Guild Master to communicate with the Hero. A Hero may also obtain new guests via his Guild Seal. Should he leave the Guild, his Seal becomes inactive, preventing him from gaining further levels as a Hero until he rejoins the Guild.
Focus: At first level, a Hero learns of the three main focuses in which he may train. At first level they gain 1 rank in Physique and Speed. Starting at second level, as he gains experience he choose to increase their abilities within 1 of the various areas from any of the three main focuses: Strength, Skill, and Will. At 4th level, and every other level afterwards, he gains an additional focus point. He must meet the level requirements (CL), and have the previous Focus level (FL) before he is able to choose the selected ability
Strength: Strength benefits a Hero by allowing him to use heavier weapons, as well as dealing more damage to opponents. The three areas of training within this focus are physique, health, and toughness.
Skill: Skill benefits a Hero by allowing him to gain better accuracy with ranged weapons and faster speed in combat, as well as aiding him in the art of stealth. A skillful Hero is also excellent at bartering. The three areas of training within this focus are speed, accuracy, and guile.
Will: Will is, in essence, the ability to use magic. Will benefits a Hero by allowing him to cast magic. A Hero, who masters the area of will, can become a powerful mage. The areas of training within this focus are attack spells, surround spells, support spells, and willpower.
At each level, a Hero chooses how he wishes to grow. He chooses 2 areas in which he increases. The areas of focus are described in greater detail below.
Areas of Focus:
Strength:
Physique: This area increases the Heroes ability to wield heavier weapons, as well as allowing him to wear heavier armor. This ability also increases the damage the Hero does in combat when unarmed. This ability also increases his BAB. When a Hero obtains a rank that changes his BAB, he gains the BAB of the class shown, as they are at that level. Example: A hero gains Physique 3 at 7th level, he would then gain the BAB of a 7th level cleric.
Health: This area increases the Heroes Hit Dice. If no levels are attained in this area, his Hit Dice is a d4. Once a selected Hit Dice has been obtained, a Hero gains 2HP per HD he currently has. Example 3 lvls at d4, gains d6, gains 6 more HP. Then continues at d6 with no bonus HP.
Toughness: This area increases the Heroes ability to defend against attacks by raising his natural armor. Higher levels of this also increase his Fortitude.
Skill:
Speed: This area will increase the Heroes speed as well as give him a number of extra attacks. A hero must make a full attack to gain the benefits of any extra attacks.
Accuracy: This area will increase the Heroes accuracy with ranged weapons, thus allowing him to deal more damage in ranged combat.
Guile: This area increases the Heroes ability to barter for better prices when buying and selling. Higher levels give the Hero abilities in stealth.
Will:
Attack Spells: This area allows the Hero to use spells that target an opponent directly, either dealing damage or by other means. Higher levels in this area allow use of higher level spells.
Surround Spells: This area allows the Hero to use spells that have an area of effect. Higher levels in this area allow use of higher level spells.
Support Spells: This area allows the Hero to use spells that aid him and his allies. Higher levels in this area allow use of higher level spells.
Willpower: This area increases the Heroes ability to cast spells. The higher this ability is, the more spells per day a Hero may cast.
Levels and Abilities of Focuses:
Strength Focus AbilitiesPhysique:
FL BAB Weapon Armor Unarmed CL
1 wizard as wizard as wizard 1d6 1
2 wizard simple light 1d6 2
3 cleric simple light 1d6 3
4 cleric martial medium 1d8 4
5 fighter martial medium 1d8 5
6 fighter all all 1d10 8
7 fighter all all as monk 10
The ‘all’ does not give proficiency in exotic weapons or armorsHealth:
FL Hit Dice Special CL
1 d6 - 2
2 d8 Toughness feat 5
3 d10 - 8
4 d12 Improved Toughness feat 11Toughness:
FL Nat armor Fort bonus CL
1 +1 +0 2
2 +1 +1 4
3 +2 +1 6
4 +2 +2 8
5 +3 +2 10Skill Focus AbilitiesSpeed:
FL Speed Extra Attacks CL
1 +0 +0 1
2 +5 +0 6
3 +10 +1 9
4 +15 +1 12
5 +20 +2 15
6 +25 +2 18Accuracy:
FL Hit Damage CL
1 +1 +0 2
2 +1 +1 4
3 +2 +1 6
4 +2 +2 8
5 +3 +2 10
6 +3 +3 12
7 +4 +3 14
8 +4 +4 16
9 +5 +4 18
10 +5 +5 20Guile:
FL Discount Increase Special CL
1 5% 0% - 2
2 5% 5% Stealth 4
3 10% 5% Steal, Lockpick 5
4 10% 10% Camouflage 7
5 15% 10% Stealth +2 9
6 15% 15% Theft, Lock Key 11
7 20% 15% Camouflage +2 13
8 20% 20% Stealth +3 15
9 25% 20% Thief, Skeleton Key 17
10 25% 25% Camouflage +3 20Guile Special Abilities
Stealth: Gain +5 to move silent
Stealth +2: Gain +10 to move silent
Stealth +3: Gain +15 to move silent
Steal: Gain +5 to sleight of hand
Theft: Gain +10 to sleight of hand
Thief: Gain +15 to sleight of hand
Lockpick: Gain +5 to Open Lock
Lock key: Gain +10 to Open Lock
Skeleton key: Gain +15 to Open Lock
Camouflage: Gain +5 to Hide
Camouflage +2: Gain +10 to Hide
Camouflage +3: Gain +15 to HideWill Focus AbilitiesAttack Spells Known: 0 lvl known is 3 at all lvls
FL 1 2 3 4 5 CL
1 2 0 0 0 0 1
2 2 0 0 0 0 2
3 3 0 0 0 0 3
4 3 1 0 0 0 4
5 4 2 0 0 0 5
6 4 2 1 0 0 6
7 5 3 2 0 0 7
8 5 3 2 1 0 8
9 5 4 3 2 0 9
10 As Sorcerer 10Surround Spells Known: 0 lvl known is 3 at all lvls
FL 1 2 3 4 5 CL
1 2 0 0 0 0 1
2 2 0 0 0 0 2
3 3 0 0 0 0 3
4 3 1 0 0 0 4
5 4 2 0 0 0 5
6 4 2 1 0 0 6
7 5 3 2 0 0 7
8 5 3 2 1 0 8
9 5 4 3 2 0 9
10 As Sorcerer 10Support Spells Known: 0 lvl known is 3 at all lvls
FL 1 2 3 4 5 CL
1 2 0 0 0 0 1
2 2 0 0 0 0 2
3 3 0 0 0 0 3
4 3 1 0 0 0 4
5 4 2 0 0 0 5
6 4 2 1 0 0 6
7 5 3 2 0 0 7
8 5 3 2 1 0 8
9 5 4 3 2 0 9
10 As Sorcerer 10Willpower: 0 lvl per day is 6 at all lvls
FL 1 2 3 4 5 CL
1 3 0 0 0 0 1
2 4 0 0 0 0 2
3 5 0 0 0 0 3
4 6 3 0 0 0 4
5 6 4 0 0 0 5
6 6 5 3 0 0 6
7 6 6 4 0 0 7
8 6 6 5 3 0 8
9 6 6 6 4 0 9
10 As Sorcerer 10
EX Heroes: A character that stops gaining levels as a Hero still retains all abilities, however, he is considered to have left the guild, and may only continue to gain levels if he rejoins the guild.
Table: Hero
LVL FORT REF WILL
1 +0 +0 +2
2 +0 +0 +3
3 +1 +1 +3
4 +1 +1 +4
5 +1 +1 +4
6 +2 +2 +5
7 +2 +2 +5
8 +2 +2 +6
9 +3 +3 +6
10 +3 +3 +7
11 +3 +3 +7
12 +4 +4 +8
13 +4 +4 +8
14 +4 +4 +9
15 +5 +5 +9
16 +5 +5 +10
17 +5 +5 +10
18 +6 +6 +11
19 +6 +6 +11
20 +6 +6 +12
LEVEL SPECIAL
1 Guild Seal
2 Focus +1
3 Focus +1
4 Focus +2
5 Focus +1
6 Focus +2
7 Focus +1
8 Focus +2
9 Focus +1
10 Focus +2
11 Focus +1
12 Focus +2
13 Focus +1
14 Focus +2
15 Focus +1
16 Focus +2
17 Focus +1
18 Focus +2
19 Focus +1
20 Focus +2
HERO
As quoted from the Book of the Guild: The Way of the Hero.
Only upon graduating from the Guild may you call yourself a Hero, but this is just the first step. Becoming a Hero of greatness requires you to increase both your Renown and your Experience. To this end, young Heroes must accept increasingly challenging quests that the citizenry of Albion drop off at the Guild. These are tasks deemed impossible for ordinary citizens, and many are though not possible for even the mightiest of Heroes. Use the Quest Card’s description to decide whether or not a particular Quest suits you according to your experience and abilities. As we’ve stated before, it takes time to become a great Hero, and the path to greatness is yours for the choosing.
Adventures: Heroes adventure for many reasons, but most adventure seeking greater renown. Some adventure for evil, some for good. Many are a part of the Guild of Heroes, accepting quests that are given to the guild.
Characteristics: Heroes come in many forms, some seeking extreme strength, some seek extreme skill, while others seek extreme willpower. There are some that combine these abilities to create an even more powerful ability.
Religion: Heroes follow their own individual beliefs.
Background: Heroes have been around since the need for protections and aid, as well as the desire for destruction and despair.
Races: A Hero can come from any race. All it takes is the desire to become one.
GAME RULE INFORMATION
Heroes have the following game statistics.
Abilities: The main focus of a Hero depends on how the Hero chooses to develop. He chooses from three main areas of focus. Strength governs the area of Strength, Dexterity governs Skill, and Intelligence governs Will.
Alignment: Any.
Special: Must have trained in at the Guild of Heroes.
Hit Die: See Below
Class Skills
The Hero’s class skills are determined by the area of focus. Skill Points are also determined by the area of focus.
CLASS FEATURES
All of the following are class features for the Hero Class.
Weapon and Armor Proficiency: Heroes gain proficiency with the club and shortsword and are proficient with light armor.
Guild Seal: At 1st level, a Hero gains the use of a Guild Seal. This Seal allows him access to the specific Level-up Focuses. This Seal also allows the Guild Master to communicate with the Hero. A Hero may also obtain new guests via his Guild Seal. Should he leave the Guild, his Seal becomes inactive, preventing him from gaining further levels as a Hero until he rejoins the Guild.
Focus: At first level, a Hero learns of the three main focuses in which he may train. At first level they gain 1 rank in Physique and Speed. Starting at second level, as he gains experience he choose to increase their abilities within 1 of the various areas from any of the three main focuses: Strength, Skill, and Will. At 4th level, and every other level afterwards, he gains an additional focus point. He must meet the level requirements (CL), and have the previous Focus level (FL) before he is able to choose the selected ability
Strength: Strength benefits a Hero by allowing him to use heavier weapons, as well as dealing more damage to opponents. The three areas of training within this focus are physique, health, and toughness.
Skill: Skill benefits a Hero by allowing him to gain better accuracy with ranged weapons and faster speed in combat, as well as aiding him in the art of stealth. A skillful Hero is also excellent at bartering. The three areas of training within this focus are speed, accuracy, and guile.
Will: Will is, in essence, the ability to use magic. Will benefits a Hero by allowing him to cast magic. A Hero, who masters the area of will, can become a powerful mage. The areas of training within this focus are attack spells, surround spells, support spells, and willpower.
At each level, a Hero chooses how he wishes to grow. He chooses 2 areas in which he increases. The areas of focus are described in greater detail below.
Areas of Focus:
Strength:
Physique: This area increases the Heroes ability to wield heavier weapons, as well as allowing him to wear heavier armor. This ability also increases the damage the Hero does in combat when unarmed. This ability also increases his BAB. When a Hero obtains a rank that changes his BAB, he gains the BAB of the class shown, as they are at that level. Example: A hero gains Physique 3 at 7th level, he would then gain the BAB of a 7th level cleric.
Health: This area increases the Heroes Hit Dice. If no levels are attained in this area, his Hit Dice is a d4. Once a selected Hit Dice has been obtained, a Hero gains 2HP per HD he currently has. Example 3 lvls at d4, gains d6, gains 6 more HP. Then continues at d6 with no bonus HP.
Toughness: This area increases the Heroes ability to defend against attacks by raising his natural armor. Higher levels of this also increase his Fortitude.
Skill:
Speed: This area will increase the Heroes speed as well as give him a number of extra attacks. A hero must make a full attack to gain the benefits of any extra attacks.
Accuracy: This area will increase the Heroes accuracy with ranged weapons, thus allowing him to deal more damage in ranged combat.
Guile: This area increases the Heroes ability to barter for better prices when buying and selling. Higher levels give the Hero abilities in stealth.
Will:
Attack Spells: This area allows the Hero to use spells that target an opponent directly, either dealing damage or by other means. Higher levels in this area allow use of higher level spells.
Surround Spells: This area allows the Hero to use spells that have an area of effect. Higher levels in this area allow use of higher level spells.
Support Spells: This area allows the Hero to use spells that aid him and his allies. Higher levels in this area allow use of higher level spells.
Willpower: This area increases the Heroes ability to cast spells. The higher this ability is, the more spells per day a Hero may cast.
Levels and Abilities of Focuses:
Strength Focus AbilitiesPhysique:
FL BAB Weapon Armor Unarmed CL
1 wizard as wizard as wizard 1d6 1
2 wizard simple light 1d6 2
3 cleric simple light 1d6 3
4 cleric martial medium 1d8 4
5 fighter martial medium 1d8 5
6 fighter all all 1d10 8
7 fighter all all as monk 10
The ‘all’ does not give proficiency in exotic weapons or armorsHealth:
FL Hit Dice Special CL
1 d6 - 2
2 d8 Toughness feat 5
3 d10 - 8
4 d12 Improved Toughness feat 11Toughness:
FL Nat armor Fort bonus CL
1 +1 +0 2
2 +1 +1 4
3 +2 +1 6
4 +2 +2 8
5 +3 +2 10Skill Focus AbilitiesSpeed:
FL Speed Extra Attacks CL
1 +0 +0 1
2 +5 +0 6
3 +10 +1 9
4 +15 +1 12
5 +20 +2 15
6 +25 +2 18Accuracy:
FL Hit Damage CL
1 +1 +0 2
2 +1 +1 4
3 +2 +1 6
4 +2 +2 8
5 +3 +2 10
6 +3 +3 12
7 +4 +3 14
8 +4 +4 16
9 +5 +4 18
10 +5 +5 20Guile:
FL Discount Increase Special CL
1 5% 0% - 2
2 5% 5% Stealth 4
3 10% 5% Steal, Lockpick 5
4 10% 10% Camouflage 7
5 15% 10% Stealth +2 9
6 15% 15% Theft, Lock Key 11
7 20% 15% Camouflage +2 13
8 20% 20% Stealth +3 15
9 25% 20% Thief, Skeleton Key 17
10 25% 25% Camouflage +3 20Guile Special Abilities
Stealth: Gain +5 to move silent
Stealth +2: Gain +10 to move silent
Stealth +3: Gain +15 to move silent
Steal: Gain +5 to sleight of hand
Theft: Gain +10 to sleight of hand
Thief: Gain +15 to sleight of hand
Lockpick: Gain +5 to Open Lock
Lock key: Gain +10 to Open Lock
Skeleton key: Gain +15 to Open Lock
Camouflage: Gain +5 to Hide
Camouflage +2: Gain +10 to Hide
Camouflage +3: Gain +15 to HideWill Focus AbilitiesAttack Spells Known: 0 lvl known is 3 at all lvls
FL 1 2 3 4 5 CL
1 2 0 0 0 0 1
2 2 0 0 0 0 2
3 3 0 0 0 0 3
4 3 1 0 0 0 4
5 4 2 0 0 0 5
6 4 2 1 0 0 6
7 5 3 2 0 0 7
8 5 3 2 1 0 8
9 5 4 3 2 0 9
10 As Sorcerer 10Surround Spells Known: 0 lvl known is 3 at all lvls
FL 1 2 3 4 5 CL
1 2 0 0 0 0 1
2 2 0 0 0 0 2
3 3 0 0 0 0 3
4 3 1 0 0 0 4
5 4 2 0 0 0 5
6 4 2 1 0 0 6
7 5 3 2 0 0 7
8 5 3 2 1 0 8
9 5 4 3 2 0 9
10 As Sorcerer 10Support Spells Known: 0 lvl known is 3 at all lvls
FL 1 2 3 4 5 CL
1 2 0 0 0 0 1
2 2 0 0 0 0 2
3 3 0 0 0 0 3
4 3 1 0 0 0 4
5 4 2 0 0 0 5
6 4 2 1 0 0 6
7 5 3 2 0 0 7
8 5 3 2 1 0 8
9 5 4 3 2 0 9
10 As Sorcerer 10Willpower: 0 lvl per day is 6 at all lvls
FL 1 2 3 4 5 CL
1 3 0 0 0 0 1
2 4 0 0 0 0 2
3 5 0 0 0 0 3
4 6 3 0 0 0 4
5 6 4 0 0 0 5
6 6 5 3 0 0 6
7 6 6 4 0 0 7
8 6 6 5 3 0 8
9 6 6 6 4 0 9
10 As Sorcerer 10
EX Heroes: A character that stops gaining levels as a Hero still retains all abilities, however, he is considered to have left the guild, and may only continue to gain levels if he rejoins the guild.
Table: Hero
LVL FORT REF WILL
1 +0 +0 +2
2 +0 +0 +3
3 +1 +1 +3
4 +1 +1 +4
5 +1 +1 +4
6 +2 +2 +5
7 +2 +2 +5
8 +2 +2 +6
9 +3 +3 +6
10 +3 +3 +7
11 +3 +3 +7
12 +4 +4 +8
13 +4 +4 +8
14 +4 +4 +9
15 +5 +5 +9
16 +5 +5 +10
17 +5 +5 +10
18 +6 +6 +11
19 +6 +6 +11
20 +6 +6 +12
LEVEL SPECIAL
1 Guild Seal
2 Focus +1
3 Focus +1
4 Focus +2
5 Focus +1
6 Focus +2
7 Focus +1
8 Focus +2
9 Focus +1
10 Focus +2
11 Focus +1
12 Focus +2
13 Focus +1
14 Focus +2
15 Focus +1
16 Focus +2
17 Focus +1
18 Focus +2
19 Focus +1
20 Focus +2