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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Vancouver <-> Dublin
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    Male

    Default Re: Base Class Contest XXXXIII - Hey, I Know That Guy!

    The Humble Hero



    I'm nobody special - just lucky, I guess.

    Some heroes wield mighty weapons or cast powerful spells on their quests. Not so the Humble Hero - he succeeds through good old-fashioned hard work, the help of his friends, and more than a little luck.

    Adventures: Although a Humble Hero might originally intend to return to his normal life, he often finds it difficult to stop adventuring once he starts. There's always another evil to be defeated, or another opportunity to exploit... and deep down, he actually enjoys the change of pace from his mundane life.

    Characteristics: A Humble Hero can hold his own in combat, to a degree. However he works best at assembling specialised heroes and providing on-the-spot solutions when magic and brute force fail.

    Alignment: Most Humble Heroes are good-aligned, but there are certainly a few who choose to operate out of (un)enlightened self-interest. They have no tendency towards law or chaos (and in fact are often neutral on the ethical axis).

    Religion: Humble Heroes can be as devout or agnostic as any other non-divine class.

    Background: A Humble Hero comes from equally humble beginnings, but rises to the challenges life throws at him - be they monsters preying on his home village, villains manipulating his nation, or even more dire threats.

    Races: Humans are the most common Humble Heroes by far, followed by halflings and perhaps a few gnomes. Dwarves, elves, half-orcs, and other races instead follow their cultural traditions, generally preferring conventional classes.

    Other Classes: Humble Heroes get along with members of all other classes. In fact, one of their key strengths is utilising the powers of their party members to their maximum effectiveness.

    Role: A Humble Hero isn't the best warrior, and has little or no arcane talent. However, he can rally his allies for a common cause - and seems to attract new allies to fill roles that a party otherwise lacks.

    Adaptation: A Humble Hero fits best into the common fantasy trope of a human leading a rag-tag bunch of demihumans of assorted classes. He can even be used in solo campaigns, by giving him full command of allies generated through the Fire-Forged Friend ability.

    The Humble Hero

    Humble Heroes have the following game statistics.

    Abilities: A Humble Hero generally relies on mundane methods in combat, and so benefits from high physical ability scores (Constitution, Dexterity, and Strength). Otherwise, Charisma powers his class features but he has little use for high Intelligence and Wisdom scores (unless roleplaying as the party leader of course).

    Alignment: Any.

    Hit Die: d8

    Starting Age: As barbarian.

    Starting Gold: As monk.

    Class Skills
    All skills are class skills for a Humble Hero.

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Table: The Humble Hero
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +2
    +2
    Competence, Destiny
    2nd
    +1
    +3
    +3
    +3
    Fortune's Grace
    3rd
    +2
    +3
    +3
    +3
    Determination
    4th
    +3
    +4
    +4
    +4
    Teamwork Feat
    5th
    +3
    +4
    +4
    +4
    Inspiration
    6th
    +4
    +5
    +5
    +5
    Fire-Forged Friends
    7th
    +5
    +5
    +5
    +5
    Improved Competence
    8th
    +6/+1
    +6
    +6
    +6
    Teamwork Feat
    9th
    +6/+1
    +6
    +6
    +6
    10th
    +7/+2
    +7
    +7
    +7
    Improved Determination
    11th
    +8/+3
    +7
    +7
    +7
    Destiny Fulfilled
    12th
    +9/+4
    +8
    +8
    +8
    Teamwork Feat
    13th
    +9/+4
    +8
    +8
    +8
    14th
    +10/+5
    +9
    +9
    +9
    15th
    +11/+6/+1
    +9
    +9
    +9
    16th
    +12/+7/+2
    +10
    +10
    +10
    Teamwork Feat
    17th
    +12/+7/+2
    +10
    +10
    +10
    Mythical
    18th
    +13/+8/+3
    +11
    +11
    +11
    19th
    +14/+9/+4
    +11
    +11
    +11
    20th
    +15/+10/+5
    +12
    +12
    +12
    Teamwork Feat

    Class Features
    All of the following are class features of the Humble Hero.

    Weapon and Armor Proficiencies
    A Humble Hero is proficient with all simple and martial weapons. He is proficient with light and medium armour and with shields (except tower shields).

    Competence (Ex)
    A Humble Hero can get almost any job done, with a little time and effort. He may use any skill untrained and may always take 10 on a skill check, even if rushed or threatened.

    Improved Competence
    At 7th level, a Humble Hero may always take 20 on a skill check, without requiring extra time or automatically incurring penalties for failure.

    Destiny (Ex)
    A Humble Hero is destined for greatness, no matter how unassuming he may first appear or might think himself to be. He treats a natural roll of 1 on a d20 as a natural roll of 10.

    Destiny Fulfilled
    At 11th level a Humble Hero has become legendary. He treats a natural roll of 1 on a d20 as a natural roll of 20.

    Fortune's Grace (Ex)
    Where a Humble Hero's armour and friends fail, his luck protects him. At 2nd level he adds his Charisma bonus as a luck bonus to his saving throws and his Armour Class.

    Determination (Ex)

    A Humble Hero fights on, no matter the odds. At 3rd level, whenever he successfully saves against an attack with a partial effect on a successful save, he instead suffers no effects from the attack.

    Improved Determination
    At 10th level, whenever a Humble Hero fails a save against an attack with a partial effect on a successful save, he instead suffers the partial effect.

    Teamwork Feat (Ex)
    A Humble Hero makes his party into a whole greater than the sum of its parts. At 4th level he chooses a [Teamwork] feat and grants it as a bonus feat to himself and all his party members, ignoring all prerequisites except for other [Teamwork] feats. He chooses an additional [Teamwork] feat at 8th level and every four levels thereafter. A character gains all such feats upon joining the Hero's party and loses them upon leaving. Cohorts, familiars, animal companions, and special mounts all gain these feats as well.

    Inspiration (Ex)
    A Humble Hero's heroism inspires his allies. At 5th level he adds his Charisma modifier as a morale bonus to the attack rolls, saving throws, and skill checks of all allies within 100 feet that can see, hear, or otherwise perceive him. He does not benefit from his own Inspiration.

    Fire-Forged Friends (Ex)
    A Humble Hero eventually becomes a trusted companion and leader, one way or the other. At 6th level each of his fellow party members gains a specific benefit enhancing one (and only one) of their classes, as given below. Each companion gains the benefit corresponding to the class in which they have the most levels (in case of a tie, the Humble Hero chooses the benefit to grant to that companion).

    At the DM's option, if a particular benefit would not apply to any of the Humble Hero's companions (e.g. the Arcane Caster benefit for a party without a sorcerer or wizard), the hero instead gains a cohort of his choice of one of the corresponding classes. Cohorts are attracted exactly as described for the Leadership feat, save that the Humble Hero's Leadership score is always equal to his Humble Hero class level + one-half his level in other classes + his Charisma modifier. Cohorts gained in this way may not multiclass and do not gain the corresponding benefit (unless there is another Humble Hero in the party).

    Other than potentially gaining cohorts, a Humble Hero does not benefit from his own Fire-Forged Friends ability or that of other Humble Heroes. If a companion ceases adventuring with the Humble Hero, they lose the benefit of this class feature (and the Hero gains a cohort if appropriate).

    Table: Fire-Forged Friends
    Type Corresponding Classes Benefits
    Arcane Caster Sorcerer, Wizard Practiced Spellcaster (for the corresponding class) as a bonus feat, though the party member must meet the prerequisites. Unlike the standard feat, this benefit can increase the party member's ability to cast spells beyond their character level.
    Divine Caster Cleric, Druid Practiced Spellcaster (for the corresponding class) as a bonus feat, though the party member must meet the prerequisites. Unlike the standard feat, this benefit can increase the party member's ability to cast spells beyond their character level.
    Trickster Bard, Rogue Lesser shadow magic 3x/day as a spell-like ability. This ability improves to shadow magic at the party member's 11th level, and to greater shadow magic at their 17th level. Caster level = party member's character level, save DC 10 + spell level + party member's Charisma modifier.
    Warrior Barbarian, Fighter, Monk, Paladin, Ranger The party member may make a full attack as a standard action. Iterative attacks during a full attack are made at the party member's full base attack bonus.

    Mythical (Ex)
    The Humble Hero one day becomes the hero (or villain) of his own story, and reality reshapes to accommodate his adventures. At 17th level he gains the ability to duplicate the effects of miracle three times per day as an immediate action, save that the effects are the nonmagical results of random chance in the Humble Hero's favour (e.g. he should avoid requesting a fireball, but could instead ask for a sudden natural brushfire with similar effects; in place of a dominate person effect he could ask for a bonus on Diplomacy checks against the target; a finger of death might manifest as a natural heart attack, and so forth).
    Last edited by rferries; 2021-01-20 at 12:25 AM.