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Tesla
2013-03-22, 10:52 AM
Eternal Hero

'Heroes never truly die.' - An Eternal Hero

There are many people who are considered heroes in the world, but it takes a special person to continue being a hero after death. Some become deathless, others help out in the afterlife, but then are those who seek to aid a new hero. This combination of an ancient spirit and a young adventurer creates an Eternal Hero.

Adventures: An Eternal Hero sees every adventure as a possibility to help improve the world. Eternal Heroes will go on ordinary adventures to help their friends, but prefer to deal with evil directly whenever possible.

Characteristics: An Eternal Hero relies on their spiritual companion for a majority of their powers. The spirit wards off harm, protects them from disease, lets them heal themself, and allows them to smite evil. Additionally they are trained to survive any encounter to allow them to be a benevolent force for a long period of time.

Alignment: Eternal Heroes must be good, and they lose their spiritual companion if they stray from that path. How they go about performing good deeds varies between Eternal Heroes.

Religion: Eternal Heroes do not hold any particular deity in high regard. Each Eternal Hero chooses their own path as far as religion goes, but many hold similar beliefs to their spiritual companion.

Background: No one gets to choose to be an Eternal Hero, as it is the spiritual companion that decides their partner. Each spiritual companion has different criteria for their partner, but the average Eternal Hero is someone who has walked away from the temptation of evil at some point in time. Spiritual companions prefer it that way, as it shows a strong potential for good. Most Eternal Heroes meet their spiritual companion in early adolescence, and from there it takes only a couple of years for them to be ready to fight evil.

Races: The potential for an Eternal Hero is found in almost every race out there, as the only true requirement is a desire to do good. However humans are far more likely to become an Eternal Hero, as it allows them to do more good than their short life span would normally allow.

Other Classes: Eternal Heroes can get along with anyone who seeks to spread goodness. They get along particularly well with Clerics of good deities, and Paladins.

Role: The Eternal Hero’s chief role in most groups is as a melee combatant, but they contribute other useful support as well. They make a good scout, and their high Charisma opens up fine leadership opportunities.

Starting Gold: 6d4*10 (150gp).
Starting Age: As Fighter.

Game Rule Information
Eternal Heroes have the following game statistics.
Abilities: Charisma enhances an Eternal Hero's Heroic Spirit. Strength is also important for its role in combat.
Alignment: Any Good.
Hit Die: d10

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spirit Points

1st|+1|+2|+2|+2| Aura of Good, Heroic Spirit (Smite Evil, Spiritual Knowledge), Trapfinding | 1

2nd|+2|+3|+3|+3| Evasion | 1

3rd|+3|+3|+3|+3| Mettle | 1

4th|+4|+4|+4|+4| Heroic Spirit (Heroic Potential), Uncanny Dodge | 2

5th|+5|+4|+4|+4| Heroic Health, Heroic Resistance | 2

6th|+6/+1|+5|+5|+5| Armor Mastery (Journeyman), Heroic Spirit (Spiritual Healing, Spiritual Sense) | 3

7th|+7/+2|+5|+5|+5| Weapon of Choice (Journeyman) | 3

8th|+8/+3|+6|+6|+6| Heroic Spirit (Heroic Body, Heroic Mind), Improved Uncanny Dodge | 4

9th|+9/+4|+6|+6|+6| Enduring Hero | 4

10th|+10/+5|+7|+7|+7| Heightened Awareness | 5

11th|+11/+6/+1|+7|+7|+7| Heroic Challenge | 5

12th|+12/+7/+2|+8|+8|+8| Armor Mastery (Master), Heroic Spirit (Heroic Form) | 6

13th|+13/+8/+3|+8|+8|+8| Weapon of Choice (Master) | 6

14th|+14/+9/+4|+9|+9|+9| Heroic Spirit (Heroic Fervor) | 7

15th|+15/+10/+5|+9|+9|+9| Immune to Surprise | 7

16th|+16/+11/+6/+1|+10|+10|+10| Heroic Spirit (Greater Heroic Body, Greater Heroic Mind) | 8

17th|+17/+12/+7/+2|+10|+10|+10| Everlasting Hero | 8

18th|+18/+13/+8/+3|+11|+11|+11| Armor Mastery (Grandmaster), Heroic Spirit (Spiritual Strike) | 9

19th|+19/+14/+9/+4|+11|+11|+11| Weapon of Choice (Grandmaster) | 9

20th|+20/+15/+10/+5|+12|+12|+12| Heroic Awakening | 10

[/table]

Class Skills
The Eternal Hero’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Escape Arist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

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

Weapon and Armor Proficiency: Eternal Heroes are proficient with all simple and martial weapons, with all types of armor, and with shields (except tower shields).

Aura of Good (Ex): The power of an Eternal Hero’s aura of good (see the detect good spell) is equal to their Eternal Hero level.

Heroic Spirit (Su): An Eternal Hero is blessed with the spirit of an ancient hero that grants them access to a number of special abilities. To represent this spiritual presence, an Eternal Hero gains spirit points that they can spend to activate their abilities. At the beginning of each encounter they gain a number of spirit points equal to half their class level (rounded down to a minimum of one) plus their Charisma modifier.

Smite Evil: When attacking an evil creature with a melee attack, an Eternal Hero may spend one spirit point to add their Charisma modifier to the attack roll, and deal an extra point of damage per Eternal Hero level.

Spiritual Knowledge: When making an attack roll, saving throw, or skill check, an Eternal Hero can spend one spirit point to gain a Competence bonus on the roll equal to their Charisma modifier. Spiritual Knowledge does not require an action.

Heroic Potential: Starting at 4th level an Eternal Hero can spend one spirit point to temporarily increase one of their attributes. The Eternal Hero gains +2 to the attribute of their choice for a number of rounds equal to one plus their Charisma modifier. An Eternal Hero can only have one Heroic Potential effect active at any given point in time. Using Heroic Potential is a free action.

Spiritual Healing: Starting at 6th level an Eternal Hero can spent one spirit point to heal their wounds. The Eternal Hero heals a number of hit points equal to twice their Eternal Hero level plus their Charisma modifier. This ability may be used once per encounter per five Eternal Hero levels. Using Spiritual Healing is a swift action. They may use it by touch on an ally as a standard action.

Spiritual Sense: Starting at 6th level an Eternal Hero can spend one spirit point to gain their Charisma modifier as a Dodge bonus to Armor Class for one round. They gain this benefit even while wearing medium or heavy armor. Using Spiritual Sense is a free action.

Heroic Body: Starting at 8th level an Eternal Hero can spend one spirit point to temporarily increase their physical attributes. The Eternal Hero gains +2 to Strength, Dexterity, and Constitution for a number of rounds equal to one plus their Charisma modifier. This bonus does not stack with itself, and cancels out the bonus from Heroic Mind. Using Heroic Body is a free action.

Heroic Mind: Starting at 8th level an Eternal Hero can spend one spirit point to temporarily increase their mental attributes. The Eternal Hero gains +2 to Intelligence, Wisdom, and Charisma for a number of rounds equal to one plus their Charisma modifier. This bonus does not stack with itself, and cancels out the bonus from Heroic Body. Using Heroic Mind is a free action.

Heroic Form: Starting at 12th level an Eternal Hero can spend one spirit point to temporarily increase all of their attributes. The Eternal Hero gains +2 to all attributes for a number of rounds equal to one plus their Charisma modifier. This bonus does not stack with itself. Using Heroic Form is a free action.

Heroic Fervor: Starting at 14th level an Eternal Hero can spend one spirit point to guarantee their fighting endurance. The Eternal Hero becomes immune to effects that would cause them to be dazed, exhausted, fatigued, nauseated, sickened, staggered, or stunned. If any of those conditions were in effect on the Eternal Hero at the time of activation, they are suspended for the duration of Heroic Fervor. This ability lasts for a number of rounds equal to two times the Eternal Hero's Charisma modifier. Using Heroic Fervor is a swift action.

Greater Heroic Body: Starting at 16th level an Eternal Hero can spend one spirit point to temporarily increase their physical attributes. The Eternal Hero gains +4 to Strength, Dexterity, and Constitution for a number of rounds equal to one plus their Charisma modifier. This bonus does not stack with itself, and cancels out the bonus from Greater Heroic Mind. Using Greater Heroic Body is a free action.

Greater Heroic Mind: Starting at 16th level an Eternal Hero can spend one spirit point to temporarily increase their mental attributes. The Eternal Hero gains +4 to Intelligence, Wisdom, and Charisma for a number of rounds equal to one plus their Charisma modifier. This bonus does not stack with itself, and cancels out the bonus from Greater Heroic Body. Using Greater Heroic Mind is a free action.

Spiritual Strike: Starting at 18th level an Eternal Hero can spend one spirit point to strike out at the core of their enemy. The Eternal Hero makes a melee attack against any one creature within 100 feet of them. This attack ignores miss chance and damage reduction. Using Spiritual Strike is a standard action.

Evasion (Ex): At 2nd level and higher, an Eternal Hero can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), they instead take no damage. Evasion can be used only if the Eternal Hero is wearing light armor or no armor. A helpless Eternal Hero (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Mettle (Ex): At 3rd level and higher, an Eternal Hero can resist magical and unusual attacks with great willpower or fortitude. If they make a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), they instead completely negate the effect. An unconscious or sleeping Eternal Hero does not gain the benefit of mettle.

Uncanny Dodge (Ex): At 4th level, an Eternal Hero retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If an Eternal Hero already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

Heroic Health (Ex): At 5th level an Eternal Hero gains immunity to all diseases, including supernatural and magical diseases.

Heroic Resistance (Su): At 5th level an Eternal Hero gains a bonus equal to their Charisma modifier (if any) on all saving throws.

Armor Mastery (Ex): At 6th level an Eternal Hero gains a greater understanding of moving in armor. They may now treat medium armor as light armor for the purposes of evasion and movement. Additionally their armor check penalty is decreased by -2, and their maximum dexterity bonus is increased by +2.

At 12th level an Eternal Hero may treat heavy armor as light armor for the purposes of evasion and movement. Additionally their armor check penalty is decreased by -4, and their maximum dexterity bonus is increased by +4.

At 18th level the Eternal Hero can ignore their armor check penalty and maximum dexterity bonus.

Weapon of Choice (Ex): At 7th level an Eternal Hero gains a greater understanding of their weapon. By practicing for one hour with a weapon they gain a bonus of +1 to attack rolls, and +2 to damage rolls with that weapon. This bonus lasts until they change the weapon the bonus applies to.

At 13th level their bonuses with the preferred weapon increase to +2 to attack rolls, and +4 to damage rolls.

At 19th level their bonuses with the preferred weapon increase to +4 to attack rolls, and +6 to damage rolls. Additionally they gain a +4 bonus to resist being disarmed, and to resist their weapon being sundered.

Improved Uncanny Dodge (Ex): An Eternal Hero of 8th level or higher can no longer be flanked; they can react to opponents on opposite sides of them as easily as they can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more rogue levels than the target has Eternal Hero levels.

Enduring Hero (Ex): Starting at 9th level an Eternal Hero's fighting spirit enables them to push their body beyond the normal limits of endurance. They no longer automatically fail a saving throw on a roll of 1. They might still fail the save if their result fails to equal or beat the DC. Additionally they may now make a saving throw against any spell that is effected by spell resistance.

Heightened Awareness (Ex): Starting at 10th level an Eternal Hero becomes more aware of their surroundings. They add their Charisma modifier to Spot, Listen, and Initiative checks.

Heroic Challenge (Ex): Starting at 11th level an Eternal Hero can call the attention of all of their enemies. Any target of this ability must have a language of some sort and an Intelligence score of 3 or higher. Creatures that do not meet these requirements are immune to the Heroic Challenge. An Eternal Hero must have line of sight and line of effect to the targets of this ability.

As a swift action, an Eternal Hero can cause all of their enemies within 100 feet with a CR greater than or equal to their character level minus 2 to make Will saves (DC 10 + 1/2 their class level + their Charisma modifier). Creatures that fail this save are forced to attack the Eternal Hero with their ranged or melee attacks in preference over other available targets. If a foe attacks by casting a spell or using a supernatural ability, they must target the Eternal Hero with the attack or include the Eternal Hero in the effect's area.

An opponent compelled to act in this manner is not thrown into a mindless rage and does not have to move to attack the Eternal Hero in melee if doing so would provoke attacks of opportunity against them. In such a case, they can use ranged attacks against the Eternal Hero or attack any opponents they threaten as normal. If anyone other than the Eternal Hero attacks the target, the effect of the Heroic Challenge ends for that specific target.

The effect of a Heroic Challenge lasts for a number of rounds equal to 5 + the Eternal Hero's Charisma modifier (if any). Whether a creature fails or succeeds on its save against the Heroic Challenge, it can only be targeted by this effect once per day. This ability is usable a number of times per day equal to half the character's Eternal Hero level.

Immune to Surprise (Ex): At 15th level, the Eternal Hero becomes so sensitive to danger that they are never surprised. They can always take a standard action during a surprise round, unless they are physically restrained from doing so. If there is no surprise round then this ability does not help.

Everlasting Hero (Ex): At 17th level the Eternal Hero becomes bound to existence. They no longer take penalties for aging, and no longer have a maximum age. Additionally once per day if the Eternal Hero would die they are instead reduced to 1 health and knocked unconscious for 1d4 minutes.

Heroic Awakening: At 20th level the Eternal Hero recreates the full potential of their spiritual ally using their own power. They gain +2 to all attributes, damage reduction 5/-, resistance 5 to acid, cold, electricity, fire, and sonic damage. Additionally they may become a spiritual companion to a new Eternal Hero after death.

Ex-Eternal Heroes: An Eternal Hero who ceases to be good, or who willfully commits an evil act loses all Eternal Hero class features except for Trapfinding, Evasion, Mettle, Armor Mastery, Weapon of Choice, Heightened Awareness, Heroic Challenge, and their weapon and armor proficiencies. They may not progress any farther in levels as an Eternal Hero. They regain their abilities and advancement potential if they atone for their violations (see the atonement spell description), as appropriate.

Like a member of any other class, an Eternal Hero may be a multiclass character, but multiclass Eternal Heroes face a special restriction. An Eternal Hero who gains a new class may never again raise their Eternal Hero level, additionally they lose class features as though they were an Ex-Eternal Hero. This restriction is lifted if the Eternal Hero has the Heroic Awakening class feature.

Tesla
2013-03-22, 10:57 AM
Heroic Creature
Heroic creatures are creatures descended from awakened heroes. Their unusual heritage provides them with a greater potential than a baseline representation of their race. They tend to be viewed as abnormal prodigies when their special heritage is not known. Spirit companions are able to sense the heroic potential in them though, and this makes them a perfect candidate to become an Eternal Hero. Although descendants of heroes can turn to darkness, the fact that light tends to surround them makes them far more likely to stay on the side of good.

Creating a Heroic Creature
"Heroic" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher.

A Heroic character uses all the base creature’s statistics and special abilities except as noted here.

Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +4, Int +4, Wis +4, Cha +4.

Feats: One extra feat at 1st level.

Skills: 4 extra skill points at 1st level and 1 extra skill point at each additional level.

Favored Class: Add Eternal Hero to their list of favored classes.

Challenge Rating: Same as the base creature + 1 (minimum 2).

Level Adjustment: +2.