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Milo v3
2014-09-01, 10:12 AM
Note
This class utilizes core PF material overall, but it also uses 3.5e's Infusions and some PF third party material from Dreamscarred Press and Radiance House (Mysteries of Akasha, Pact Magic, Path of War, and Psionics). Thus it is most likely best appropriate in 3.X games.


Hero

Bloodlines have power, with Half-Dragons and Sorcerers being good examples, but what happens when a person possesses the blood of an actual deity rather than a fey or drake. The blood inside the person twists and warps the world around them, guarding them and allowing them to smite their enemies. As a strange side effect of their condition, the can manifest the magic that already resides within eldritch objects to a much greater extent.

Hit Die: d10

Starting Gold: As fighter.

Class Skills
The Heroes class skills are acrobatics, climb, craft, diplomacy, fly, handle animal, intimidate, knowledge (local), perception, ride, survival, and swim.

Skill Ranks per Level: (6 + Int modifier)

Hero


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
2
3
4
5
6


1st

+1

+2

+2

+2
Arcana, Heirloom, Journey
1







2nd

+2

+3

+3

+3
Fates Sheath, Jaunt
2







3rd

+3

+3

+3

+3
Fate Tools, Arcana
2
0





4th

+4

+4

+4

+4
Heroic Blessing, Jaunt
2
1





5th

+5

+4

+4

+4
Accepting Heirloom, Arcana
2
2
0





6th

+6/+1

+5

+5

+5
Fates Shield, Jaunt
2
2
1





7th

+7/+2

+5

+5

+5
Arcana, Improved Fates Sheath
2
2
1





8th

+8/+3

+6

+6

+6
Heroes Talent, Jaunt
2
2
2
0




9th

+9/+4

+6

+6

+6
Arcana, Nomad
2
2
2
1




10th

+10/+5

+7

+7

+7
Jaunt, Journeyed Heirloom
2
2
2
1




11th

+11/+6/+1

+7

+7

+7
Arcana, Timeless Body
2
2
2
1
0



12th

+12/+7/+2

+8

+8

+8
Greater Fates Sheath, Improved Heroes Talent, Jaunt
2
2
2
1
1



13th

+13/+8/+3

+8

+8

+8
Arcana, Heroic Symbolism
2
2
2
2
1



14th

+14/+9/+4

+9

+9

+9
Deific Blessing, Jaunt
3
2
2
2
2
0


15th

+15/+10/+5

+9

+9

+9
Assimilating Heirloom, Arcana
3
3
2
2
2
1


16th

+16/+11/+6/+1

+10

+10

+10
Deific Talent, Jaunt
3
3
3
2
2
1


17th

+17/+12/+7/+2

+10

+10

+10
Arcana, Perfect Fates Sheath
3
3
3
3
2
2


18th

+18/+13/+8/+3

+11

+11

+11
Epic Heirloom, Jaunt, Nomad
3
3
3
3
3
2


19th

+19/+14/+9/+4

+11

+11

+11
Arcana, True Symbolism
3
3
3
3
3
3


20th

+20/+15/+10/+5

+12

+12

+12
Jaunt, World Arcana
3
3
3
3
3
3



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

Weapon and Armor Proficiencies: Heroes are proficient with all simple and martial weapons. Heroes are proficient with light and medium armour, and all shields (except tower shields).

Arcana (Ex): Each hero gains a benefit based on the journey he is part of, representing the start of his tale. When necessary, the DC for an Arcana is equal to 10 + 1/2 class level + charisma modifier. Despite the fact they are far from mundane, Arcana are extraordinary abilities unless otherwise stated.

At third level and every odd level thereafter, the hero gains an additional arcana from his journey, except these benefits can be selected from a list.

Heirloom: Each hero possesses a special weapon designated as their heirloom; gained as a gift from their heritor, won in combat, stolen from a temple, or otherwise arrived by similar means. This functions as the Hero gaining a single masterwork weapon of their choice that they are proficient with. Whenever a hero wields an heirloom, it gains an enhancement bonus equal to a third of his character level (minimum +1). Heirlooms cannot be enchanted to gain an enchantment bonus, and when it lacks an enchantment bonus it loses all it's other special abilities.

If a heroes heirloom is lost or destroyed for at least a week, he gains a new masterwork weapon of his choice to be his heirloom as a replacement. For heroes with heirlooms that use ammunition, you can use infusions on ammunition as if it was your heirloom but the effects of the infusion doesn't function when it is used with a weapon that isn't an heirloom.

Infusions (Su): A hero might not be a spellcaster, but he can awaken the magic within heirlooms. Infusions are divine in nature, and drawn from the hero infusion list. A heroes infusions can only be awoken in a heirloom, not just in any object or construct. They function They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, and metamagic feats can be applied to heroes.

A hero can awaken an item with any infusion he has access to without preparing the infusion ahead of time, knowing one infusion per hero level he possesses. Note, a hero cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list.

To awaken a heirloom with an infusion, a hero must have a Charisma score equal to at least 10 + the infusion level (Cha 11 for 1st-level infusions, Cha 12 for 2nd-level infusions, and so forth). Infusions never allow saving throws.

Like spellcasters, a hero can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Charisma score (as spellcasters).

Each day, a hero must focus his mind on his heirloom. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the hero readies his mind to unleash his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the heroes daily limit.

Journey: Each hero has their path to wander. At first level you must select a journey to gain benefits from. This grants you the primary arcana benefit that is listed for the journey (see arcana above) and may add skills to your list of class skills. If it would add a class skill that you already possess as a class skill, you instead count as always possessing masterwork tools for that skill and gain a +2 competence bonus.

Fates Sheath (Ex): A real hero doesn't just lose his weapon, fate makes sure of that. If a second level heroes heirloom is out of his possession for longer than 24 hours without it being touched by creature with an intelligence score higher than 2, it has returned to the heroes possession by some sort of sequence of events. If the heroes heirloom is disarmed, or touched by a sentient creature, this ability is suppressed until it returns to the heroes possession.

Jaunt: Heroes have a greater opportunity at learning new talents compared to most. Each even level select one of the following: Coins, Cups, Swords, or Wands. Coins grants you four Skill Focus feats as bonus feats, but each must apply to a profession skill. Cups grants you a metamagic feat as a bonus feat. Swords grants you two Combat feats as bonus feats. Wands grants you three Skill Focus feats as bonus feats, but each must apply to a craft skill.

Fates Tools (Ex): Heroes of third level select two skills, one of which must be one of your Journey skills, you gain a circumstance bonus to these skills equal to half your class level. In addition, these skills can use your charisma score as it's ability score if your charisma is higher than whatever their normal ability score is.

Heroic Blessing (Su): A hero that is at least fourth level can grant divine abilities and spells to people that worship them, but can't grant abilities of a spell level higher than half your class level -1. At first, the only domains you can grant are the domains that match your alignment, and one more of your choice. If one of your alignments is neutral, ignore it, but if both of your alignments are neutral, you have two domains of your choice rather than just one.

In addition, he can use the first level domain power of the three domains he has as if you were a cleric with levels equal to your hero level, using Charisma modifier instead of Wisdom modifier when applicable, and abilities that require touch attacks may also be made as ranged touch attacks with a range of 5 ft. per level.

Accepting Heirloom: The heirlooms of fifth level heroes are more accepting of enhancements. When it is being enchanted, the cost of placing magical effects onto it are reduced by 25%.

Fates Shield (Ex): At sixth level, a heroes very presence causes the universe to try to guard you from harm. The hero gains a circumstance bonus equal to his charisma modifier to all saves and armour class.

Improved Fates Sheath (Su): Upon reaching seventh level, a hero can spend a minute of staying still and focusing to summon his heirloom at full hit points to one of his free hands, even if it was sundered or broken (the broken status is removed).

Heroes Talent (Ex): Eighth level heroes gain two abilities, one for each of the skills he selected for Fates Tools. Some of the abilities grant spell-like abilities, these are extraordinary spell-like abilities, cannot be dispelled or suppressed or detected by Trueseeing etc. With illusion spells that allow will saves to disbelieve, it doesn't grant a will save, it instead is a sense motive check that is opposed to the abilities skill. When one of these abilities mentions charisma modifier, you can you that skills ability score's modifier instead if you didn't replace it with charisma (see fates tools).


Acrobatics: When you use acrobatics to jump, every fifteen feet you travel counts as only five feet of travel in regards to DC and how much of your movement per turn that you can make (so multiply it by 3). In addition, when you take fall damage convert a number of 1d6 into non-lethal damage equal to your acrobatics ranks.
Appraise: By spending a swift action, you can attempt to appraise the base attack bonus or hit dice of a creature you can sense (DC 20+HD). In addition, you can identify the magical qualities of magic items with Appraise as if it was Spellcraft.
Bluff: You can make minor illusions by making bluff checks. These function as extraordinary spell-like abilities with the following; At-Will - Ghost Sound and Silent Image, Cha Modifier/Day - Minor Image and Mirror Image.
Climb: You gain a bonus to climb speed equal to 5 ft. per climb rank, this grants a climb speed if you didn't already have one. In addition the DC of climbing a perfectly smooth, flat vertical surface changes from - to 40.
Craft: Each day of work when crafting items (including magic and technological items) counts as one week of work instead. In addition, every object you craft can be masterwork in quality at no additional cost and you can cast mending at will as an extraordinary spell-like ability, with a caster level equal to your highest craft ranks.
Diplomacy: You gain the following extraordinary spell-like abilities; At-Will - Unwitting Ally, Cha Modifier/Day - Charm Person, Hypnotism and Memory Lapse. Your caster level with this ability is equal to your diplomacy ranks.
Disable Device: You can disable devices at range and through materials by simply tapping on a surface to create resonance with gears or some other similar circumstances. This allow to you disable devices to a range of 5 ft. per three ranks, and can even affect devices you lack line of effect to. Each 5 ft. you are away from the device adds 5 to the DC.
Disguise: You gain the following extraordinary spell-like abilities; At-Will - Disguise Self, Sculpt Corpse, and Vocal Alteration (self only), Cha Modifier/Day - Alter Self and Animal Aspect. Your caster level with this ability is equal to your Disguise ranks.
Escape Artist: You count as being two sizes smaller when "squeezing" through a restrictive space.
Fly: You gain a bonus to your fly speed equal to 10 ft. per fly rank. In addition your maneuverability improves by one step.
Handle Animal: You can use this skill on a creature with an Intelligence score below 4 that is not an animal, but the DC of any such check increases by 5. In addition, creatures that lack an intelligence score count as having an intelligence score of 1 for the purpose of handle animal though the DC increase is 10 rather than 5.
Heal: You can treat a disease or tend to a creature wounded by a spike growth or spike stones spell as a standard action. Treating deadly wounds takes a full-round action. Providing long-term care requires 1 minute of light activity (and counts as having had full 8 hours for the purpose of this long-term care use).
Intimidate: You can make an intimidate check to demoralize when you successfully kill or destroy a creature. In addition, you count as being two size categories larger for the purpose of the intimidate skill.
Knowledge: Once per encounter while making a check or roll that isn't a knowledge check, you can make a knowledge check to gain an insight bonus equal to your result -20. The knowledge check must be relevant to the check or roll being made.
Linguist: You can read and write text, copy spells, and scribe scrolls (though not read scrolls) ten times faster than you normally could. In addition, you gain the benefits of read magic constantly.
Perception: The DC modifier to perception checks of distance to the source, object, or creature changes to +1/50 feet rather than +1/10 feet. In addition, the bonus to stealth checks invisible creatures get on opposed checks with you are halved (+20 when standing still, +10 when moving).
Perform: 35 and 40 DC's are added to the skill with the following performances respectively; Legendary performance you can earn 1d4 pp/day, and mythical performance you can earn 3d4 pp/day.
Profession:
Ride:
Sense Motive: You gain the following extraordinary spell-like abilities; Constant - Comprehend Language (Spoken only), At-Will - Detect Thoughts. Your caster level with this ability is equal to your Sense Motive ranks, and instead of detect thoughts being negated by will saves, it is negated by a bluff check (DC 10 + sense motive modifier).
Sleight of Hand:
Spellcraft:
Stealth:
Survival:
Swim:
Use Magic Device: As a swift action, select an item within 5 ft. per use magic device rank, until the start of your next turn that object treats you as wielding or otherwise being in contact with it for the purpose of being able to activate the magic item. This ability can be used number of times per day equal to your charisma modifier.


Nomad: At nineth level, a hero selects a second journey. He gains the primary arcana of that selected journey, additional class skills as normal, and whenever he gains arcana afterwards he gains both an arcana for his first journey and one for his second journey. For the purpose of the second journey's prerequisites he counts as being eight levels lower.

At eighteenth level, he select third journey. This functions as the above second journey, except that for prerequisites he counts as being seventeen levels lower.

Journeyed Heirloom: After attaining ten levels of hero, your heirloom gains the heirloom power listed for your first journey.

Timeless Body (Ex): After attaining 11th level, a hero no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the hero still dies of old age when his time is up.

Greater Fates Sheath (Su): Upon reaching twelfth level, a hero can spend a full-action to summon his heirloom at full hit points to one of his free hands, even if it was sundered or broken (the broken status is removed).

Improved Heroes Talent (Ex): This functions as heroes talent, except for the additional abilities and that it is gained at twelfth level.


Acrobatics: When you use acrobatics to jump, every thirty feet you travel counts as only five feet of travel in regards to DC and how much of your movement per turn that you can make (so multiply it by 6). In addition, all your jumps count as running jumps, not standing jumps.
Appraise:
Bluff:
Climb:
Craft:
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge (Arcana):
Knowledge (Dungeoneering):
Knowledge (Engineering):
Knowledge (Geography):
Knowledge (History):
Knowledge (Local):
Knowledge (Martial):
Knowledge (Nature):
Knowledge (Nobility):
Knowledge (Planes):
Knowledge (Religion):
Linguist:
Perception:
Perform:
Profession:
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft:
Stealth:
Survival:
Swim:
Use Magic Device:


Heroic Symbolism (Ex): When a hero gains his thirteenth level, he must select a concept to become, this concept be in line with the character and domain selection. This concept changes the hero physically and metaphysically. The physical changes cause the hero to; gain a sacred or profane (as appropriate for the heroes alignment, neutrals choose one at 13th level, and this doesn't change unless there is an alignment change) bonus to the skills he selected for Fates Tools equal to half his class level, the alignment subtypes of the alignments he is, DR 10/One of the heroes alignments of his choice, and all his attacks with manufactured and natural weapons count as whichever alignment subtypes he possesses. If your alignments are both neutral, you may choose to gain an elemental subtype of your choice (you can choose to not take an elemental subtype) and your damage reduction is bypassed by adamantine.

Metaphysically, the hero becomes tied to a small number of outsiders, granting him the benefits of the leadership except you gain Petitioners instead of normal followers and an outsider with the same alignment subtypes as the hero as a cohort. The plane of origin for your petitioners is based on your alignment.

Deific Blessing (Su): Upon reaching fourteenth level, you gain the second domain power the domains you selected for the heroes blessing ability. In addition, you gain the ability to grant a number of additional domains and their first domain power equal to half your charisma modifier (minimum 1).

Assimilating Heirloom: When a fifteenth level heroes heirloom is being enchanted, the cost of placing magical effects onto it are reduced by 50%.

Deific Talent (Ex): This functions as heroes talent, except for the additional abilities and that it is gained at sixteenth level.


Acrobatics: When you use acrobatics to jump, every fifty feet you travel counts as only five feet of travel in regards to DC and how much of your movement per turn that you can make (so multiply it by 10). In addition, you never take fall damage.
Appraise:
Bluff:
Climb:
Craft:
Diplomacy:
Disable Device:
Disguise:
Escape Artist:
Fly:
Handle Animal:
Heal:
Intimidate:
Knowledge (Arcana):
Knowledge (Dungeoneering):
Knowledge (Engineering):
Knowledge (Geography):
Knowledge (History):
Knowledge (Local):
Knowledge (Martial):
Knowledge (Nature):
Knowledge (Nobility):
Knowledge (Planes):
Knowledge (Religion):
Linguist:
Perception:
Perform:
Profession:
Ride:
Sense Motive:
Sleight of Hand:
Spellcraft:
Stealth:
Survival:
Swim:
Use Magic Device:


Perfect Fates Sheath (Su): Upon reaching seventeenth level, a hero can spend a swift-action to summon his heirloom at full hit points to one of his free hands, even if it was sundered or broken (the broken status is removed).

Epic Heirloom: Once a hero reaches eighteenth level, his heirloom is treated as Epic for the purpose of bypassing damage reduction and on critical hits it counts as Mythic.

True Symbolism (Su): At 19th level, a hero has truly merged with his concept. The hero gains the ability to enter and leave a Symbolic form as a full-round action. While in symbolic form; you gain the incorporeal subtype, DR 50/Epic, and you can use teleport and the 1st - 3rd spells on his domain lists at-will as spell-like abilities, 4th-6th spells on his domain lists as Cha modifier/day as spell-like abilities, and 7th and 8th level spells on his domain list as once per day. The caster level of these abilities is equal to your class level.

When you use teleport in this way that isn't from a domain list, familiarity is replaced with how abundant your concept is at the destination.

World Arcana (Su): Once you have 20 levels in hero, you have arrived. You count as an outsider for the purpose of effects and prerequisites whenever beneficial, you lose your maximum age, and you gain a non-alignment outsider subtype. This subtype must be something like aeon, demon, elemental, inevitable, rakasha, etc. and you must be of appropriate alignment (except for elemental). Any petitioners you can sense that you have from your Heroic Symbolism ability can be transformed into creatures with your recently selected subtype that possess the same hit dice as a standard action.

If you select elemental as your subtype, you may select an additional subtype from the following list to take; air, earth, fire, or water.

Infusion List
1st
Energy alteration, enhancement alteration, indisputable possession, metamagic scroll, personal weapon augmentation, resistance item, skill enhancement, spell storing item.

2nd
Lesser weapon augmentation, lucky blade, swift ready.

3rd
Adamantine weapon, dragonmarked weapon, metamagic item.

4th
Censure elementals, concurrent infusions, elemental prod, item alteration, weapon augmentation.

5th
Greater dragonmarked weapon, slaying arrow.

6th
Greater weapon augmentation, hardening.

Journey List
Magician

Despite the title of this journey mainly warriors wander this road, for it teaches finesse and skill in combat from their own innate abilities. It is based around; action, movement, precision, determination, and initiative.

Heirloom Power
Your heirlooms count as associated weapons for any martial maneuvers you use. In addition your heirloom counts as a shield for the purposes of iron tortoise, and whenever you would have to make a shield bash you may instead attack with your heirloom.

Journey Skills
Knowledge (Martial) and the associated skills of the three martial disciplines you select (see below).

Arcana

Primary Arcana - Disciple of the Divine War: Select three of the following martial disciplines; broken blade, golden lion, iron tortoise, primal fury, scarlet throne, or thrashing dragon. You learn select a single martial maneuver from each of those disciplines, which can be readied as though you were a martial initiator with level equal to your class level. A hero can ready a number of martial maneuvers from this journey equal to a third of your class level, and may recover a single maneuver as a full-round action.
Continued Training: You learn two more martial maneuvers, these martial maneuvers must be from the disciplines you selected for Disciple of the Divine War and cannot be stances.
Honed Recovery: You can recover a single maneuver by expending a standard action, rather than expending a full-round action.
Legion's Positioning: You learn one more martial maneuver, this martial maneuver must be from a discipline you selected for Disciple of the Divine War and must be a stance. Heroes use stances as a warlord. This arcana can only be taken once per three levels.
Soldier's Eye: You can discern the Base Attack Bonus and whether an individual knows any martial maneuvers as a free action and a Knowledge (Martial) check (DC 20 + target's initiator level). This doesn't tell you what martial maneuvers or disciplines an individual knows. This can only be taken once.




High Priestess
Empress
Emperor
Hierophant
Lovers

Chariot

Heroes that follow the path of the chariot gain the aid of a mighty mount under their command. It is based around; conquest, self-assertion, control, command, and bravery.

Heirloom Power
As a free action when you dismount or a standard action when otherwise in contact with your mount, you can store your mount into your heirloom. This places them in stasis within an extradimensional space. As a standard action or if your heirloom is destroyed or lost, you can call your mount from this space, causing them to arrive in the nearest empty space that would accommodate for the creatures size.

Journey Skills
Handle Animal, Knowledge (Nature), Ride, Survival

Arcana

Primary Arcana - Steed of the Outlands: You gain a loyal mount that is an animal, dragon, magical beast, or vermin with a challenge rating of 1 or less, that your character could ride without difficulty. If your mount is killed, it disappears as though it was summoned and can be called to your presence again at full health as a full-round action, after at least one day has past. During the stage between a mount being dead and a mount, you can spend one hour of work or meditation or similar to change your mount to any other creature applicable though the creature is technically the same individual, simply with a new physical form. This arcana is supernatural.
Advancing Steed: The challenge rating allowed for your heroic mount is increased by 1.
Empowered Steed: Your heroic mount gains a +2 bonus to three of it's ability scores and a +1 bonus to natural armour. When you change the physical form of your mount, you can reselect what ability scores this applies to.
Run Like the Wind: Your heroic mounts movement modes gain a +20 ft. sacred or profane bonus (as appropriate; neutrals select one of the two) to each of it's movement modes. This arcana stacks if taken multiple times.
Winged Chariot: Your heroic mount constantly gains the benefits of the Air Walk spell, with a caster level equal to your hero levels. You can only take this arcana if you have a class level of 6 or more. This arcana can only be taken once. This arcana is supernatural.



Justice
Hermit
Fortune
Strength
Hanged Man
Death
Temperance

Devil
Those that walk the road of the devil are impulsive and passionate, and they are known for giving into their flaws. It is based around; obsession, self-bondage, anger, instincts, and temptation.

Heirloom Power
While in a rage, Anger of the Gods, or similar ability; your heirloom deals damage as if it was two sizes larger.

Journey Skills
Acrobatics, Climb, Intimidate, Swim

Arcana

Primary Arcana - Anger of the Gods: As a swift action you can enter a state where you give into your vices, gaining power at the cost of control. When you enter this state you gain a +2 morale bonus to strength, dexterity, and constitution, and takes 1 point of ability damage to intelligence, wisdom or charisma (chosen by the hero). A hero can be in Anger of the Gods for a number of rounds per day equal to 5 + their charisma modifier (minimum 0).
Lingering Wrath: Add 5 to the number of rounds per day you can be in Anger of the Gods. This can only be taken once per 4 class levels.
Power of Wrath:[I] You gain a rage power of your choice that you meet the prerequisites of.
[I]Sacred Smite: The sacred or profane bonus from Anger of the Gods is increased by +2.
Vices of the Divine: While in your Anger of the God state and you make a skill check that relates to wrath, greed, sloth, pride, lust, envy, or gluttony you gain a +3 morale bonus to the check. This arcana stacks if taken multiple times.



Tower
Star
Moon
Sun
Judgement