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Zenos
2007-12-09, 10:30 AM
The heroic warrior

See there boy, that barbarian over there, he slew the evil wizard Thraagznor all those years ago, the spells the wizard cast didn't sem to have any effect on him, and he laughed at the necromancer's dread forces.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+2|Heroic points, ability specialization, bonus feat

2nd|
+2|
+3|
+3|
+3|ability trick

3rd|
+3|
+3|
+3|
+3|Uncanny dodge

4th|
+4|
+4|
+4|
+4|Aura of courage, immunity to disease

5th|
+5|
+4|
+4|
+4|Bonus feat, ability trick

6th|
+6/+1|
+5|
+5|
+5|Spell-like ability

7th|
+7/+2|
+5|
+5|
+5|immunity to poison

8th|
+8/+3|
+6|
+6|
+6|

9th|
+9/+4|
+6|
+6|
+6|Improved uncanny dodge

10th|
+10/+5|
+7|
+7|
+7|Ability trick, bonus feat

11th|
+11/+6/+1|
+7|
+7|
+7|

12th|
+12/+7/+2|
+8|
+8|
+8|

13th|
+13/+8/+3|
+8|
+8|
+8|

14th|
+14/+9/+4|
+9|
+9|
+9| Heroic charm

15th|
+15/+10/+5|
+9|
+9|
+9|Ability trick, bonus feat

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Timeless body

17th|
+17/+12/+7/+2|
+10|
+10|
+10|

18th|
+18/+13/+8/+3|
+11|
+11|
+11|

19th|
+19/+14/+9/+4|
+11|
+11|
+11|

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Ascendant, ability trick, bonus feat[/table]

Alignment: Any non-evil
Hit die: D8

Class skills: Balance(dex), Climb(dex), craft(int), escape artist(dex), handle animal(cha), jump(str), listen(wis), ride(dex), spot(wis), swim(str), use magic device(cha) and use rope(dex). If specializing in strenght intimidate as a class skill, if dex specialized bluff and tumble as class skills, if constitution specialized concentration as a class skill.

Class features

Proficiencies: The heroic warrior is proficient with all simple and martial weapons, all light armours and shields, except tower shield. A constitution specialized HW is proficient with med and heavy armours and tower shields.

Ability specialization: The heroic warrior bases his skills on one of his physical strenghts, he must choose between one of the physical stats to specialize in. This will affect further abilities.

Heroic points: These points are generated each day, the formula for the generation of these points being Class level*x*specialized ability score. These points can be used for several things:
Boost damage: For every point the HW spends his damage is boosted by 1 point.
Boost skill check: For every point the HW spends the skill check result is for all purposes one higher (16 + one heroic point becomes 17, etc).
Boost speed: For every two points the HW spends his base speed increases by five feet, this can only boost his speed to double his normal base speed.
Resist magic: For every two points the HW spends he can go unaffected by one spell level, cantrips and orisons count as a half level spell for this purpose. The spell effectively counts as never having done anything to the HW.

Bonus feats: At 1th, 5th, and every five levels thereafter a HW gets bonus feats like a fighter.

Ability trick:
Strenght specialized: At 2d, 5th and every five levels thereafter the HW gets one use of rage per day. At 15th level the rage counts as greater rage, at 20th level the rage counts as tireless and mighty rage.
Dex specialized: At 2d level the DEX specialized HW gets evasion as a rogue at 5th level he gets 3d6 sneak attack dice, at 10th he gets improved evasion and at 20th level he gets 6d6 sneak attack dice.
Con based: On 2d level gets endurance and improved toughness as bonus feats, at 5th level gets diehard, 10th level gets +4 on opposed checks to resist being bull-rushed and tripped. 15th level gets DR 4/- and 20th level gets DR 8/-.

Uncanny dodge, improved uncanny dodge and aura of courage are like the barbarian and paladin class abilities.

Spell-like ability: The HW can cast a buff that enchances his specialized ability 1/day, if he is STR specialized he gets Bull's strenght 1/day, if DEX Cat's grace 1/day, if Con specialized bears endurance 1/day. Caster level equal to HW levels.

Heroic charm: The hero gets a +10 on charisma checks regarding members of the opposite gender of the same general type as them (a human gets it for all kinds of humanoids, but not monstrous humanoids or outsiders)

Ascendancy: The HW is so great that he has divine rank 0, and becomes a native outsider.
This is my first homebrew, so please be kind, is it overpowered or underpowered?

Shades of Gray
2007-12-09, 10:44 AM
It's good, but has a few too many dead levels for my taste.

Also Ascendancy, I think this would probably be an epic ability if anything, like a feat with prereq. X levels in HW.

Otherwise the ability spec is good, and the cliche Fantasy hero can be created!

Zenos
2007-12-09, 11:42 AM
The heroic warrior

See there boy, that barbarian over there, he slew the evil wizard Thraagznor all those years ago, the spells the wizard cast didn't sem to have any effect on him, and he laughed at the necromancer's dread forces.

{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+2|Heroic points, ability specialization, bonus feat

2nd|
+2|
+3|
+3|
+3|ability trick

3rd|
+3|
+3|
+3|
+3|Uncanny dodge

4th|
+4|
+4|
+4|
+4|Aura of courage, immunity to disease

5th|
+5|
+4|
+4|
+4|Bonus feat, ability trick

6th|
+6/+1|
+5|
+5|
+5|Spell-like ability

7th|
+7/+2|
+5|
+5|
+5|immunity to poison

8th|
+8/+3|
+6|
+6|
+6|

9th|
+9/+4|
+6|
+6|
+6|Improved uncanny dodge

10th|
+10/+5|
+7|
+7|
+7|Ability trick, bonus feat

11th|
+11/+6/+1|
+7|
+7|
+7|

12th|
+12/+7/+2|
+8|
+8|
+8|

13th|
+13/+8/+3|
+8|
+8|
+8|

14th|
+14/+9/+4|
+9|
+9|
+9| Heroic charm

15th|
+15/+10/+5|
+9|
+9|
+9|Ability trick, bonus feat

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Timeless body

17th|
+17/+12/+7/+2|
+10|
+10|
+10|

18th|
+18/+13/+8/+3|
+11|
+11|
+11|

19th|
+19/+14/+9/+4|
+11|
+11|
+11|

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Apex of ability, ability trick, bonus feat[/table]

Alignment: Any non-evil
Hit die: D8

Class skills: Balance(dex), Climb(dex), craft(int), escape artist(dex), handle animal(cha), jump(str), listen(wis), ride(dex), spot(wis), swim(str), use magic device(cha) and use rope(dex). If specializing in strenght intimidate as a class skill, if dex specialized bluff and tumble as class skills, if constitution specialized concentration as a class skill.
Skill points per level: 6+int modifier, times four at first level

Class features

Proficiencies: The heroic warrior is proficient with all simple and martial weapons, all light armours and shields, except tower shield. A constitution specialized HW is proficient with med and heavy armours and tower shields.

Ability specialization: The heroic warrior bases his skills on one of his physical strenghts, he must choose between one of the physical stats to specialize in. This will affect further abilities.

Heroic points: These points are generated each day, the formula for the generation of these points being Class level*x*specialized ability score. These points can be used for several things:
Boost damage: For every point the HW spends his damage is boosted by 1 point.
Boost skill check: For every point the HW spends the skill check result is for all purposes one higher (16 + one heroic point becomes 17, etc).
Boost speed: For every two points the HW spends his base speed increases by five feet, this can only boost his speed to double his normal base speed.
Resist magic: For every two points the HW spends he can go unaffected by one spell level, cantrips and orisons count as a half level spell for this purpose. The spell effectively counts as never having done anything to the HW.

Bonus feats: At 1th, 5th, and every five levels thereafter a HW gets bonus feats like a fighter.

Ability trick:
Strenght specialized: At 2d, 5th and every five levels thereafter the HW gets one use of rage per day. At 15th level the rage counts as greater rage, at 20th level the rage counts as tireless and mighty rage.
Dex specialized: At 2d level the DEX specialized HW gets evasion as a rogue at 5th level he gets 3d6 sneak attack dice, at 10th he gets improved evasion and at 20th level he gets 6d6 sneak attack dice.
Con based: On 2d level gets endurance and improved toughness as bonus feats, at 5th level gets diehard, 10th level gets +4 on opposed checks to resist being bull-rushed and tripped. 15th level gets DR 4/- and 20th level gets DR 8/-.

Uncanny dodge, improved uncanny dodge and aura of courage are like the barbarian and paladin class abilities.

Spell-like ability: The HW can cast a buff that enchances his specialized ability 1/day, if he is STR specialized he gets Bull's strenght 1/day, if DEX Cat's grace 1/day, if Con specialized bears endurance 1/day. Caster level equal to HW levels.

Heroic charm: The hero gets a +10 on charisma checks regarding members of the opposite gender of the same general type as them (a human gets it for all kinds of humanoids, but not monstrous humanoids or outsiders)

Apex of ability: The HW has reached a point of physical ability that grants him an extraordinary ability:
STR-specialized: Bane Wound: The HW deals one wound so dire that the opponent is very likely to die from it. The Bane wound can be used once a week, and deals normal damage plus the level of the HW on impact, and in the following round it deals the HW's level plus STR modifier in damage.
DEX-specialized: I need ideas for this one.
CON-specialized: Last Stand: The HW is capable of remaining fully efficient while on negative HP, and adds his class level to the amount of negative HP he can have before he dies, so a 20th level HW can go to 29 negative HP without dying.

Epic Feat: Ascendant Hero
Prereqs: Ability specialization, score 28 in specialized ability, Apex of Ability.
Effects: The Hero has gained a degree of power and fame, granting him immortality. He gains divine rank 0.

Any suggestions for filling dead levels?

Maldraugedhen
2007-12-09, 11:50 AM
Dex-Specialized: Untouchable: The Heroic Warrior has become so agile that he may, up to twice per encounter, declare a round his Untouchable round. During an Untouchable round, the Heroic Warrior automatically passes all saves, receives a +15 bonus to AC, and becomes immune to critical hits. He also receives a +10 bonus to Jump checks, Tumble checks, and Swim checks. The Heroic Warrior declares an Untouchable round during his turn before taking any actions, although declaring the use of an Untouchable round is a free action.

Zenos
2007-12-09, 11:52 AM
Dex-Specialized: Untouchable: The Heroic Warrior has become so agile that he may, up to twice per encounter, declare a round his Untouchable round. During an Untouchable round, the Heroic Warrior automatically passes all saves, receives a +15 bonus to AC, and becomes immune to critical hits. He also receives a +10 bonus to Jump checks, Tumble checks, and Swim checks. The Heroic Warrior declares an Untouchable round during his turn before taking any actions, although declaring the use of an Untouchable round is a free action.

Hey, that sounds good! That would fit well.

Zenos
2007-12-09, 11:54 AM
I gave the CON-specialized an arrow protection ability when wielding shields, and also put on the CHA bonus to AC when unarmoured.

The heroic warrior

See there boy, that barbarian over there, he slew the evil wizard Thraagznor all those years ago, the spells the wizard cast didn't sem to have any effect on him, and he laughed at the necromancer's dread forces.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+2|Heroic points, ability specialization, bonus feat, Armour of Contempt

2nd|
+2|
+3|
+3|
+3|ability trick, arrow protection+2(CON-specialized only)

3rd|
+3|
+3|
+3|
+3|Uncanny dodge

4th|
+4|
+4|
+4|
+4|Aura of courage, immunity to disease

5th|
+5|
+4|
+4|
+4|Bonus feat, ability trick

6th|
+6/+1|
+5|
+5|
+5|Spell-like ability

7th|
+7/+2|
+5|
+5|
+5|immunity to poison

8th|
+8/+3|
+6|
+6|
+6|Arrow protection+4(CON-specialized only)

9th|
+9/+4|
+6|
+6|
+6|Improved uncanny dodge

10th|
+10/+5|
+7|
+7|
+7|Ability trick, bonus feat

11th|
+11/+6/+1|
+7|
+7|
+7|

12th|
+12/+7/+2|
+8|
+8|
+8|

13th|
+13/+8/+3|
+8|
+8|
+8|

14th|
+14/+9/+4|
+9|
+9|
+9| Heroic charm, arrow protection+6(CON-specialized only)

15th|
+15/+10/+5|
+9|
+9|
+9|Ability trick, bonus feat

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Timeless body

17th|
+17/+12/+7/+2|
+10|
+10|
+10|

18th|
+18/+13/+8/+3|
+11|
+11|
+11|

19th|
+19/+14/+9/+4|
+11|
+11|
+11|

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Apex of ability, ability trick, bonus feat, arrow protection+8(CON-specialized only)[/table]

Alignment: Any non-evil
Hit die: D8

Class skills: Balance(dex), Climb(dex), craft(int), escape artist(dex), handle animal(cha), jump(str), listen(wis), ride(dex), spot(wis), swim(str), use magic device(cha) and use rope(dex). If specializing in strenght intimidate as a class skill, if dex specialized bluff and tumble as class skills, if constitution specialized concentration as a class skill.
Skill points per level: 6+int modifier, times four at first level

Class features

Proficiencies: The heroic warrior is proficient with all simple and martial weapons, all light & medium armours and shields, except tower shield. A constitution specialized HW is in addition proficient with heavy armours and tower shields.

Ability specialization: The heroic warrior bases his skills on one of his physical strenghts, he must choose between one of the physical stats to specialize in. This will affect further abilities.

Heroic points: These points are generated each day, the formula for the generation of these points being Class level*x*specialized ability score. These points can be used for several things:
Boost damage: For every point the HW spends his damage is boosted by 1 point.
Boost skill check: For every point the HW spends the skill check result is for all purposes one higher (16 + one heroic point becomes 17, etc).
Boost speed: For every two points the HW spends his base speed increases by five feet, this can only boost his speed to double his normal base speed.
Resist magic: For every two points the HW spends he can go unaffected by one spell level, cantrips and orisons count as a half level spell for this purpose. The spell effectively counts as never having done anything to the HW.
Note: For the purposes of boosting your checks, you can only use as many points as double your class levels.

Bonus feats: At 1th, 5th, and every five levels thereafter a HW gets bonus feats like a fighter.

Armour of Contempt: When unarmoured, the HW gains his CHA bonus to AC.

Ability trick:
Strenght specialized: At 2d, 5th and every five levels thereafter the HW gets one use of rage per day. At 15th level the rage counts as greater rage, at 20th level the rage counts as tireless and mighty rage.
Dex specialized: At 2d level the DEX specialized HW gets evasion as a rogue at 5th level he gets 3d6 sneak attack dice, at 10th he gets improved evasion and at 20th level he gets 6d6 sneak attack dice.
Con based: On 2d level gets endurance and improved toughness as bonus feats, at 5th level gets diehard, 10th level gets +4 on opposed checks to resist being bull-rushed and tripped. 15th level gets DR 4/- and 20th level gets DR 8/-.

Arrow protection: When wielding a shield, the CON-specialized HW gains a +2 to his shield bonus to AC. This increases by +2 at 8th level and every sixth level thereafter, to a maximum of +8 at 20th level.

Uncanny dodge, improved uncanny dodge and aura of courage are like the barbarian and paladin class abilities.

Spell-like ability: The HW can cast a buff that enchances his specialized ability 1/day, if he is STR specialized he gets Bull's strenght 1/day, if DEX Cat's grace 1/day, if Con specialized bears endurance 1/day. Caster level equal to HW levels.

Heroic charm: The hero gets a +10 on charisma checks regarding members of the opposite gender of the same general type as them (a human gets it for all kinds of humanoids, but not monstrous humanoids or outsiders)

Apex of ability: The HW has reached a point of physical ability that grants him an extraordinary ability:

STR-specialized: Bane Wound: The HW deals one wound so dire that the opponent is very likely to die from it. The Bane wound can be used once a week, and deals normal damage plus the level of the HW on impact, and in the following round it deals the HW's level plus STR modifier in damage. In all other respects this works like the paladin's Smite ability.
DEX-specialized: Untouchable: The Heroic Warrior has become so agile that he may, up to twice per encounter, declare a round his Untouchable round. During an Untouchable round, the Heroic Warrior automatically passes all saves, receives a +15 bonus to AC, and becomes immune to critical hits. He also receives a +10 bonus to Jump checks, Tumble checks, and Swim checks. The Heroic Warrior declares an Untouchable round during his turn before taking any actions, although declaring the use of an Untouchable round is a free action.
CON-specialized: Last Stand: The HW is capable of remaining fully efficient while on negative HP, and adds his class level to the amount of negative HP he can have before he dies, so a 20th level HW can go to 29 negative HP without dying.

Zenos
2007-12-09, 12:47 PM
Here I'll post some fluff for those capstone abilities.

Bane wound: The wizard was dead, and the cleric was dead. Rothgar watched as the rogue got struck by the pit fiend and ground into fine dust. He shouted a warcry to his god, Kord and charged at the fell beast, striking it with an awesome blow. The pit fiend turned it's head towards him, then noticed the mighty hero had cut it from shoulder to waist. It yelped, a pitiful moan; "No, it cannot be!" Then it fell down, dead. Rothgar made a grin, and walked towards the pile of treasure.

Untouchable: The illithid was pleased, the wizard was dead, the barbarian was dead, the bard was dead, now all that stood before him was a dying cleric and a small boy. He raised his mace against the boy, and swung it with the speed of lightning, however, it did not hit, for the boy was not there. He was confused, until he felt a pain in his throat. He gingerly borught his hand up to his throat, feeling the ear-to-ear wound, and made a gurgle, for he could not scream. The illithid sorcerer fell to the ground, and from behind him the boy strode over the corpse to help the cleric.

Last stand: They were all dead, and Kharn knew it, the only ones remaining were a few barbarians and a cleric. The devils would win the day. A bearded devil charged at him, but he swatted it aside like a fly. Then a dread beast came towards him, a great, insectoid creature of cold, acompanied by a devil wreathed in flames. Even though a dozen wounds were bleeding across his body, he gritted his teeth and charged at the insect creature first. It hit him with it's spear, thorugh the heart. He fell down on his knees. The pit fiend grinned. Then Kharn picked up his greatsword that he had dropped, and rose to his feet again, pulling the spear further into his body with his free hand so the gelugon could not use it against him anymore. He whispered; "You may stab me, slash me and grind my body into dust, but I will never surrender."

Zenos
2007-12-09, 01:59 PM
Feats for the HW:

Strike True [General]
The Heroic Warrior is able to let his inner strenght guide his blade to strike at the heart of his foes.
Prerequisites: Heroic points, +4 BaB
Benefits: The Heroic Warrior can use his heroic points to boost his attack roll.
Normal: The Heroic Warrior cannot use his heroic points to boost his attack roll, only to skill checks, damage and saves.
Special: The Heroic Warrior can choose this feat as a bonus feat.


Ascendant [Epic]
The Heroic Warrior has ascended to immortility, in fame and body
Prerequisites: Ability specialization, ability score 28+ in specialized ability score, 16+ charisma, Apex of Ability.
Benefits: The HW gains divine rank 0, with all the benefits of tihs status, like immortality. If he already has a divine rank he gains a new divine rank
Special: This can be taken up to three times, each time adding another divine rank.

Forrestfire
2007-12-09, 04:26 PM
this is awsome

Zenos
2007-12-09, 04:28 PM
Thanks! It is actualy my first homebrew, so I am glad it has worked out so fine, with just a few adjustments.

Forrestfire
2007-12-09, 04:32 PM
can you make the abilities titles bold? I think I'm going to use this and it's hard for me to see the disinction.

Zenos
2007-12-09, 05:12 PM
can you make the abilities titles bold? I think I'm going to use this and it's hard for me to see the disinction.

Made 'em bold on the last post.
Wow, my first homebrew and someone else wants to use it. I'm happy:smallbiggrin:

Forrestfire
2007-12-09, 05:13 PM
thanks and your welcome.:smallsmile:

Zenos
2007-12-09, 05:14 PM
I'm going to bed, see ya tomorrow.

Shades of Gray
2007-12-09, 05:24 PM
MANY classic heroes wear no armor, yet can never be hit and if they are hit, take little damage.

May I suggest:

Add Cha bonus to AC
DR of 1/2 of HW level. (or some other fraction)


Also, here is a suggestion for Last Stand. make it so their con bonus affects the max negative hp.

i.e. level 20 HW, 22 Con, Last Stand

Max negative hp before dying 35.

Zenos
2007-12-10, 09:10 AM
MANY classic heroes wear no armor, yet can never be hit and if they are hit, take little damage.

May I suggest:

Add Cha bonus to AC
DR of 1/2 of HW level. (or some other fraction)


Also, here is a suggestion for Last Stand. make it so their con bonus affects the max negative hp.

i.e. level 20 HW, 22 Con, Last Stand

Max negative hp before dying 35.

The CHA bonus to AC sounds good, I actualy had this idea for a race concept, about a catlike race of humanoids so arrogant they got their CHA bonus to AC, called Armour of Contempt, would this be a good name for that ability?

About the DR, CON based heroes already have DR, but I may add a little feat... More about this later.

The suggestion for last stand sounds okay enough.

I am also wondering if giving the CON-based hero a bonus to AC against ranged attacks whilst holding a shield would be good.

Xyk
2007-12-11, 08:30 AM
I like the Cha to AC but make sure it is only if they wear no armor. that would be good for fast heroes, but others may not like it. Also try giving everyone medium armor profiency and only con warriors the heavy. Most warriors like heavier armor.

Zenos
2007-12-11, 09:24 AM
I've never found any of the med armours to be very good, but ok. The CHA bonus to AC only when unarmoured also seems good.

Zenos
2007-12-11, 09:34 AM
I gave the CON-specialized an arrow protection ability when wielding shields, and also put on the CHA bonus to AC when unarmoured.

The heroic warrior

See there boy, that barbarian over there, he slew the evil wizard Thraagznor all those years ago, the spells the wizard cast didn't sem to have any effect on him, and he laughed at the necromancer's dread forces.
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+2|Heroic points, ability specialization, bonus feat, Armour of Contempt

2nd|
+2|
+3|
+3|
+3|ability trick, arrow protection+2(CON-specialized only)

3rd|
+3|
+3|
+3|
+3|Uncanny dodge

4th|
+4|
+4|
+4|
+4|Aura of courage, immunity to disease

5th|
+5|
+4|
+4|
+4|Bonus feat, ability trick

6th|
+6/+1|
+5|
+5|
+5|Spell-like ability

7th|
+7/+2|
+5|
+5|
+5|immunity to poison

8th|
+8/+3|
+6|
+6|
+6|Arrow protection+4(CON-specialized only)

9th|
+9/+4|
+6|
+6|
+6|Improved uncanny dodge

10th|
+10/+5|
+7|
+7|
+7|Ability trick, bonus feat

11th|
+11/+6/+1|
+7|
+7|
+7|

12th|
+12/+7/+2|
+8|
+8|
+8|

13th|
+13/+8/+3|
+8|
+8|
+8|

14th|
+14/+9/+4|
+9|
+9|
+9| Heroic charm, arrow protection+6(CON-specialized only)

15th|
+15/+10/+5|
+9|
+9|
+9|Ability trick, bonus feat

16th|
+16/+11/+6/+1|
+10|
+10|
+10|Timeless body

17th|
+17/+12/+7/+2|
+10|
+10|
+10|

18th|
+18/+13/+8/+3|
+11|
+11|
+11|

19th|
+19/+14/+9/+4|
+11|
+11|
+11|

20th|
+20/+15/+10/+5|
+12|
+12|
+12|Apex of ability, ability trick, bonus feat, arrow protection+8(CON-specialized only)[/table]

Alignment: Any non-evil
Hit die: D8 (D12 if CON-specialized)

Class skills: Balance(dex), Climb(dex), craft(int), escape artist(dex), handle animal(cha), jump(str), listen(wis), ride(dex), spot(wis), swim(str), use magic device(cha) and use rope(dex). If specializing in strenght intimidate as a class skill, if dex specialized bluff and tumble as class skills, if constitution specialized concentration as a class skill.
Skill points per level: 6+int modifier, times four at first level

Class features

Proficiencies: The heroic warrior is proficient with all simple and martial weapons, all light & medium armours and shields, except tower shield. A constitution specialized HW is in addition proficient with heavy armours and tower shields.

Ability specialization: The heroic warrior bases his skills on one of his physical strenghts, he must choose between one of the physical stats to specialize in. This will affect further abilities.

Heroic points: These points are generated each day, the formula for the generation of these points being Class level*x*specialized ability score. These points can be used for several things:
Boost damage: For every point the HW spends his damage is boosted by 1 point.
Boost skill check: For every point the HW spends the skill check result is for all purposes one higher (16 + one heroic point becomes 17, etc).
Boost speed: For every two points the HW spends his base speed increases by five feet, this can only boost his speed to double his normal base speed.
Resist magic: For every two points the HW spends he can go unaffected by one spell level, cantrips and orisons count as a half level spell for this purpose. The spell effectively counts as never having done anything to the HW.
Note: For the purposes of boosting your checks, you can only use as many points as double your class levels.

Bonus feats: At 1th, 5th, and every five levels thereafter a HW gets bonus feats like a fighter.

Armour of Contempt: When unarmoured, the HW gains his CHA bonus to AC.

Ability trick:
Strenght specialized: At 2d, 5th and every five levels thereafter the HW gets one use of rage per day. At 15th level the rage counts as greater rage, at 20th level the rage counts as tireless and mighty rage.
Dex specialized: At 2d level the DEX specialized HW gets evasion as a rogue at 5th level he gets 3d6 sneak attack dice, at 10th he gets improved evasion and at 20th level he gets 6d6 sneak attack dice.
Con based: On 2d level gets endurance and improved toughness as bonus feats, at 5th level gets diehard, 10th level gets +4 on opposed checks to resist being bull-rushed and tripped. 15th level gets DR 4/- and 20th level gets DR 8/-.

Arrow protection: When wielding a shield, the CON-specialized HW gains a +2 to his shield bonus to AC. This increases by +2 at 8th level and every sixth level thereafter, to a maximum of +8 at 20th level.

Uncanny dodge, improved uncanny dodge and aura of courage are like the barbarian and paladin class abilities.

Spell-like ability: The HW can cast a buff that enchances his specialized ability 1/day, if he is STR specialized he gets Bull's strenght 1/day, if DEX Cat's grace 1/day, if Con specialized bears endurance 1/day. Caster level equal to HW levels.

Heroic charm: The hero gets a +10 on charisma checks regarding members of the opposite gender of the same general type as them (a human gets it for all kinds of humanoids, but not monstrous humanoids or outsiders)

Apex of ability: The HW has reached a point of physical ability that grants him an extraordinary ability:

STR-specialized: Bane Wound: The HW deals one wound so dire that the opponent is very likely to die from it. The Bane wound can be used once a week, and deals normal damage plus the level of the HW on impact, and in the following round it deals the HW's level plus STR modifier in damage. In all other respects this works like the paladin's Smite ability.
DEX-specialized: Untouchable: The Heroic Warrior has become so agile that he may, up to twice per encounter, declare a round his Untouchable round. During an Untouchable round, the Heroic Warrior automatically passes all saves, receives a +15 bonus to AC, and becomes immune to critical hits. He also receives a +10 bonus to Jump checks, Tumble checks, and Swim checks. The Heroic Warrior declares an Untouchable round during his turn before taking any actions, although declaring the use of an Untouchable round is a free action.
CON-specialized: Last Stand: The HW is capable of remaining fully efficient while on negative HP, and adds his class level to the amount of negative HP he can have before he dies, so a 20th level HW can go to 29 negative HP without dying.

Abilities: The most important ability for a Heroic Warrior is the physical ability score he is specialized in. Also, there is no reason to not get a good score in the other physical abilities, since STR gives you a better melee attack and carrying capacity (for loot, maybe?), DEX gives you better AC and several of the HW's skills are based on the score and CON is very useful since the STR and DEX specialized HW's only have D8 hit dice.
If you've got points left, it is wise to put it in intelligence for more skill points (and the ability to flirt with girls/boys who don't speak your language) and CHA, which is useful to protect yourself if you walk around unarmoured, helps the STR specialized HW's intimidate and is highly characterful for a HW, especially when it comes to relating with girls/boys.

Telonius
2007-12-11, 10:45 AM
A few technical nitpicks ...


Boost damage: For every point the HW spends his damage is boosted by 1 point.
Boost skill check: For every point the HW spends the skill check result is for all purposes one higher (16 + one heroic point becomes 17, etc).
Boost speed: For every two points the HW spends his base speed increases by five feet, this can only boost his speed to double his normal base speed.
Resist magic: For every two points the HW spends he can go unaffected by one spell level, cantrips and orisons count as a half level spell for this purpose. The spell effectively counts as never having done anything to the HW.


How long does the effect of the boost last? Is it one attack roll, one round, minutes, 1 day? Does he distribute the boosts first thing in the morning, or use them as it comes up? Does he need 8 hours of rest to get them, or do they reset at dawn?

For Resist Magic, the timing of when you would apply the points would be particularly important. A character might choose to apply the points only after they've failed a save - is this what you're intending? (Not criticizing this yet, just trying to clarify).

For example, the evil Cleric casts Implosion. The HW rolls, and fails his save; he declares he's going to use his points to obliterate the spell afterwards. DM tells him to subtract nine from his total.

Or do you mean something more like this: Cleric casts Implosion. HW doesn't know what's being cast yet, since he fails a Spellcraft check. He chooses a number of points to use (he guesses six). He deducts six from his point total. The spell exceeds the points, so he has to roll a save. If he guessed nine, the spell would have fizzled.

Or something like this: Cleric casts Implosion. HW tells the DM he'd like to use his points to obliterate the spell. DM tells him to subtract nine from his point total. The spell fizzles, HW doesn't need to make a save. Save would have applied if the HW hadn't said anything to the DM.

Any of those three could be reasonable interpretations, the way you've worded it. I would clarify which way you intend it to work.

For the damage and skill boosts, I'm guessing that the player must choose to use the boost before making a damage roll or skill check. You might want to make that explicit.

Is there any limit (besides total used) on how many times per round you can use the boosts?

Zenos
2007-12-11, 11:32 AM
For adding to any of the skill checks and saves you activate it like a barbarians rage. I am not entirely sure what to do with the resist magic. It is just that I usualy play with the DM or players saying the spell's name loudly, so it isn't a problem for me.

*Mumbles* Maybe I could add the ability to, for one heroic point, to be able to discern a spell's level, whereupon you may use heroic points to dispel it, but this has to be done BEFORE making any saves?

Ne0
2007-12-11, 02:33 PM
*Mumbles* Maybe I could add the ability to, for one heroic point, to be able to discern a spell's level, whereupon you may use heroic points to dispel it, but this has to be done BEFORE making any saves?

There wouldn't be a good fluff reason for that. Actually, I'd change the skill into a chance of rethrowing your save (if any) for the spell at the cost of two heroic points, for a maximum tries of Level/5.
Even then, the class remains pretty overpowered... :smallconfused:

Zenos
2007-12-11, 04:42 PM
I just want to remind you that:

1) This class is built to go conan on someone, and to provide a nice and flavourful powerhouse to melee fighters without resorting to ToB (which some people wiew as overpowered and/or too anime-ish anyways).

2) If the GM just pumps up the power level of the game it should be fine. A ECL 20 party of two HW's and a Batman? Demonic hordes! No, actually, make the Devils and Demons UNITE agaisnt them!! That would be epic... gotta try it.

Grynning
2007-12-11, 05:38 PM
To balance the class somewhat, I would suggest making the "Hero points" a per-encounter mechanic, with something like Class Level + Relevant stat modifier gained as a free action at the start of an encounter, much like other get-points-and-spend-them classes. Points become available at the start of the encounter, go away afterward, and a renewed completely for the next encounter. This means that the Hero could not blow a huge amount of points and trivialize one encounter (especially the one with the Big Bad).
Also, the Resist Magic ability seems to be representing the ability to shake off magic effects...there's already a mechanic for that - it's called making your saving throw. I would highly recommend turning it into an opposed roll thing or just a massive save bonus rather than a flat out negation. Even Wizards have to use actions to counterspell, a class that can flat out say no to a fairly large number of spell levels is a bit overboard, IMO.

Edit: Also, Telonius is correct, you should list the exact duration of the boosts from the points. Just to make it clear that it is for one roll/one round/whatever.

Zenos
2007-12-11, 05:48 PM
Points per encounter sound good, and giving a huge bonus to saves are good. Although I would like if it also gave protection against things like the power word spells, maybe provide a special save using only the heroic points you spend to save yourself against it?

Grynning
2007-12-11, 06:03 PM
There are a couple of things to beef up the class's resistance to magic you could do. You could give it spell resistance at higher levels, similar to the monk, which is quite useful and not terribly unbalancing. As for the point expenditure ability, base it on similar things that already exist. Check out the Spell Immunity spells out of the PHB. It's a 4th level cleric spell, and it's greater version is 8th level. That represents a significant resource expenditure (highest level slot) at 7th for the lesser spell and 15th for the greater one. So, complete immunity to a spell should be something that can be pulled off about once or twice per day. Since this version is reactive, instead of lasting over a time, once per encounter should be about right, assuming 4 encounters/day. So, if you use per-encounter points, it should cost a substantial portion of those points, so that it can only be done a maximum of once per encounter.

PS: I do like the class overall, actually. It's definitely a much better take on the bad-ass melee guy than a straight up Fighter, and more useful for 20 levels than a Paladin.

Xyk
2007-12-18, 02:14 PM
This is a really good take on a less serious melee fighter and great for role-players. I'm gonna try and talk my friend into playing one for our next campaign. It will be spectacular.

Ne0
2007-12-18, 02:17 PM
I think it's just a killer of an overpowered class. Where's the balance?

Zenos
2007-12-22, 09:44 AM
I made it mostly to have fluff and a powerful melee class to play around with, it is not meant to be more balanced than the DM makes it. I am also planning on making a kind of class that is the opposite of this class, a caster type, always neutral or evil and maybe has some minion stuff.

Ioth
2007-12-23, 05:51 AM
This is nice overall, although due to a variant rule my dm use's the Constitution thingy would only buy me 20 rounds before I bleed out not to mention one whack from one of the weaker monsters would lob me in half but oh well the dextirity one is works very well for me because

Also I cant tell the diffrence between bane and an improved smite evil except for the fact that an improved smite evil can only effect evil opponets and that you can use it alot more times per day.

Overall this is a fairly balanced Class that has been made to allow you for a bit of customization.

Lol I just relieazed a way to get a level 20 one to about 45 Ac for a round Although it includes rolling an 18 on dextirity and Charasima, have a +6 cloak of charasima and a +6 gloves of dextirty and a amulet of natural armory +4 and a bracers of armory +2, which shouldnt be to far away by level 20 I guess...


I think I might use this class some time

Zenos
2007-12-23, 05:51 PM
This is nice overall, although due to a variant rule my dm use's the Constitution thingy would only buy me 20 rounds before I bleed out not to mention one whack from one of the weaker monsters would lob me in half but oh well the dextirity one is works very well for me because

Also I cant tell the diffrence between bane and an improved smite evil except for the fact that an improved smite evil can only effect evil opponets and that you can use it alot more times per day.

Overall this is a fairly balanced Class that has been made to allow you for a bit of customization.

Lol I just relieazed a way to get a level 20 one to about 45 Ac for a round Although it includes rolling an 18 on dextirity and Charasima, have a +6 cloak of charasima and a +6 gloves of dextirty and a amulet of natural armory +4 and a bracers of armory +2, which shouldnt be to far away by level 20 I guess...


I think I might use this class some time

Just 45 AC at lvl 20?
Pff, I've got a lvl 13 lich cleric who has more. ECL 17.

PirateMonk
2007-12-23, 06:47 PM
The CHA bonus to AC sounds good, I actualy had this idea for a race concept, about a catlike race of humanoids so arrogant they got their CHA bonus to AC, called Armour of Contempt

This gives me a fun idea for a class where all abilities are based off sheer arrogance and pride.

Nice class.

Zenos
2007-12-24, 07:04 AM
This gives me a fun idea for a class where all abilities are based off sheer arrogance and pride.

Nice class.

Thanks. If you make that class, please post a link! I would very much love to see one.