View Full Version : Class: The Hero

2008-04-12, 11:40 PM
Known as a courageous warrior and stalwart leader, the Hero exemplifies good, or evil, as they see fit. They are the legends, the timeless tales that we pass onto our children. To be a Hero is to be remembered like Grantor the Mighty, or Moloch the Terrible. They fight for eternal fame, universal glory, endless fortune and bountiful success. They fight to be.
HD: d10
Saves: +12 Will, +6 Fort, +12 Reflex
2 + Int Modifier skills. x4 for first level.

Abilities: As a physical fighter, Strength and Constitution should be high, but for some of your later abilities, Charisma will be a great boost.

Alignment: Heroes must be either good or evil. While they can be lawful good or evil, neutral good or evil, etc, they must be one or the other. To be a legend, one must have a legendary personality.
Class Skills: The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Proficiency: The soldier is proficient with all simple and martial weapons, light and medium armor, and shields.

Class Features:

Heroic Natures: Heroes are known for their amazing feats of will and might. Once every three levels, a Hero may take on a Heroic Nature that enhances their abilities. They are treated as supernatural abilities and can be used accordingly to their descriptions.

*The abilities are treated as being in 3 different levels: Novice, Adventurer, Legend.

Novice abilities: (Levels 1-7)
• Hero’s Fury: Once every five rounds, a Hero can use the ability Power Attack, but for every point subtracted from the attack roll he gains two to the damage roll.
• Hero’s Rival: A Hero gains smite good/smite evil with its power equal to a cleric his hero level, as well as treating as good/evil creatures as a favored enemy equal to his level.
• Hero’s Dash: The Hero can take a full round action to move at a sprint speed, attacking any enemy that he passes without provoking an attack of opportunity.
• Hero’s Friendship: A Hero with this Nature is known to care for his friends. As long as the Hero is within 30 feet of an ally in peril, the Hero can supernaturally swap places with the ally as a movement action. The Hero then gains an attack of opportunity against adjacent foes.

Adventurer: (Levels 8-14)
• Hero’s Luck: Heroes are known for their extreme luck, especially in the face of danger. If you have this Nature, then you gain a circumstance bonus to any action you take equal to half your hero level, rounded down.
• Hero’s Expertise: As soon as Hero acquires this nature, he must identify a weapon of his expertise. The Hero thus acquires Weapon Focus, Weapon Specialization, and Weapon Supremacy for that weapon.
• Hero’s Determination: In any situation where a Hero would perish or be knocked unconscious, even if they had failed a previous save, they can make an additional Will save to prevent it. Also, the Hero gains a +5 to all Will saves.
• Hero’s Clash: As a full round action, a Hero can enter a defensive stance. Until his next turn, he can parry an attack with a successful roll that equals or exceeds the attack of the original attacker. If the parry exceeds the original attack, he strikes for an attack dealing equal damage that would have been inflicted unto him.
• Hero’s Glory: Heroes attract much attention during their adventures. A Hero gets a bonus to any skill that is Charisma based equal to one half his hero level, rounded down. Also, enemies hear rumors of the Hero and gain -2 to all checks due to fear.

Legend: (Levels 15-20)
• Hero’s Leadership: A hero can inspire others into action. With a successful Charisma check (DC 15), a Hero can rally his allies to give them bonuses to base attack and saves equal to one half his Hero level rounded down, lasting for 5 rounds.
• Hero’s Bravery: The Hero is immune to all mind-based effects, such as fear, mind control, and sleep based attacks.
• Hero’s Flurry: As the Monk ability Flurry of Blows, but w/weapon.
• Hero’s Shrug: Hero gains damage reduction -/magic equal to his hero level rounded down.

2008-04-12, 11:57 PM
Looks kind of like a less-versatile Fighter. The abilities are somewhat interesting, but enormously lacking in power. Why's the Hit Die so low for a frontliner?

2008-04-13, 12:30 AM
Huh. You really think it's underpowered? I thought it was overpowered. :P

2008-04-13, 03:36 AM
It's got some really good abilities that really shouldn't be available to low-level characters (Hero's Leadership and Hero's Bravery come to mind) but in most cases it's severely underpowered. Spellcasters can do just about anything it can do plus an inordinate amount of other things without breaking a sweat, it's a frontline fighter with a bit lower HP, and it doesn't have any spectacular combat abilities to bring it above a Barbarian or even a Fighter, both of which are not terribly high on the overall power scale, as is the case with most melee fighters.

2008-04-13, 04:00 PM
I edited the HD as well as some of the Natures to power them up.

2008-04-13, 04:49 PM
Some natures are just too broken for low level. Hero’s Bravery, Leadership, Luck, Shrug.

2008-04-14, 12:10 AM
You also don't have a Reflex save listed.

2008-04-14, 02:11 AM
As a suggestion, try putting a minimum required level for some of the stronger abilities. That way, lower level heroes are not overpowered for their encounter level. Other than that, I like it.

2008-04-14, 05:29 AM
I'd agree that many of these abilities need to be restricted to certain levels. Put in a reflex save. Make it so that the hero's flurry can't be used with something like a fullblade (maybe only with one handed weapons?). Try adding in some more abilities to choose from so that you have options for different levels.

2008-04-16, 09:10 PM
Moved the abilities into levels.

Trying to think up more abilities, but it's kind of hard. Any suggestions?

2008-04-20, 12:41 AM
Nice class, Cai. You should fix Heroes Clash, or add an advanced one. Maybe something that at later levels allows him to parry multiple opponents at once, at least to balance out getting hit from all angles.