This class is intended to create a good Tier 3 character based on Link from the Zelda series. It is heavily inspired by the Hero of Time
base class, which is an excellent class that I recommend you take a look at.
There will always be darkness. There will always be evil. But as long as I'm alive, they shall not prevail!
GAME RULE INFORMATION
Chosen Warriors have the following game statistics.
Strength, dexterity, and constitution are all important as the chosen warrior is generally a front line combatant. Charisma is also extremely important as it controls most of his supernatural abilities.
Chosen Warriors are always good when they take their 1st level in this class, but they can turn to evil, and they will retain their class abilities.
Chosen warriors are usually extremely young for their level of combat prowess. Their starting age is as their race +1d2.
The Chosen Warrior's class skills (and the key ability for each skill) are...
Balance, Climb, Handle Animal, Hide, Jump, Knowledge (history), Knowledge (local), Knowledge (nature), Listen, Move Silently, Perform (ocarina), Ride, Spot, and Tumble.
Skill Points at First Level:
(4 + Int modifier) x 4
Skill Points at Each Additional Level:
4 + Int modifier
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special|
|Ocarina (Light, Steed), Dekku Mask, Bunny Hood, Bomb Bag|
|Blade of the Chosen, Whirlwind Attack|
|Ocarina (Charm), Mask of Scents, Hookshot|
|Blade of the Chosen +1, Bremen Mask|
|Goron Mask, Din's Fire|
|Weapon Focus (Blade of the Chosen), Ocarina (Sleep), Blast Mask|
|Blade of the Chosen +2, Knockback Strike|
|Ocarina (healing), Improved Whirlwind Attack|
|Nayru's Love, Finishing Move|
|Greater Weapon Focus (Blade of the Chosen)|
|Blade of the Chosen +3|
|Zora Mask, Farore's Wind|
|Weapon Specialization (Blade of the Chosen)|
|Song of Warping, Bombchu|
|Blade of the Chosen +4, Greater Weapon Specialization|
|Mask of the Giant, Ocarina (Storm)|
|Blade of the Chosen +5, Stone Mask|
|Song of the Sun, Weapon Supremacy|
|Blade of the Chosen +6|
|Mask of the Fierce Deity|
All of the following are class features of the chosen warrior.
Weapon and Armor Proficiencies:
The chosen warrior is proficient with all simple weapons, all martial weapons, light armor, and shields (but not Tower shields).
The Chosen Warrior gains access to bombs. Bombs are splash weapons with a range increment of 15 ft, and deal 1d6 points of damage to its primary target and 1 point of damage to enemies adjacent to the primary target. If used against an unattended object, bombs ignore hardness and instead directly damage the object.
For every 4 levels of Chosen Warrior the wielder of the Bombs has, the Bombs gain +5 ft. range, + 1d6 points of damage to the primary target, and +1 point of damage to the secondary targets. Beginning at 14th level, the Chosen Warrior gains access to Bombchu's, which travel at a speed equal to twice the bombs range and keep going until they hit something or 5 rounds have passed. You can set them to explode sooner, if you wish.
The Chosen Warrior is a master of Sword and Shield style combat, and gains a shield of his choice that he is proficient in. This shield can't be made from special materials, but is considered masterwork.
The shield gains a +1 enhancement bonus for every 4 levels that the Chosen Warrior gains. The Chosen Warrior can choose to replace this enhancement bonus for an equivalent enchantment, but the shield must be at least a +1 in order to be enchanted. Beginning at 16th level, the Chosen Warrior gains access to the Mirror Shield, which lets you count the shields bonus to your AC versus touch attacks.
The ocarina is a magical instrument that all chosen warriors are skilled in the use of. Using it is similar to using the Bardic Music ability, but the effects in creates are different.
Song of Light:
One of the first two songs the chosen warrior learns. With a successful DC 10 Perform (ocarina) check he can cast light
as a wizard of his class level.
Song of the Steed:
The second of the chosen warrior's first two songs. It allows him to summon one light warhorse with a DC 15 Perform (ocarina) check. The warhorse lasts until the chosen warrior dismisses it, but if killed, the chosen warrior cannot summon a new warhorse for two weeks.
Song of Charming:
This song functions as a charm person cast by a wizard of the chosen warrior's class levels. The save DC is equal to the result of the chosen warrior's Perform (ocarina) check when he uses this song.
Song of Sleep:
This song requires a DC 20 Perform (ocarina) check to successfully play. If the chosen warrior succeeds, everybody
within a 30 ft. radius must make a will save (DC 10 + 1/2 chosen warrior levels + charisma modifier) or fall asleep for 1d6+charisma modifier rounds.
Song of Healing:
At 8th level, the chosen warrior learns to heal with his music. He can use this ability a number of times per day equal to his charisma modifier. Activating it requires a Perform (ocarina) check, and the result determines what kind of healing is performed.
- Perform (ocarina) 10: Cure Minor Wounds
- Perform (ocarina) 15: Cure Light Wounds
- Perform (ocarina) 20: Cure Moderate Wounds
- Perform (ocarina) 25: Cure Serious Wounds
- Perform (ocarina) 30: Cure Critical Wounds
The CL for these is 1/2 the chosen warrior's class levels.
Song of Warping:
This song allows the chosen warrior to mark up to three locations. Then, as a full round action, he can make a Perform (ocarina) check (DC 25) to immediately teleport there. This ability can only be used once per day.
Song of the Storm:
By making a DC 25 Perform (ocarina) check the chosen warrior can create a whirlwind (as the spell) focused on himself. His CL is considered 1/2 his class levels, but he must make a DC 20 Perform (ocarina) check each round to maintain the whirlwind and it is automatically dispelled at the end of its natural duration (which is a number of rounds equal to 1/2 his class levels).
Song of the Sun:
This song allows the chosen warrior to make a Perform (ocarina) check (DC 30). If he succeeds, the AM and PM of a specific area essentially switch, and anyone within the affected area must make a DC 25 Will save to notice. This does not actually change time, and it affects the general area of a small town, but it's basically up to the DM. Full credit to the Hero of Time for this ability. I just needed it for a Link based class...
The masks are the second primary ability of the chosen warrior, which allow him to transform into a completely separate race temporarily. All masks, except the Mask of the Fierce Deity, are usable a number of times per day equal to the chosen warrior's charisma modifier, and last a number of rounds equal to his class level plus his charisma modifier.
This mask increases the chosen warrior's speed by 10 feet and grants him a +5 bonus to all Jump checks. He takes a -4 penalty on all Intimidate checks because...he has bunny ears.
Mask of the Dekku:
This mask transforms the chosen warrior into a deku scrub. He becomes size small, although he does not gain the normal ability adjustments this would entail (he does gain other benefits and penalties, such as the +1 to AC). He gains a +2 dexterity and a -2 to constitution. He gains a natural attack called a "seed," which is just him spitting out a wooden seed at an enemy. It has a range of 40 ft. and deals 1d8 points of damage.
A deku chosen warrior:
Mask of Scents:
As the name would suggest the mask of scents grants the chosen warrior the scent ability.
This mask gives the chosen warrior the ability to use charm animals as a spell-like ability at will while the mask lasts. The save DC is 10 + 1/2 his class levels (minimum 1) + his charisma modifier, and his CL is equal to his class levels.
Mask of the Goron:
At 5th level the chosen warrior gains a mask that allows him to transform into a goron. He gains a +2 to strength, -2 dexterity, a +4 bonus on bull rush and grapple attempts, and a +2 natural armor bonus to AC. If a chosen warrior wearing this mask assumes the total defense action he becomes immobile, but the AC bonus increases from +4 to +7.
A goron chosen warrior:
This mask gives the chosen warrior to create a small explosion around him. All adjacent things take 1d8 points of damage per 2 class levels he possesses (Reflex save DC 10 + charisma bonus + 1/2 class levels, minimum 1, halves). The chosen warrior is also subject to damage.
Mask of the Zora:
At 12th level the chosen warrior gains a mask that allows him to transform into an aquatic zora. While wearing the mask he gains the aquatic subtype and the associated bonuses, a swim speed equal to his land speed, a +2 dexterity, and two natural attacks that deal 1d8 points of slashing damage each.
A zora chosen warrior:
Mask of the Giant:
This mask increases the chosen warrior's size to large. His clothes and the blade of the chosen one also increase in size, but nothing else he is carrying does.
This mask makes the wearer invisible, as the spell. It is automatically deactivated (and the chosen warrior left wearing a silly looking mask) if he makes an attack.
Mask of the Fierce Deity:
This mask increases the warrior's size to large, grants him a +6 bonus to strength, +4 constitution, +4 deflection bonus to AC, and immunity to all mind affecting spells and death effects. His clothes and the blade of the chosen one also increase in size, but nothing else he is carrying does. In addition, while this mask lasts the chosen warrior can shoot blasts of energy out of his chosen sword. These are ranged touch attacks that deal damage as his sword would. Melee attacks the chosen warrior makes while wearing the Mask of the Fierce Deity are also treated as touch attacks. This mask is only usable once per week.
A Chosen warrior with the fierce deity mask (large image):
Blade of the Chosen One:
At 2nd level, the chosen warrior gains a unique sword that increases in power with him. He can choose what type of weapon it is, and it's automatically masterwork. At 4th level, it gains a +1 enhancement bonus, at 7th level +2, +3 at 11th level, +4 at 15th level, +5 at 17th level, and +6 at 20th level (this does not allow him to bypass the normal enhancement limits).
At 2nd level a chosen warrior gains whirlwind attack as a bonus feat. At 8th level he can use the whirlwind attack feet to attack anyone within 10 feet. This extends to 15 feet if he's using his chosen weapon (Blade of the Chosen One).
This item can launch a length of chain up to 100 ft. By making a ranged touch attack against a surface, you can pull yourself to areas not normally accessible. This attack deals 1d6+5 points of damage, and if you deal more damage than the objects hardness, you latch on. If you latch on, you can pull yourself to the object as a full round action. Releasing is a free action.
For every 4 levels of Chosen Warrior the wielder of the Hookshot has, the Hookshot gains +50 ft. range, +1 Attack/Damage. Beginning at 16th level, the Chosen Warrior gains the use of a second Hookshot, allowing him to use this ability even when he's already latched on to another surface.
At 5th level, as a standard action, the chosen warrior can create a 30 ft. burst of flames centered on himself. He does not take damage from this, but everyone else in the range of the blast takes 1d6 points of fire damage for every 2 chosen warrior levels he possesses. He can use this ability a number of times per day equal to his charisma modifier.
Weapon Focus (Blade of the Chosen):
At 6th level, the chosen warrior gets weapon focus with his chosen blade. At 10th level this increases to greater weapon focus, at 13th level he also gains weapon specialization, at 15th level this increases to Greater Weapon specialization, and at 18th level he gains Weapon Supremacy (PHB II). These feats only apply to his specific chosen weapon, and he can ignore the prerequisites for them.
Starting at 7th level if a chosen warrior makes a full attack and he hits with at least two of the attacks the enemy he's attacking is knocked prone.
At 9th level the chosen warrior can perform a coup de grace against any prone opponent with 20 or less HP as a standard action that does not provoke an attack of opportunity.
At 9th level, a chosen warrior gains the ability to as a standard action surround himself with a diamond-shaped magical barrier. He gains DR 10/- and a +4 deflection bonus to AC. The barrier lasts for a number of rounds equal to his class level, and is usable a number of times per day equal to his charisma modifier.
At 12th level, a number of times per day equal to his charisma modifier, the chosen warrior can, as an immediate action, teleport from his current location to any location within 5 ft. per two levels of chosen warrior he possesses (so 30 ft. when he gains this ability at 12th level, and an additional 5 ft. every 2 levels thereafter). If this ability is used in response to an attack the attack has a 50% miss chance. This ability cannot be used in response to an attack if the chosen warrior was unaware of the attack and
would be denied his dexterity bonus to AC.