First homebrew...not sure how good this is(Especially as I based it on a TVtropes page.
) But it was fun to do, and I had fun even if it proves bad. And now, without further ado....
"I'm not superman, so I can't say anything big like I'll protect everyone on earth. I'm not a modest guy who will say it's enough if I can protect as many people as my two hands can handle either. I want to protect a mountain-load of people."
-Ichigo Kurosaki, a Hero
When people need their wars fought, they turn to the warriors. When people need their God's approval, they turn to those who are connected to the divine. When people need magic, they turn to the arcanely powered.
...But when people need their rights protected, their lives saved, their loved ones safe, they turn to the Hero, who leads his/her band to defeat evil wherever it may arise.
In order to become a Hero, you must meet the following prerequisites.
12 ranks in Intimidate and one other skill associated with Martial Disciplines
Able to initiate at least one 5th-level White Raven maneuver.
The Hero's class skills are Balance, Climb, Concentrate, Diplomacy, Hide, Intimidate, Jump, Knowledge(Local), Martial Lore, Move Silently, Sense Motive, Swim and Tumble.
4+Int per level
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||Maneuvers Known||Maneuvers Readied||Stances Known|
|You're Going Down!(1)||0||1||0|
|The Power of Teamwork||1||0||0|
|You're Going Down!(2)||0||1||1|
The following are the Hero's class features.
Weapon and Armor Proficiencies:
The Hero gains no weapon or armor proficiencies.
At 1st level and every two afterward, a Hero learns a new manuver from the school used to enter the class or two others of the Hero's choice that he had access to in his previous class. If the Hero was not a martial adept class before, he may pick two schools and treat his martial adept level in them as 1/2 his previous class levels plus his full Hero levels. He must meet the prerequisites for these maneuvers as normal. He gains an additional readied maneuver at 2nd and 4th level.
At 1st and 4th level, a Hero gains a new stance from any schools he has access to as per the above stated rules.
The Hero knows that he's only as good as his mates, and without them, he'd be sucking down blood in a gutter somewhere. For every ally on the field with him, the Hero gains a +1 to his saves, to a maximum of his class level.
You're Going Down!:
Heroes are not stupid...well, not about combat at any rate. At 2nd level, the Hero may roll an untrained knowledge check on his current opponent/s once per day, gaining a bonus equal to twice his class level. Additionally, the Hero may swap any DR-penetrating properties of his weapon to one of equal or lower cost after performing the knowledge check if he so wishes.(This reverts back to the original type once the encounter is past.) The Hero gains an additional daily use of this ability at 4th level.
The Power of Teamwork:
A team is like a well-oiled machine, and the Hero is the cog keeping them all running. At 3rd level, the Hero may practice once per day with one of his teammates for one hour. If he does so, determine which of the following apply.(Note-If more than one apply, the Hero may choose between them.) Only one bonus can be applied at one time, and a newly trained for bonus supercedes the previous one.
-The Hero's partner has a higher Str. or Con score than the hero: The Hero gains a temporary +2 to his Str. or Con score(His choice). This lasts for 24 hrs.
-The Hero's partner has a higher Int. or Wis. score than the hero: The Hero gains a temporary +2 to his Int. or Wis score(His choice). This lasts for 24 hrs.
-The Hero's partner has a higher Dex or Cha. score than the hero: The Hero gains a temporary +2 to his Dex or Cha score(His choice). This lasts for 24 hrs.
-The Hero's partner has the ability to cast spells. The Hero may choose one 5th level or lower spell that character has access to and cast it three times that day as an SLA of their character level.
When all seems lost and gray, the Hero finds hidden reserves of strength within himself to win the day for himself and his team. At fifth level, if he is reduced to below half hit points, the Hero may activate his heroic resolve as a move action. Additionally, if the hero is under the effects of a Dominate Person
or other such spell, the Heroic Resolve goes off on it's own during the turn he is reduced to below half hit points. The Hero regains all spent maneuvers and uses of his You're Going Down! ability, and may reselect manuvers as though he had just practiced for them, as well as being effected by a heal
as cast by a 15th level character, freedom of movement
, and mindblank
spell. However, this power lasts as many rounds as the lower of the Hero's Con or Wis modifiers, and the hero is considered exhausted upon leaving it. He may only use this ability once per day.
(Author's Note-Have ideas for classes for all other members of a Five-Man Band...in case anyone wants to see me make them.