Classic Hero (3.5e Class)
From D&D Wiki
After playing far too many hours of games like Chrono Trigger, Legend of Zelda, Fable, and Castlevania, I came up with the idea of this class. It combines strong physical combat with limited magical abilities, making a character that can stand on the front lines, with the ability to unleash devastating spells should the need arise. It is also a good class for new players who need help developing a background story for a character, as the first level requires you to take a specific background. Heros can come from wealthy upper classes, they can be street-smart orphans, they can come from a long line of well-known heros, or can come from other lives and lifestyles. And this class was not approached with much seriousness behind it, so be warned, it was designed around fun and entertainment, versus functionality.
Making a Hero
The Hero is designed to strike hard and fast, using their spells as a backup when things get dicey. They rise up from humble, or not so humble beginnings and become great hero's to those around them. Their abilities within a party largely falls upon the background of their life. A Solder Hero will be a strong front-line fighter, a Orphan Hero will be better at sneaking. But all Hero's have one thing is common, they have the blood of a Hero in them. Either through divine fate, or random chance, they were selected to be a strong and powerful leader for those around them.
Abilities: Heroes need Strength for physical power, and Charisma for their spells.
Races: Heroes can come from any race.
Alignment: Heroes may be of any alignment.
The Hero's Starting Equipment:
*Armor: Studded Leather (+3AC, Armor Check Penalty -1, Speed 30ft., 20lb.). *Weapons: Wooden Sword (1d6, crit 20/x2, 3lb., one-handed, Bludgeoning). Sling (1d4, crit 20/x2, 50ft., 0lb., Bludgeoning). *Gear: Backpack, with waterskin, one day's trail rations, bed roll, flint and steel. Hooded Lantern and three pints of oil. Sack 10 bullets for sling.
Starting Gold: Read carefully, this depends on the background of the character. Aristocrat starting gold; 5d8×10 (250gp). Working Class starting gold; 2d6×10 gp (70gp). Orphan starting gold; 1d4×10 (25gp).
Starting Age: Moderate.
|1st||+1||+2||+0||+0||Hero Background, Hero's Pet, Bonus Feat|
|2nd||+2||+2||+1||+0||Hero Weapon (Melee)|
|3rd||+3||+3||+1||+1||Hero's Magic, Hero's Weapon (Ranged)|
|5th||+5||+4||+2||+2||Bonus Feat, Special Attack|
|8th||+8/+3||+5||+4||+3||Heroic Healing (Surge)|
|10th||+10/+5||+7||+5||+4||Bonus Feat, Special Attack|
|14th||+14/+9/+4||+9||+7||+6||Heroic Healing (Regeneration)|
|15th||+15/+10/+5||+9||+7||+7||Special Attack, Bonus Feat, Hero's Magic|
|20th||+20/+15/+10/+5||+12||+10||+9||Bonus, Feat, Finishing Move, Special Attack|
Class Skills (8 + Int modifier per level, ×4 at 1st level)
Once this Class is chosen a Hero may NOT leave
Weapon and Armor Proficiency: Heroes are capable of using all simple weapons, light armor, and shields (except Tower Shields)
Hero Background: Every Hero has a past, a life that he/she once lived, and it often helps to give them better perspective on various things. At first level, the Hero selects a background, this will give them extra skills and abilities based upon that background. The backgrounds are:
Aristocrat: This is the nobility background. Heroes with this background come from a wealthy family or even royalty. They are versed in conversation and manners, and often have an aire of sophistication about them.
- Bonus Skills: Diplomacy, Knowledge (Arcana), Knowledge (History), Knowledge (Nobility/Royalty).
- Bonus Abilities: Each time a Hero with this background gains a new level, they gain a bonus amount of gold. This amount is equal to 100×New Level.
Working Class: This is the commoner background. Heroes with this background come from various walks of life; from deep forest villages, to citizens of towns and cities. They are Shop keepers, laborers or farmers.
- Bonus Skills: Appraise, Craft, Profession, Use Rope
- Bonus Abilities: Each time a Hero with this background gains a new level, they gain a bonus amount of gold. This amound is equal to 10×New Level.
Orphan: Your parents died, or were killed, while you were still very young. Heroes with this background were forced to wise up or starve. They are rarely educated, but streetwise. They may have had to steal or join a gang to survive, and they may or may not feel guilty about this.
- Bonus Skills: Bluff, Disable Device, Escape Artist, Open Lock.
- Bonus Abilities: Depending on the manor of your partents death, and your characters temprement, you may choose either the favored enemy (whatever type of creature killed your family) ability, or the evasion ability.
Hero Magic (SU): A hero can cast each of his spells, as if he were wearing no armor, 1 time per day + 1/2 his/her charisma modifier Starting at Level Three, and every third level after that, The Hero gains the use of a set number of Spells. (Once a Spell is learned, The Hero can not learn or use any other Spells)
- At Level Three: The Hero gains 3, 0 Level Spells & 1, 1st Level Spells.
- At Level Six: The Hero gains an additional 0 & 1st Level Spell.
- At Level Nine: The Hero gains a 2nd Level Spell.
- At Level Twelve: The Hero gains an additional 1st & 2nd Level Spell.
- At Level Fifteen: The Hero gains a 3rd Level Spell.
- At Level Eighteen: The Hero gains an additional 2nd & 3rd Level Spell.
Hero's Sword: The Hero's Sword is the weapon wielded by a Hero. The sword is watched over by a mysterious entity when there is no Hero to wield it, but once The Hero has proven himself worthy The Hero's Sword appears. Although it has very powerful magic, the most important thing to remember is that it is only a tool, and does not make the Hero. The sword has the power to cut through anything that is perceived by the Hero as the enemy. The Sword's magic makes it impossible to be wielded by anyone other than a Hero.
- Melee: Treat The Hero's Sword as a Masterwork Bastard Sword.
- Ranged: At Level Five, The Hero's Sword can produce a bolt of light, five times per day, as a ranged attack dealing 1d10 of damage.
Heroic Healing (EX):
- Surge: When The Hero’s Hit Points reach 0, he has a Surge of adrenaline course through him bringing him up to a number of Hit Points equal to his Constitution Modifier, 1/day.
- Regeneration: At the cost of 1000xp, or 1 Level, The Hero may regenerate one severed limb.
Special Attack: Starting at Level 5, and every fifth level there after, The Hero gains the ability to use a Special Attack once per day.
- Level 5:
The Hero may choose 1 Special Attack from this list
- Ground Slam: Deals minor damage (1d4 for every 2 levels) to enemies within a 15 foot radius, they also must make a Fort save to remain standing (Only for large size or smaller).
- Flurry of Blows: (as Monk)
- Level 10:
The Hero may choose 1 more Special Attack from this or the previous list
- Smite Good/Evil
- Crippling Strike: Critical hits deal 1d4 points of either STR, DEX, or CON damage with this hit.
- At Level 15:
The Hero may choose 1 more Special Attack from this or the previous 2 lists
- Line Slash: Attack strikes all enemies within a 30 foot line.
- Diving Strike: An attack from the air which deals extra physical damage.
- At Level 20:
The Hero may choose 1 more Special Attack from this or the previous 3 lists
- Death Strike: Critical hit has chance of killing the target instantly.
- Wind of Blades: Attack strikes all enemies within a 60 foot cone.
Finishing Move: If a Hero studies his enemy for 3 rounds, and makes a sucessful attack with The Hero's Sword, the enemy is killed instantly. No Save. (This attack does not work on the Tarrasque)
Playing a Hero
Religion: Heroes usually work for the greater good, but highly religious ones are not unheard of (ex. Trevor Belmont).
Other Classes: Classic heroes work as a good center to almost any adventurer's party; a sort of 'Jack of All Trades'. They also work well together, although this almost necessitates different backgrounds, or a party might soon find itself lacking in magic or strength.
Combat: Heroes are always on the offensive; years of fighting foes and evading a scrolling screen has honed their prowess to such situations.
Advancement: A Hero MUST advance along this path with no multiclassing.
Heroes in the World
Heroes are scarce, but where they exist they are the focus of the world. They are often the focus of ancient prophesies, the wielder of major magical artifacts, and the arch nemeses of the second most important character in the world, the Villain. Heroes can fill any roll an adventurer would fill, as long as it is ambitious and involved with combating evil.
Daily Life: Obviously, the Hero doesn't fit in to ordinary society well; He is only truly comfortable exploring the depths of the earth, whipping servants of evil in a dark castle, or trekking across the dangerous overworld. occasionally found resting in inns, the town life of a Classic Hero is a cliche beyond repair.
Notables: The Belmont clan, The Red Mage of The Light Warriors, and Link in his many incarnations are model Heroes: Great martial abilities with a touch of magic.
Organizations: Heroes often do not owe allegiance to any kingdom or company, although he may fiercely defend his home in a way that signifies allegiance. The most common organization of Classic Heroes is among their own kind: more Heroes.
NPC Reactions: NPCs see the Hero as a mixed blessing; on one hand, s/he marks the presence of great evil nearby, but on the other, there is a pretty good chance that evil is goin to be dealt with soon.
Characters with ranks in Knowledge (Royalty) or Knowledge (Religion) can research a specific Classic Hero to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. Since we can't include every Classic Hero ever, Trevor Belmont will be used as an example.
! DC || | Result
| 5 || | First of the Belmont Clan to go to Dracula's Castle and slay him.
| 10 || | Wielded the holy Whip Vampire Killer in combat, as well as several blessed magic items.
| 15 || | Teamed up with Grant DeNasty, Sypha Velnades, and Alucard throughout his journey through Castlevania.
| 20 || | After defeating Dracula, went on to marry Sypha.
Heroes in the Game
Heroes can be PCs, allies/mentors of the PC, or historical characters of legend. However, they need not always take center stage - they can be used as generic adventurers just as easily.
Adaptation: Heroes can easily be made to lean toward magic or martial abilities more - simply adjust their spell count and Base Attack bonus. There are also tales of Heroes who are adequate in the more subtle arts as well...
Note that with a simple alignment flip you can make a sort of 'anti-hero'. Whether that be a villain who fights villains or a one man good killing machine is up to you.
Sample Encounter: As generic fellow adventurers, as heroic figures of the past, as mentors to the PCs, and, perhaps in a more humorous campaign, the one who casts a shadow over the PCs.