Fabled Hero (3.5e Class)

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Fabled Hero (3.5e Class)
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Status: Complete awaiting review
Editing: Constructive edits welcome

Fabled Hero[edit]

A Fabled Hero is an individual that comes about rarely, an individual of unswerving faith, determination and spirit. Their abilities are impressive and can make a difference in battle though they will find certain weaknesses due to their powers.

Making a Fabled Hero[edit]

How a Fabled Hero comes about no one is certain. Maybe at a young age they survive through a terrible tragedy, or perhaps they just stand up against impossible odds and live to tell the tale. Most don't even realize this is what they are until after an event comes to pass that should kill them, but fails.

Abilities: Unlike most classes Fabled Heros do not have a true strong ability they should focus on. Much like a paladin they rely on many ability scores to be greatly effective. Unlike the paladin every ability is tied to one of the main abilities that Fabled Heros possess so the character will likely be forced to make sacrifices in exchange for other powers he considers more beneficial.

Races: Any race can be a Fabled Hero without exception. However Fabled Heros are incredibly rare for two reasons; the first being that it is an innate ability much like sorcerers, something that they are born with. The second is that most people aren't faced with the extraordinary circumstances that activate the power. Without knowing they are capable of great acts it is unlikely they will pursue training themselves into a pure force of nature.

Alignment: There is no alignment restrictions for a fabled hero

Starting Gold: 4d4x10 gp.

Starting Age: Unrestricted, can occur at any age

Table: The Fabled Hero

Hit Die: See Mark of Mastery

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 or +1 +2 +2 +2 Mark of the Hero, Mark of Mastery, Hero's Gain
2nd +1 or +2 +3 +3 +3
3rd +2 or +3 +3 +3 +3 Hero's Grace
4th +3 or +4 +4 +4 +4 Mark of Improvement
5th +3 or +5 +4 +4 +4
6th +4 or +6/+1 +5 +5 +5
7th +5 or +7/+2 +5 +5 +5
8th +6/+1 or +8/+3 +6 +6 +6 Mark of the Scion
9th +6/+1 or +9/+4 +6 +6 +6
10th +7/+2 or +10/+5 +7 +7 +7 Hero's Curse
11th +8/+3 or +11/+6/+1 +7 +7 +7
12th +9/+4 or +12/+7/+2 +8 +8 +8 Hero's Fortune
13th +9/+4 or +13/+8/+3 +8 +8 +8
14th +10/+5 or +14/+9/+4 +9 +9 +9
15th +11/+6/+1 or +15/+10/+5 +9 +9 +9
16th +12/+7/+2 or +16/+11/+6/+1 +10 +10 +10 Mark of Empowerment
17th +12/+7/+2 or +17/+12/+7/+2 +10 +10 +10
18th +13/+8/+3 or +18/+13/+8/+3 +11 +11 +11
19th +14/+9/+4 or +19/+14/+9/+4 +11 +11 +11
20th +15/+10/+5 or +20/+15/+10/+5 +12 +12 +12 Mark of the Great Hero

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Open Lock (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str)


Table: Mark of Magic Single School Prepared

Level Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 1 - - - - - - - -
2nd 4 2 - - - - - - - -
3rd 5 2 1 - - - - - - -
4th 5 3 2 - - - - - - -
5th 5 3 2 1 - - - - - -
6th 5 4 3 2 - - - - - -
7th 5 4 3 2 1 - - - - -
8th 5 5 4 3 2 - - - - -
9th 5 5 4 3 2 1 - - - -
10th 5 5 5 4 3 2 - - - -
11th 5 5 5 4 3 2 1 - - -
12th 5 5 5 5 4 3 2 - - -
13th 5 5 5 5 4 3 2 1 - -
14th 5 5 5 5 5 4 3 2 - -
15th 5 5 5 5 5 4 3 3 1 -
16th 5 5 5 5 5 5 4 3 2 -
17th 5 5 5 5 5 5 4 4 3 1
18th 5 5 5 5 5 5 5 4 4 2
19th 5 5 5 5 5 5 5 5 4 3
20th 5 5 5 5 5 5 5 5 5 4

Table: Mark of Magic Single School Spontaneous

Level Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 6 4 - - - - - - - -
2nd 6 5 - - - - - - - -
3rd 6 6 - - - - - - - -
4th 7 6 4 - - - - - - -
5th 7 6 5 - - - - - - -
6th 7 7 6 4 - - - - - -
7th 7 7 6 5 - - - - - -
8th 7 7 6 6 4 - - - - -
9th 7 7 7 6 5 - - - - -
10th 7 7 7 6 6 4 - - - -
11th 7 7 7 7 6 5 - - - -
12th 7 7 7 7 6 6 4 - - -
13th 7 7 7 7 7 6 5 - - -
14th 7 7 7 7 7 6 6 4 - -
15th 7 7 7 7 7 7 6 5 - -
16th 7 7 7 7 7 7 6 6 4 -
17th 7 7 7 7 7 7 7 6 5 4
18th 7 7 7 7 7 7 7 6 6 5
19th 7 7 7 7 7 7 7 7 6 6
20th 7 7 7 7 7 7 7 7 7 6

Table: Mark of Magic Dual School Prepared

Level Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 - - - - - - - -
2nd 3 2 - - - - - - - -
3rd 3 2 1 - - - - - - -
4th 4 2 2 - - - - - - -
5th 4 3 2 1 - - - - - -
6th 4 3 2 2 - - - - - -
7th 4 3 3 2 1 - - - - -
8th 4 4 3 2 2 - - - - -
9th 4 4 3 3 2 1 - - - -
10th 4 4 4 3 2 2 - - - -
11th 4 4 4 3 3 2 1 - - -
12th 4 4 4 4 3 2 2 - - -
13th 4 4 4 4 3 3 2 1 - -
14th 4 4 4 4 4 3 2 2 - -
15th 4 4 4 4 4 3 3 2 1 -
16th 4 4 4 4 4 4 3 2 2 -
17th 4 4 4 4 4 4 3 3 2 1
18th 4 4 4 4 4 4 4 3 2 2
19th 4 4 4 4 4 4 4 3 3 2
20th 4 4 4 4 4 4 4 4 3 3


Dual school casters are always prepared casters. The spells they select come from their overall pool (there are 3 level nine spells two could be selected as wizard and one as cleric.) Versatility comes at the price of power.

Table: Fabled Hero Spontaneous Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 6 4 3 2
10th 9 6 4 3 2 1
11th 9 7 5 4 3 2
12th 10 7 5 4 3 2 1
13th 10 8 6 5 4 3 2
14th 11 8 6 5 4 3 2 1
15th 11 8 7 6 5 4 3 2
16th 11 8 7 6 5 4 3 2 1
17th 11 8 7 6 5 5 4 3 2
18th 11 8 7 6 5 5 4 3 2 1
19th 11 8 7 6 5 5 4 4 3 2
20th 11 8 7 6 5 5 4 4 4 3

Class Features[edit]

The Fabled Hero gains many abilities after the realization occurs and their powers manifest. Many of their abilities manifest as they gain power though they tend to develop along lines for either physical strength, spellcasting or stealth.

Weapon and Armor Proficiency: A Fabled Hero is proficient with simple and martial weapons and with Light armor, Medium armor and shields (excluding tower shields).

Mark of the Hero (Ex): The Fabled Hero has incredible resistance that borders on the supernatural. If the hero is reduced to less than 0 hit points s/he automatically stabilizes before s/he takes any additional hit point loss. Also the hero cannot be killed with a single blow and instead will be reduced to -9 hit points and automatically stabilize. A Fabled Hero does not die by chance, he must be killed purposefully, but this ability only works when the hero is above 0 hit points. Also a Hero reduced to 0 in any ability score like Strength from an attack that causes temporary ability drain will only slip into a coma until the drain wears off. If struck again by an attack that would reduce the ability score to a negative number the character dies. This only affects temporary ability drain, permanent ability drain still kills the character once they reach zero in any attribute.

Mark of Mastery (Ex): The Mark of Mastery is an additional set of abilities a hero has. This mark is chosen at level 1 by the Fabled Hero and dictates how they do things in the world; through the use of magic, through the skills of deception and through the use of force.

Mark of Magic: The mark of magic means the individuals skills are founded in the realms of magic. Over their life they will show great magical ability but they will need to decide their focus: Arcane, Divine or both at the expense of power. The spell charts above show for single school prepared, single school spontaneous and dual school prepared. There are no known dual school spontaneous heros. Prepared spell casters will gain two spells from individual research per level, and the spell cannot come from a list higher then the Fabled Hero is able to cast (i.e. a level 7 arcane caster cannot learn a 5th level spell but can learn anything from levels 1-4.) Prepared casters can write down additional spells just like a normal wizard can.

Marks of magic allow the individual to be a spell casting master or if they choose to be able to do well at two schools at the same time. However there are drawbacks to this mark. The hit dice for this mark are d6 and they lose the martial weapons proficiency. Further as they are susceptable to magic beyond normal individuals due to their nature and take an extra 25% of every magic spell used on them (a fireball does 25% more and so does a healing spell.) Magic is attracted to them so strongly they are not able to resist it as well as other people.

Mark of Stealth: The mark of stealth indicates that the Fabled Hero is at home in the shadows and uses stealth to achieve his goals. Not everyone of heroic quality comes to bear in shining armor or in waves of magic.

Marks of stealth allow the Fabled Hero to draw upon the shadows to aid him and make him adept at covert affairs. Upon choosing the mark of stealth individuals gain the following powers and weaknesses. Trap Finding and sneak attack abilities like a rogue are added as class abilities. Further the hero gains an insight bonus equal to 1/4 of his class levels whenever he is in a shadowy environment on move silently and hide skills. However since their abilities are linked to shadows they suffer in bright light conditions. If the Fabled Hero is outside during the day or exposed to a daylight spell he receives no skill bonuses, his levels for determining his sneak attack are halved and he suffers -4 to trap finding roles. The hit dice for stealth are d8 per level.

Mark of Combat: The mark of combat indicates the Fabled Hero is a warrior without peer at home on the battlefield amidst carnage. Their abilities extend to all manners of physical combat; be it unarmed, melee or ranged.

Marks of combat enable the Fabled Hero to draw upon hidden reserves to produce battlefield miracles. The hit dice for the mark of combat is d12 they are resistence of 50% of all spells (including healing spells) as well as gaining proficiency with all weapons (the Fabled Hero is never -4 with any weapon type) and a fighters base attack bonus. However there are drawbacks to the combat marked, all skills are halved when not used in a combat situation. Further physical damage is amplified towards those marked for combat and they suffer wounds 50% more damage from physical sources. Also because of their mark they have to make a will save (DC equal to class level + 5) to avoid entering any combat situation including when members are attempting stealth combat. Those marked for combat are unable to retreat from battle and will fight until unconscious or slain.

Hero's Gain (Ex): Unique to every Fabled Hero (Depending on their mark of mastery) there are two abilities that are easier to improve than others. In the case of the hero whenever he selects the ability related to his mark he doubles the amount of ability points added every 4 levels. The marks are tied to the following abilities: Mark of Magic - Intelligence and Wisdom, Mark of Stealth - Dexterity and Charisma and the Mark of Strength Strength and Constitution.

Hero's Grace (Ex): Hero's Grace grants the Hero a luck bonus to all of his saving throws equal to his charisma bonus (if any.) This ability will change to the Hero's Fortune ability at level twelve, and this ability stacks with Hero's Fortune.

Mark of Improvement (Ex): Similar to the Mark of Mastery this ability grants one of several abilities that are extremely useful to the Fabled Hero. Keep in mind that these abilities do not need to be the same as the Mark of Mastery, so the Fabled Hero is able to mix and match his abilities.

Mark of Focus: +1 to hit, +1 insight bonus to skills and for casters increase caster level by 1 and spell saving throw DCs by 1.

Mark of Defense: The Fabled Hero gains a Natural Armor bonus equal to 1+Con modifier.

Mark of War: The Fabled Hero gains +2 damage to all weapons and physical attacks.

Mark of the Scion (Ex): Marks of the Scion are similar to marks of improvement though they are more powerful in nature. An individual can choose any one of these marks when they reach level eight.

Mark of Abatement: With this mark the Fabled Hero's skin becomes tougher and it becomes harder to hurt him. A Fabled Hero that takes this mark gains DR 3/-

Mark of Evasion: This mark helps the Fabled Hero to become better at escaping damage through their impressive reflexes. The character gains the evasion ability, and will gain improved evasion at level 14.

Mark of Healing: The mark of healing allows the hero to regenerate his companions. This mark unlike others has two specific options and one must be chosen when first acquired. The first option is that the hero can heal 1d6 + class level 1/day, and increases to 2/day uses at level 14 and 3/day at level 20. The second option is after concentrating for five consecutive rounds everyone in the group gains fast healing for as long as the Fabled Hero concentrates equal to his wisdom modifier. This effect ends immediately when the Fabled Hero stops concentrating. Both of these options will see their ability double if selected by a hero with mark of magic. To use the fast healing option the Hero can take no other actions except for a five foot adjustment each turn.

Mark of Infliction: The mark of infliction allows the hero to inflict damage to those he chooses around him. Upon choosing this mark 1 time per day the Fabled Hero may inflict on a number of enemies equal to his level 1d6 + 1/2 his class level in untyped damage to a number of opponents equal to his class level (he does not need to use all his target allocations so he is not forced to hit his allies.) This ability increases to 2/day at level 14 and 3/day at level 20. If the Fabled Hero selected the mark of magic the damage is 2d6 + class level, as they benefit more from this than others.

Mark of Resistance: The Fabled hero gains the ability to resist an element of choice. The Fabled hero gains resistance 5 to the element, allowing him to withstand punishment that would injure a normal person. This mark increases the resistence to 10 at level 12 and to 15 at level 20.

Mark of Suprise: Any time a Fabled Hero with the mark of stealth attacks an opponent that is unaware he gains a +4 insight bonus to the first attack roll. Whenever he flanks an opponent he gains an additional +1 to strike for a total of +3.

Mark of Savagery: The mark of savagery allows the person to inflict grevious wounds upon their opponents. The Fabled hero who selects this mark receives an additional +2 damage with all weapons and this stacks with the Mark of War.

Mark of Study: The Fabled Hero devotes his time to study and practice. The Fabled Hero will gain one additional spell known for each spell level and this is retroactive, this is added even if the user is a spontaneous caster similar to a sorcerer.

Hero's Curse (Ex): The Fabled Hero is powerful, but he does have his flaws which in his case can be exceptionally dangerous. Depending on the Mark of Mastery selected at level one will decide on what negative effects he gains from this curse.

Mark of Magic: With the great power the Fabled Hero has called upon to aid his abilities he also gains a unique drawback. A certain type of magic is devastating to the character and causes him extreme pain and agony.

The drawback to the mark of magic is that the individual now in addition to the 1st level magic susceptability now becomes truly vulnerable to a certain type of magic. From the list of following types (Acid, Fire, Cold) select one individual type you are now extremely sensitive to. The Fabled Hero after the selection will take double damage from any effect that shares that subtype and be wracked with pain (add 4 to concentration checks and -2 on skill checks) for the round he is struck and the following round by any spell. This weakness is also triggered by magical weapon enhancements, which will also do double damage and inflict the pain. If an opponent of the Fabled Hero lives he may spread the word of his weakness, allowing individuals an appropriate Knowledge roll to discover.

Mark of Stealth: The shadows love a Fabled Hero with the mark of stealth but they are fickle in their affection. The drawback of this individual become apparent when faced with another person that works in the shadows.

For an individual with the mark of stealth the shadows are their home, and where they spend most of their time. However their are drawbacks from their affinity when faced by others of a similar nature. Whenever the Fabled Hero is hit with a sneak attack he will take 2d6 additional damage from the strike than a normal character should. Any poisons that may affect the Fabled Hero are +2 DC and the effects are increased by 50% (if 1d6 dex damage is rolled and comes up a 6 it would increased to 9 total dex damage for the roll. All effects are rounded down so 5 would be 7 damage.)

Mark of Combat: The battlefield calls strongly to those that carry the mark of combat. The Fabled Hero that possesses this mark finds himself possessed in combat which can be good and bad.

The mark of combats major drawback is that the individual must make a will save with a DC 20 or fly into a rage similar to a barbarian. That however is where the similarities end, as the Fabled Hero in rage gains +2str, +2con and suffers -1 to his AC. While in this rage the Fabled Hero is completely unable to distinguish between friend and foe and will attack the closest armed person if in combat. If the individual drops their weapon the Fabled Hero will ignore them and proceed to the next opponenet. This rage lasts for a number of rounds equal to the Fabled Heros constitution modifier.

Hero's Fortune (Ex): The Fabled Hero's luck becomes legendary. The Charisma bonus for the Fabled Hero is now added as a luck bonus to all skill rolls and can infer a luck bonus 3+cha times a day and the bonus is equal to the charisma modified. This luck bonus can be applied to any roll (including combat, spells, skills etc.)

Mark of Empowerment (Ex): The Fabled Hero's powers grow as he increases his understanding of what truly lies within providing him with power and abilities that surpase normal members of his race. These powers stack with all previous powers selected unless stated otherwise.

Mark of Ability: The Fabled Hero gains a significant increase to one of his abilities. This mark allows the Fabled Hero to perform feats beyond those of normal men.

The mark of ability gives the Fabled Hero a +4 bonus to a single ability score. This score increase is considered an insight increase and does not stack with similar abilities (i.e. this ability cannot be chosen twice for the same ability but two different abilities could be chosen with the Additional Mark of Empowerment ability.

Mark of Fast Healing: The Fabled Hero body begins to heal wounds immediately, and quickly mends him back to health. This helps the Fabled Hero to survive events that would kill lesser men.

The mark of fast healing imparts the fast healing ability that equals the Fabled Heros charisma ability score modifier. If affected by an ability drain the fast healing remains at the permanent modifier (temp charisma drain does not reduce the fast healing rate.) In addition to fast healing ability score damage heals at twice the rate of a normal individual.

Mark of Focus: The Fabled Hero learns to focus his will when accomplishing certain tasks. With this mark a Fabled hero becomes one of the best individuals to consult in whatever field he specializes in.

The mark of focus gives the Fabled Hero a bonus to a skill of his choice. The skill that the Fabled Hero chooses gains an insight bonus equal to his Fabled Hero level on all rolls associated with that skill, and any appraise skill roll dealing with his specialty counts as a roll of 20. With this his knowledge would be absolute, his ability to craft weapons and armor uncanny, or he is supernaturally quiet.

Mark of Heroic Fortitude: The Fabled Hero's resistence becomes legendary. Enemies that normally cripple others instead merely inconvenience him.

The mark of heroic fortitude makes the Fabled hero increasingly more difficult to kill. This mark provides the Fabled Hero with a bonus against anything that inflicts ability drain and makes him impervious to poison. Any Fabled Hero that chooses this mark gains a bonus against ability drain equal to their class level. In the case of level drain the Fabled Hero adds one half his class level rounded up. This ability makes it extremely difficult for any creatures that rely on this abilities to harm the character.

Mark of Instinctive Defense: The Fabled Hero possessing the mark of instinctive defense senses danger on a primal level. This allows him to react before his thoughts catch up, providing him with a uncanny defense.

The mark of instictive defense allows the Fabled Hero a variety of special qualities. First the Fabled Hero is no longer subject to flanking, as he adjusts his defenses almost as quick as his opponents change tactics. Second he gains an insight bonus to his AC equal to his wisdom modifier (if any.) Also when caught in a suprise situation (i.e. invisible or hidden attackers) the Fabled Hero gains +4 to his AC.

Mark of Swiftness: The Hero's mark allows him to move much quicker, enabling him to either retreat with speed or to catch fleeing enemies trying to escape his wrath.

The mark of swiftness allows the hero a base land speed increase by +15 feet a round. An additional effect of this is that the movement rate is affected after the movement penalty for armor has been accounted for (i.e. plate armor reduces movement to 20ft the Fabled Hero would have a movement rate of 35ft while wearing plate.

Mark of Slaughter: The Fabled Hero becomes deadly with any weapon that he uses, or in the case of magic the spells take on a furious edge. This mark allows the Fabled Hero to truly be a destructive force of nature.

The mark of slaughter imparts the special ability to the Fabled Hero to gain the improved critical ability and it applies to any weapon that he holds. Effectively this allows the marked one to be able to conduct devastating attacks with anything at hand. In addition to the expanded critical the weapon will receive an additional +2 damage and stacks with all other marks. In the case of magic users this feat will add to additional dice of damage to any spell that is cast, and this even applies to spells with damage limits (a fireball max of 10d6 becomes 12d6 with this ability.)

Mark of the Great Hero (Ex): Once a Fabled Hero reaches level 20 they gain a group of powers that set them truly appart from other people. The expected life span for the Fabled Hero is multiplied by 10 (i.e. a human hero will live longer than most dwarves and a elven hero would be nearly immortal.) The Fabled Hero also gains a luck bonus to his armor class equal to his charisma bonus.

Epic Fabled Hero[edit]

Table: The Epic Fabled Hero

Hit Die: See Mark of Mastery

Level Special
21st -
22nd -
23rd -
24th Extended Life Span
25th -
26th -
27th -
28th Extended Life Span
29th -
30th -

4 + Int modifier skill points per level.

Bonus Feats: The epic Fabled Hero gains a bonus feat (selected from the list of Fabled Hero epic bonus feats that match his mark of mastery) every two levels after 20th.

Epic Fabled Hero Bonus Feat List: Additional Mark of Improvement, Additional Mark of the Scion, Additional Mark of Empowerment (must meet level requirement)

Mark of Mastery

Combat: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Energy Resistance, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy

Magic:Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Familiar Spell, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic

Stealth:Blinding Speed, Combat Archery, Dexterous Fortitude, Dexterous Will, Epic Dodge, Epic Reputation, Epic Skill Focus, Epic Speed, Improved Combat Reflexes, Improved Sneak Attack, Intuitive Trapfinding, Legendary Climber, Lingering Damage, Self-Concealment, Sneak Attack of Opportunity, Spellcasting Harrier, Superior Initiative, Uncanny Accuracy

Elven Fabled Hero(Combat) Starting Package[edit]

Fabled Hero's are forged in times of adversity and their chosen mark usually reflects how they came to be. The elven fabled hero with a combat focus may have been left for dead after a raid, had their family killed during a war or any other number of events that have opened the door to what they have become.

Weapons: Longsword(1d8 19-20crit/x2)

Armor: Chain Shirt, Large Steel Shield

Skill Selection: Pick a number of skills equal to 4+Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Climb 4 Str -2
Listen 4 Wis -
Spot 4 Wis -
Swim 4 Str -4

Feat: Power Attack if Strength is over 13. If not blind-fight.

Gear: Flint & Stone, Torches, Backpack with waterskin, 3 pints of oil, Lantern.

Gold: 100gp

Campaign Information[edit]

The Fabled Hero is used to tackling issues on their own but they will find that their abilities truly shine among a group of adventurers working together. Powerful on their own, with support of individuals that don't have their abilities they can achieve truly amazing feats.

Playing a Fabled Hero[edit]

A Fabled Hero is a strong personality and usually has a driving force that motivates them to join certain ventures. Unlike most player characters the Fabled Hero will start with an overall quest that ultimately the Hero will attempt to complete, with normally two outcomes: success or death. One of the main drawbacks for the hero is after the quest is complete many do not know what to do with themselves as their motivation has dwindled, though adventuring itself can provide the focus they need.

Religion: This is normally determined by the characters background as individuals will come from many different walks of life. If the Fabled Hero was the son of a farmer it would make perfect sense to be of a religion dealing with life, fertility and other aspects relating to the families trade. In other cases the individual might not be religious or might renounce his religion based upon the circumstances that force him into the role of the hero.

Other Classes: Other classes are more likely to go off of reputation than the actual fact that this character is a Fabled Hero when interacting with them. With no alignment restrictions it is impossible to understand exactly what they are capable of prior to interacting with them. Many people give the Fabled Hero a wide berth as it is unwise to get in the way of a violent or evil hero, and collateral damage occurs with disturbing frequency around these individuals.

Combat: Combat is completely dependant on the mark of mastery the character decides to choose at character creation. The mark of magic heros will tend to be in the back raining death and destruction on their enemies, marks of stealth would probably use tactics similar to a rogue and those marked for combat wade in and lay waste to everyone around them.

Advancement: Fabled Hero advancements depend on mark of mastery though their abilities grow much stronger when they stay a Fabled Hero and do not branch into other pursuits.

Fabled Heros in the World[edit]

I swear upon the graves of my father Mordred; my mother Giselle; my brothers Thom, George, Tirk and my sister Ella that I will hunt down and destroy these murderous dogs so that the lists of dead do not grow from these men.
—Tegar Droms, Human Fabled Hero

Daily Life: Adventuring, looking for items of power to help them and trying to learn more about how to complete their quest. If their family was killed by a band of mercenaries those men might be wealthy, fat lords or leaders of their own now. Most likely the awakening of the Fabled Hero was years ago, which means those evil men have had years to increase their own status, and they have already shown what lengths they are willing to go to.

Notables: Tyrum Thanesfold, leader of the far reaches tribes, Human Fabled Hero

Broddus Stogardeson, General Gromun Irosfeld's bodyguard, Dwarven Fabled Hero

Tridal Swift-Spear, Last of the Chorun, Goliath Fabled Hero

Organizations: Due to their rarity there is no way for Fabled Heros to have an organization. Most generations don't even see a single Fabled Hero let alone enough to have any organization to train or equip them. Also any place rumored to be part of a Fabled Hero would find itself raided as soon as he is in the ground, as grave robbers and adventurers would be happy to relieve the fallen of any equipment.

NPC Reactions: NPCs will interact with the Fabled Hero either through how they act or on reputation if they are a performer of great deeds. Either can be helpful to a Fabled Hero but it is just as easy as a non hero to permanently burn bridges behind them. If a Fabled Hero has wronged a community he is just as likely to end up in a dungeon as a non hero, or if heinous enough the people might take matters into their own hands.

Fabled Hero Lore[edit]

Characters with ranks in Knowledge (History) can research Fabled Heros to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (History)
DC Result
10 Fabled Heros are very difficult to kill.
15 Fabled Heros gain special abilities as they grow in power. These abilities are not the same with all Fabled Heros.
20 Powerful Fabled Heros live for exceptionally long periods of time.

Fabled Heros in the Game[edit]

As a PC the Fabled Hero is quite literally a man on a mission. However since fate rarely shines on their beginning they almost always need to learn and improve abilities before they complete the quest that is the focus of their life. There is great incentive for a Fabled Hero to join a group of adventurers to gain power before they embark on their quest, and as long as the group does not do things completely counter to their alignment they are likely to adventure with them unless unfortunate circumstances (i.e. death) befall. Unlike other classes Fabled Heros are unlikely to try to bring other characters back from the dead because they are much harder to kill, normally they believe if fate wants to preserve you it will. NPC Fabled Heros can either be someone fighting for their cause or perhaps someone that has completed their quest and decided to retreat from the world. In some cases they could even be another adventurer continuing to carve their way through the realms to leave their lasting mark on it.

Adaptation: Adaptation is extremely simple with this class due to the mark of mastery. The additional marks allow customization of the mastery and offer nearly infinite options.

Sample Encounter:

EL 13:

Kruden Firestorm

CR 12

Male human
N Medium humanoid (human)
Init/Senses +4/Listen +18, Spot +18
Languages common, Elven
AC 28, touch 10, flat-footed 28 (Natural +4, Armor +10, Shield +4)
hp 108 (12d12 HD)
Fort/Ref/Will +10/+10/+10
Speed 30 ft. (6 squares)
Melee Full attack 19+/+14/+9 Longsword+2 Flaming (1d8+1d6+7/17–20)
Base Atk/Grp +12/+7/+2/+17
Combat Gear Full Plate +2, Longsword +2 Flaming, Heavy Steel Shield +2
Abilities Str 16 (20), Dex 10, Con 16, Int 12, Wis 10, Cha 14
SQ Mark of Combat, Hero's Gain, Hero's Grace, Mark of Improvement Mark of Defense, Mark of the Scion Mark of Healing concentration, Hero's Curse, Hero's Fortune
Feats Power Attack, Cleave, Improved Initiative, Weapon Focus, Improved Critical, Combat Reflexes
Skills Climb (Str)+15, Listen (Wis) +15, Search (Int)+15, Ride (Dex)+15, Spot (Wis)+15, Swim (Str)+15
Possessions combat gear plus Ring of Sustenance, Belt of Giant Strength+4

Back to Main PageDungeons and DragonsNPCsCR 12
Back to Main PageDungeons and DragonsNPCsECL 12



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