Idiot Hero (3.5e Prestige Class)

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Becoming an Dangerous Idiot[edit]

Dangerous Idiots are not born they are a result an idiot not preparing his whole life and rising to the opportunity to break, bungle, and bullocks everybody and everything in their path.

Dangerous Idiots make terrible impulsive choices and are not graceful, but they have survived themselves which means they are tough, and possess a certain charm and luck. Surprisingly, they need not have a low intelligence, which is a common mistake. Even more surprising Dangerous Idiots can achieve greatly despite great odds against them and constraint within them.

An Dangerous Idiot proceeds by misguided drive, which is supplemented by lunatic antics and relentless ignorance. Never argue with an idiot. They will only bring you down to their level and beat you with experience.

Role: Dangerous Idiots tend to flock together, but it seems that every group has one. The exact role an idiot serves is largely a question mark because they perform nothing outstanding, however they endure.

All races have dangerous idiots among them, but humans and gnomes tolerate their stooges better than the stern dwarfs or the immortal elfs. Dangerous Idiots are similar to barbarians, but see themselves to be more similar to paladins.

Entry Requirements
Alignment: Any non-evil
Race: Any.
Skills: No skills higher than 5
Feats: Power Attack
Special Must have Wis of 8 or less.
Special Must have done at least 1 act of complete idiocy

Table: The Dangerous Idiot

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +2 +0 Buffoonery; Common Danger; Dangerous Know-it-all; Peaked
2nd +1 +3 +3 +0 Idiot Rampage; Dumb Luck
3rd +2 +3 +3 +1 Oaf
4th +3 +4 +4 +1 Moment of Clarity
5th +3 +4 +4 +1 Mayhem
6th +4 +5 +5 +2 Intentionally Unaware; Damage Resistance (DR 2/-)
7th +5 +5 +5 +2 Infuriate
8th +6/+1 +6 +6 +2 Unintentional Repose
9th +6/+1 +6 +6 +3 Mighty Ignorance; Damage Resistance (DR 3/-)
10th +7/+2 +7 +7 +3 Mob of Morons

Class Skills (2 + Int modifier per level)
Craft, Diplomacy, Disguise, Escape Artist, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Profession, Spellcraft, Survival, Swim, Use Magic Device.

Class Features[edit]

Buffoonery (Su): At level 1 a Dangerous Idiot makes an idiot out of himself, and those around him. Any attack against against an Dangerous Idiot which misses is a has a 20% chance to be critical miss. Any attack made by the Dangerous Idiot that misses has a 50% chance of breaking the weapon used.

Common Danger (Ex): At level 1 the Dangerous Idiot becomes proficient with all improvised weapons. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6). Additionally, improvised weapons attacks threaten on a natural attack roll of 19 or 20. Lastly, Dangerous Idiots do not suffer negative effects using broken weapons until they are twice broke.

Dangerous Know-it-all (Ex):An dangerous idiot adds half his idiot class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. The idiot who attempts a Knowledge skill must verbally state what they learn. All checks are made secretly by the DM.

Peaked (Su): A dangerous idiot is capped by their nature. A Dangerous Idiot skill above Rank 5 are treated like they have 5 ranks, nor can an Idiot benefit from a feat which has the words expertise or mastery. Skill points used to increase skills or feats taken prior to taking the class are suppressed.

Idiot Rampage (Ex): At level 2 a Dangerous Idiot can unleash a number of additional attack equal to his Idiot level +1. During an idiot rampage the idiot unarmed attacks are treated as if he as improved unarmed strike. The attacks are made at the Dangerous Idiot's highest attack bonus during this time Dangerous Hero can attack multiple targets within 30 feet. After using the idiot rampage ability the Dangerous Idiot is exhausted for 1 round for each additional attack gain and then is unaffected. An Idiot Hero cannot use the Idiot Rampage while exhausted. Missed attacks while in an Idiot Rampage are not subject to Buffoonery.

Dumb Luck (Su): At level 2 a Dangerous Idiot benefits from dumb luck. When a Dangerous idiot suffers damage he may opt to take the minimum possible instead of the delivered damage; e.g. when a 6d6 fireball delivers 19 points of damage to the Idiot he can opt to take 6 points of damage instead. A Dangerous Idiot gains one use of the Dumb Luck ability per level of Dangerous Idiot. A Dangerous Idiot loses this ability if they wear medium or heavy armor.

Oaf (Ex):At level 3 a Dangerous Idiot gains +4 strength and damage resistance DR 1/-. The Dangerous Hero still suffers the pain, but not the damage. An idiot loses this ability if they are silenced. At level 6, the damage resistance increases to DR 2/-. At level 9, the damage resistance increases to DR 3/-.

Moment of Clarity (Su): At level 4 a Dangerous Idiot can suppress their idiot nature as a move action for a period of time for 1 minute per day per level. When doing so, the idiot gains +1 per level to attacks, skills, and will saves. During this suppression they lose all other Dangerous Idiot supernatural abilities class ability. This ability is used in minute increments. An Idiot my not use moment of clarity when exhausted.

Mayhem (Su): At level 5 a Dangerous Idiot generates mayhem to such a high degree that spell caster have a 20% chance of spell failure when casting spells within 30 feet of an idiot or makes a concentration check DC 20 + level of idiot + level of spell. This affect enemies and allies equally. As a full round action, a Dangerous idiot can double the chance to 40% of spell failure, and the concentration check become 25 + level of idiot + level of spell. This ability stacks with other idiots, so that two idiots within 30 feet would create a 40% chance of failure, or up to 80% if both were taking full round actions. Additional idiots also increase the concentration check + the level of the idiot.

Intentionally Unaware (Su): As a long as a Dangerous Idiot is not focused on a source of danger they are intentionally unaware of harm. When a Dangerous Idiot is unaware they gain +2 to AC, saves, and their DR doubles. Typically, all attacks outside of line of sight, surprise attacks, or attacks of opportunity, and all traps are not focuses of a Dangerous Idiots.

Infuriate (Ex): At level 7 a Dangerous Idiot can send another target into a state of a confused rage by infuriating them with idiot antics. If an Idiot continues his antics for 3 rounds they make target an opponent to become infuriated.

Starting idiot antics is a move action, but a Dangerous Idiot need not declare that they are starting idiot antics rather anytime a Dangerous Idiot moves 10 feet per round. After three rounds of taking a move action a Idiot may target opponent within 30 feet to become infuriated if the target is able to hear or see the idiot. The target must succeed a will save DC 15 + Idiot's character level. The target is effected both by a rage spell and a confusion spell, and while infuriated a target cannot cast spells, or use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. The duration of the effects last for 3 rounds + 1 round for each additional move action after the targeting the opponent.

Unintentional Repose (Ex): At level 8 a Dangerous Idiot may make an Attack of Opportunity against any target which critically missed an attack against the idiot. If the Dangerous Idiot was unaware of the missed attack, the attack is made at +4 and do +1 damage per level of Idiot.

Mighty Ignorance (Ex): At level 9 a Dangerous Idiot is compensated by a mighty ignorance. When a Dangerous Idiot suffers a mental effects (all saves requiring a will save) they may delay the effects of the failed save for 1 minute. Additionally, as a swift action a Dangerous Idiot may use their Might Ignorance once per day to forget the damage from 1 round. Lastly, once per day a Dangerous Idiot may select and use any feat that has the term 'greater, mastery, or expertise" for 1 round per level even if the Dangerous Idiot does not have the prerequisites to qualify for the feat. This feat is unaffected by the Dangerous Idiot's peaked limitation.

Mob of Morons (Ex): At level 10 a Dangerous Idiot finds like minded dolts to join him in a Mob of Morons. A Dangerous Idiot must spend at least 1 hour shouting simple slogans toward an target in a public place. The target of the Idiot's verbal rally need not be present, and can be a individual, group, place, or object. The mob size depends on where the idiot spends rabble rousing. The morons forming the mob are 1st level barbarians while in mob form.

The Idiot can direct the Mob for 1 hour + 1 hour per charisma bonus after forming the mob. The idiot can direct the mob to repeat slogans, attack, not to attack, destroy property, and march, while in control. However, in order to peacefully disperse the Idiot succeed a charisma check of DC 20. If the mob has not dispersed peacefully it destroys nearby objects and threatens random non-mob targets.

Town Size Number of Idiots
Hamlet 1d4
Village 3d4
Small Town 6d4
Large Town 10d4
Small City 10d6
Large City 10d8
Metropolis 10d20
Capital 20d20

Dangerous Idiot Feats[edit]

Really Dumb Luck [General,][edit]

An additional +2 AC to unaware attacks.
Prerequisite: Dumb luck ability
Benefit: Bonus to armor class goes from +2 to +4, additionally the first attack made by a target is always a surprise and therefore unexpected, and therefore the dangerous idiot is unaware of the attack and gain +4 on the first attack made by any target.
Normal: An unaware Dangerous Hero gains +2 to AC on attacks which he is unaware of, and not all first attacks are ones which he is unaware of.

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