Hero Chosen By The Gale Sword (3.5e Class)

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Hero Chosen By The Gale Sword[edit]

Heroes that are chosen by the Gale Sword often have a strong sense of justice, using the powers granted to them by the sword to smite what they consider evil. Those chosen could have come from just about any walk of life, young or old. Many realize their calling when they are young, often either having visions of the Gale Sword, or finding the sword in its current resting place. After that point they often begin training for the day they finally wield their destiny. There can only be one active Hero Chosen by the Gale Sword at a time, as there is only a single Gale Sword in existence.

Making a Hero Chosen By The Gale Sword[edit]

Due to the nature of the powers granted by the Gale Sword to its chosen wielder, the Hero can fulfill multiple roles to some degree. For those who gain the power Refreshing Breeze the Hero can heal allies. Gale Slash gives the Hero the option to fight at range. The Hero must remember, though, that these are not simply their own powers. Without the Gale Sword, powers granted by it are unusable.

Abilities: For a Hero Chosen by the Gale Sword, Charisma is arguably the most important. It represents their inner strength, which is necessary to fuel the powers granted to them by the Gale Sword. Dexterity is important for dodging enemy attacks. Strength is important when the Hero decides to fight up close against enemies instead of attacking with a Charisma based power.

Races: Any races capable of wielding a weapon and having the capability of being good can be chosen by the Gale Sword.

Alignment: Any good character may become chosen by the Gale Sword. Those chosen seek to change the world (and themselves) for the better, though the methods often change depending on the wielder.

Starting Gold: 5d4x10 gp (Average 125 gp)

Starting Age: Moderate.

Table: The Hero Chosen by the Gale Sword

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Power of the Gale, The Gale Sword, Lightning Resistance, Comforting Presence, Weapon Focus (Katana)
2nd +2 +0 +3 +3 Power of the Gale
3rd +3 +1 +3 +3
4th +4 +1 +4 +4 Power of the Gale
5th +5 +1 +4 +4 Spirit Awakening, Weapon Specialization (Katana)
6th +6/+1 +2 +5 +5 Power of the Gale
7th +7/+2 +2 +5 +5
8th +8/+3 +2 +6 +6 Power of the Gale
9th +9/+4 +3 +6 +6
10th +10/+5 +3 +7 +7 Trial of the Temple, Power of the Gale, Greater Weapon Focus (Katana)
11th +11/+6/+1 +3 +7 +7
12th +12/+7/+2 +4 +8 +8 Power of the Gale
13th +13/+8/+3 +4 +8 +8
14th +14/+9/+4 +4 +9 +9 Power of the Gale
15th +15/+10/+5 +5 +9 +9 The Partner Chosen by the Gale Sword, Greater Weapon Specialization (Katana)
16th +16/+11/+6/+1 +5 +10 +10 Power of the Gale
17th +17/+12/+7/+2 +5 +10 +10
18th +18/+13/+8/+3 +6 +11 +11 Power of the Gale
19th +19/+14/+9/+4 +6 +11 +11
20th +20/+15/+10/+5 +6 +12 +12 Vessel of the Spirit, Power of the Gale

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Concentration (Con), Craft, Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge, Profession, Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha)

Class Features[edit]

All of the following are class features of the Hero Chosen by the Gale Sword.

Weapon and Armor Proficiency: A Hero Chosen by the Gale Sword is proficient with all simple and martial weapons and light armor. Due to the training they've had to wield the Gale Sword they also gain proficiency with katanas (Bastard Swords). Of course, they also have proficiency with the Gale Sword.

The Gale Sword: The source of the Hero's power, its appearance is of a Katana, though upon changing wielders small details have been said to change according to the new wielder's preferences. Any who are not the Hero Chosen by the Gale Sword are unable to lift it, no matter how strong they are. Stat-wise the Gale Sword is a masterwork Bastard Sword made of Mithral. If the Hero loses track of the Gale Sword in some way (such as it falling off a cliff) they may will it to return to them. The Gale Sword will reappear in their hand in a gust of wind. If the Gale Sword breaks it will eventually reform in a spot within 100 miles of where it was broken. The Hero Chosen by the Gale Sword may also focus for twenty-four hours to reform it in their hands. This decreases to twelve hours at level 5, six hours at level 10 (after completing temple test), and immediately at level 15.

Lightning Resistance (Ex): The Hero Chosen by the Gale Sword gains X electricity resistance, where X is equal to class level.

Free Language: The Hero Chosen by the Gale Sword gains Auran as a free language.

Bonus Feats: The Hero Chosen by the Gale Sword gains Weapon Focus (Katana) at 1st level, Weapon Specialization (Katana) at 5th level, Greater Weapon Focus (Katana) at 10th level, and Greater Weapon Specialization (Katana) at 15th level as bonus feats.

Comforting Presence: A gentle voice soothes The Hero Chosen by the Gale Sword, who gains a +2 to Will saves when grasping the Gale Sword. "Grasping" can be as simple as holding the handle of the Gale Sword while it is still sheathed, to wielding it during combat.

Spirit Awakening (Su): The Gale Sword is more than a simple magic sword. It in fact houses the Spirit of Wind; Aria. At level 5 the Hero Chosen by the Gale Sword realizes this secret and gains the ability to temporarily give Aria a form outside of the Gale Sword. While given form Aria gives the Hero an additional standard action, as long as this action is used for a Power of the Gale. (Example: The Hero cannot make two normal melee strikes with the Gale Sword because neither involves a Power of the Gale. However, the Hero could make a melee attack and use Aria to attack with a Gale Slash.) Standard actions taken this way do not provoke attacks of opportunity against the Hero Chosen by the Gale Sword, but against Aria herself. Her defenses are the same as the Hero's but without any bonuses gained from equipment (such as armor and shield bonuses). Aria's Hit Die is D4, and her level is the Hero's class level. If she reaches 0 HP while summoned she loses her form and returns to the Gale Sword, unable to come back out for one day. She cannot receive any form of healing other than through Natural Healing. Aria is considered resting when she is not summoned through this ability or merged with from "The Partner Chosen by the Gale Sword."

Trial of the Temple: At level 10 the Hero Chosen by the Gale Sword must journey to the Temple of the Wind Spirit and bring the Gale Sword to the shrine within. This is required for the Hero to increase his level past 10. This is necessary due to the spirit Aria weakening from being separated from the shrine for so long. As this weakening works both ways, the temple is often overrun with monsters when the Hero finally makes this trip. After cleansing the temple of any monsters the Gale Sword is placed within the shrine for 24 hours, during which the spirit Aria rests. After this period the spirit will have enough power to last until the next wielder reaches the same point.

The Partner Chosen by the Gale Sword (Su): By level 15, the Hero has finally realized what it means to be the one chosen by Aria. The Hero may, once a day, merge with the spirit Aria for 5 minutes per class level. In addition to the bonuses gained from Spirit Awakening above, the Hero also gains the Smite Evil and Aura of Courage features of Paladin (But uses Hero Chosen by the Gale Sword class level instead of Paladin level.)

Soothing Presence: An upgraded version of Comforting Presence. At level 15 the Hero Chosen by the Gale Sword now gains +4 to Will saves instead of +2 when grasping the Gale Sword. This replaces Comforting Presence.

Vessel of the Spirit (Ex): At level 20 the Hero Chosen by the Gale Sword no longer requires the Gale Sword to be in his immediate possession to use Powers of the Gale. The Hero must still meet the alignment requirements, as these powers are still being granted by the spirit herself. Some Powers of the Gale, such as Gale Slash, still require a bladed weapon to use.

Powers of the Gale: By wielding the Gale Sword the Hero gains powers mystical powers related to the wind. As they are not actually spells, and because the powers come from the Gale Sword itself, they do not take as much energy as spells and can be used at will, though they require the Gale Sword to be in the Hero's possession. The Hero Chosen by the Gale Sword gains one of these powers at level 1 and more as they level up. If the Hero would gain a new power at level up they can put off choosing a power until a time of their choosing. This allows the Hero to unlock their new power when its effects would help the most. As the Gale Sword is the catalyst for these powers any Powers of the Gale receive its enhancement bonuses where applicable. There are many potential powers hidden within the Gale Sword, and the current Hero may not unlock all of them within his time. For spell-like abilities and effects based off caster level, the Hero Chosen by the Gale Sword's caster level is equal to their class level. Spell-like ability levels are considered half the caster level.

Powers of the Gale List[edit]

"This is the Power of the Gale Sword!"

Gale Slash (Sp): The Hero slashes with his sword, creating a blade of wind that can cut just as deep as a sword. This is an attack with a range of 50 ft + 10 ft per caster level. If the attack hits it deals 1d6 damage per caster level.

Gale Gun (Sp): The Hero Chosen by the Gale Sword uses the power of lightning to shoot a small metal object at high speeds towards a target. This is a ranged touch attack with a range of 100 ft + 10 ft per caster level. If the attack hits it deals 1d6 electric damage per caster level. This requires small metal objects to be used. The ideal ammunition are sling bullets as they are cheap. If the ammo has an enhancement bonus that applies to attack or damage rolls it gets applied to this attack.

Tempest Slash (Su): The Hero Chosen by the Gale Sword does a spin attack, attacking each adjacent creature. This is done by rolling an attack with the Gale Sword to determine if the attack hits. Damage is rolled as the Gale Sword but the damage rolled is divided equally between each creature that was hit. If the damage done would be less then 1, round up to 1 damage. (Example: Hero manages to hit 3 enemies with the attack and rolls a 10 for damage, dealing 3 damage to each enemy hit.) Medium and smaller creatures, even those not hit, must make a Reflex save (DC 10 + 1/2 class level + Charisma modifier) to avoid the whirlwind caused by the attack. Those who fail the save are blown away.

Storm Warning (Sp): The Hero points the Gale Sword at the sky as a swift action, summoning storm clouds to gather. An attack of opportunity is only provoked when raising the Gale Sword. After "activating" the power any melee attacks the Hero successfully makes with the Gale Sword may be declared to "mark" the target. At the beginning of one of the Hero's turns he may call lightning down on the marked creatures. The creatures may make a Reflex save (DC 10 + 1/2 class level + Charisma modifier + 1 per marked creature). If the lightning hits, each creature takes 1d10 electricity damage per caster level. If the target succeeds in the Reflex save they take half damage. While in the process of marking enemies, any attacks made against the Hero requires him to make a concentration check or the power deactivates and the marks lost. This power can only be used outside, or areas with with access to the sky.

Refreshing Breeze (Sp): The Hero, in order to protect his allies and loved ones, or maybe just to help people, gains the ability to send a healing wind to those he feels worthy of healing. This wind is Close range (25 ft + 5 ft per 2 caster levels.) The Hero can heal a number of Hit Points up to a number equal to class level x Charisma modifier per day. These points can be divided throughout the day as the Hero sees fit. This power can also be used to cure a creature of several conditions (sickened, nauseated, and shaken) but each condition takes 2 points worth of healing from the Hero's daily amount. If the target of Refreshing Breeze would be a creature that the Hero either knows or believes to be evil the Hero must make a Will save (DC 10 + 1/2 class level + Charisma modifier) to overcome the sense that by helping something evil that the Hero would also be evil. If they fail the Will save the Hero cancels the Refreshing Breeze without wasting any points of healing, but becomes Nauseated for 1d4 minutes.

Invigorating Breeze (Sp): A Close range (25 ft + 5 ft per 2 caster levels) breeze that invigorates the target by granting an enhancement bonus of +4 to either the target's Strength, Dexterity, or Constitution. The same target can not have two boosts at the same time from Invigorating Breeze, even if two different abilities are being selected. The effect lasts one minute per caster level.

Rider of the Gale (Su): The Hero Chosen by the Gale Sword gains flight speed of 80 ft with good maneuverability.

Wind Wall (Sp): As a swift action the Hero selects a target within Close range (25 ft + 5 ft per 2 caster levels) and directs a strong wind against them, causing the target to be checked. The Hero must sustain the Wind Wall with a swift action every turn.

Gale Barrier (Sp): The Hero Chosen by the Gale Sword has figured out how to keep a controlled gale surrounding his body, gaining a deflection bonus to AC equal to his Charisma modifier, up to a max value equal to his class level. (A level 1 Hero Chosen by the Gale Sword with Charisma of 18 would have a Charisma modifier of +4, but would only be able to add +1 from this power until his class level rises to 4.) This does not stack with any other deflection bonuses. The Hero may transfer the Gale Barrier to another creature within 50 ft as a swift action.

Whisper of the Wind (Su): The Hero has learned how to ask the wind itself for a favor. By cupping his hands around his mouth and speaking into them the Hero can record a message to a target of their choosing. When the Hero uncups his hands the message is released in the form of a breeze and is carried to the target. The target must be within a distance of 10 miles x Charisma mod. If the target is not within that distance the message plays back to the Hero immediately.

For Justice (Su): The Hero Chosen by the Gale Sword gains a bonus equal to his Charisma modifier for all saving throws.

The Superior Element (Ex): Prerequisite: Class Level 5 The Hero Chosen by the Gale Sword can choose one energy type - acid, cold, or fire - and gains X resistance to it, where X equals the class level.

Summon Air Elemental (Sp): Prerequisite: Class Level 5 The Hero Chosen by the Gale Sword gains the power to summon an Air Elemental at will. This functions similarly to the Summon Monster spells, but only Air Elementals may be summoned. The size of the elemental is determined by caster level. At level 5 a small elemental is summoned. The size increases to medium at level 9, large at level 11, huge at level 13, greater at level 15, and elder at level 17.

Lightning Powered (Ex): Prerequisite: Class Level 10 The Hero Chosen by the Gale Sword can now choose to absorb any electricity damage that would normally by resisted by the Lightning Resistance class feature as HP.

Ex-Heroes Chosen by the Gale Sword[edit]

If the Hero Chosen by the Gale Sword becomes neutral instead of good the Gale Sword begins to feel heavy in their hands (represented as them losing proficiency with the Gale Sword until they become good again). If they become evil the Gale Sword becomes to heavy too lift and falls to the ground. At this point they must return to being good within a week or the Gale Sword disappears to find a new wielder.

Epic <-class name->[edit]

Table: The Epic Hero Chosen by the Gale Sword

Hit Die: d8

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

4 + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

Human Hero Chosen by the Gale Sword Starting Package[edit]

Weapons: Gale Sword (Katana/Bastard Sword). Armor: Leather Armor

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: Improved Initiative.

Bonus Feats: Spell Penetration

Power of the Gale: Gale Slash

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel

Gold: 4d4 gp.

Campaign Information[edit]

Playing a Hero Chosen by the Gale Sword[edit]

Religion: Since those chosen by the Gale Sword are required to be good, those chosen usually worship dieties who are also good.

Other Classes: Heroes Chosen by the Gale Sword, when in groups, often try to focus on helping others. Though they may feel that they have a greater purpose then most other classes, the Hero doesn't look down on them.

Combat: A Hero Chosen by the Gale Sword can fulfill most roles depending on the Powers of the Gale chosen.

Advancement: Heroes Chosen by the Gale Sword do not often multiclass, instead preferring to focus on what they believe to be their destiny. If they do multiclass, it is almost assuredly as a Fighter or Paladin.

Heroes Chosen by the Gale Sword in the World[edit]

"I am Yuu Shaddess, the hero chosen by the Gale Sword, and defender of justice!"
—Yuu Shaddess, Human Hero Chosen by the Gale Sword

Heroes Chosen by the Gale Sword often act like any other adventurer, but their desire to change the world for the better almost always drives their actions.

Daily Life: From birth they are often different. Most who are chosen by the Gale Sword tend to have names that happen to be puns of some kind. During childhood they often have visions relating to the Gale Sword, some even manage to find it as a child, giving them a goal. Unfortunately, it is also just as often that a tragedy of some kind strikes the young Hero, often causing the outlook on justice that drives their actions. After finally obtaining the Gale Sword the majority of Heroes set off into the world to help anyone they can.

Notables: Yuu Shaddess, who trained for the majority of his childhood to wield the Gale Sword after finding it in a cave after following a shooting star. Gullible and kindhearted, he spent his time as a Hero fighting to protect the innocent who couldn't protect themselves.

Organizations: There can only ever be one active Hero Chosen by the Gale Sword at a time, though if a previous wielder lost the Gale Sword due to alignment change or purposely giving it up, the current and previous may meet each other.

NPC Reactions: NPCs won't generally recognize that the Hero Chosen by the Gale Sword is any more special then any other adventurer, but their actions often leave an impression on people.



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