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Hero of Time
|This class needs a completed general description and/or information about where it excels. If you have read and understand this class enough to add this information please edit this page and add it. |
This article has been tagged since March 2007.
Game Rule Information
Hero of Times have the following game statistics:
Alignment: Lawful Good
|Power Points/Day||Additional Powers Known||Maximum Power Level Known|
|1st||+0||+0||+2||+0||A Journey Begins, Trapfinding||0*||1||1st|
|3rd||+2||+1||+3||+1||Evasion, Danger sense||3||3||1st|
|6th||+4||+2||+5||+2||Magic Strike (modified Arcane Strike), weapon focus (short bow)||11||5||2nd|
|7th||+5||+2||+5||+2||Danger sense (uncanny dodge), Hero of Time 2/day||15||6||3rd|
|8th||+6/+1||+2||+6||+2||Store location, Farore's Wind||19||6||3rd|
|9th||+6/+1||+3||+6||+3||Special ability or Acrobatic [General]||23||7||3rd|
|10th||+7/+2||+3||+7||+3||Improved Din’s Fire||7||10||4th|
|11th||+8/+3||+3||+7||+3||Spin Attack + 2, Danger sense (improved uncanny dodge)||35||8||4th|
|12th||+9/+4||+4||+8||+4||Special ability, Hero of Time 3/day||43||9||4th|
|13th||+9/+4||+4||+8||+4||Greater Farore's Wind||51||9||5th|
|16th||+12/+7/+2||+5||+10||+5||Spin attack +3||79||12||6th|
|17th||+12/+7/+2||+5||+10||+5||Hero of Time 4/day||91||13||6th|
|20th||+15/+10/+5||+6||+12||+6||Hero of Time 5/day, Weapon Focus(Master Sword)||127||16||6th|
|1 — The Hero of Time gains no magic points from his class at 1st level. However, he does add any bonus magic points he gains from a high Charisma score, his race, and feats or other sources to his reserve. He can use these points (if any) to cast his magic.|
Class Skills (4 + Int modifier per level; ×4 at 1st level)
Weapon and Armor Proficiency: The Hero of Time is proficient with light armor, all simple weapons, plus the shortsword, shortbow, the hookshot, and explosives such as bombs.
While small as the Hero of Time is proficient and non-metal light shields. This applies to all items he picks up while small.
While a medium size the Hero of Time is proficient medium shields (which can be metal), the longbow, along with longswords.
A Journey Begins: The Hero of Time is granted his Ocarina of Time and is reduce to a small creature as if under the effects of reduce person.
Trapfinding: The Hero of Time can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Spin Attack: When you use the full attack action, you can give up your regular attacks and expend 1 magic point and instead make one melee attack at your full base attack bonus against each opponent within reach. At level 11 this attack does an additional 2 damage and at level 16 this attack does an additional 3 damage.
When you use the Spin Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. If a stationary object with a hardness greater than the character's class level is attacked but not destroyed, the attack is ended.
Evasion (Ex): At 3rd level and higher, the Hero of Time can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Hero of Time is wearing light armor or no armor. A helpless Hero of Time does not gain the benefit of evasion.
Danger Sense (Su): At 3rd level, a Hero of TIme gains the ability to augment his ability to sense danger. When active, this ability grants the Hero of Time the effects of the danger sense power. This ability is active as long as the Hero of Time maintains magical focus.
At 7th level, the Hero of Times's danger sense ability gains the effects of a single augmentation and he is granted the effects of the uncanny dodge ability. While his danger sense ability is active, the Hero of Time can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Hero of Time already has uncanny dodge from a different class (a Hero of Time with at least two levels of barbarian, for example), he automatically gains improved uncanny dodge (see below) instead.
At 11th level, he gains a second augmentation and is granted the effects of the improved uncanny dodge ability. While his danger sense ability is active, the Hero of Time cannot be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to sneak attack the character by flanking him, unless the attacker has at least four more class levels than the target does. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Acrobatic [General] You get a +2 bonus on all Jump checks and Tumble checks.
Magic Strike (su) possibly the opposite of Chaotic Rage???
Weapon Focus [General] Choose one type of weapon that you are proficienct with, unarmed strike, grapple or ray, as your weapon for purposes of this ability. You gain a +1 bonus on all attack rolls you make using the selected weapon.
Store Location The Hero of Time may spend 1 Magic point to store a location. If Farore’s Wind is used to warp to that location then he automatically succeeds in any attempt to teleport their even if stress would not allow him to.
Special Abilities: On attaining 9th level, and at every three levels thereafter (12th, 15th, and 18th), the Hero of Time gains a special ability of his choice from among the following options.
Improved Evasion (Ex): This ability works like evasion, except that while the Hero of Time still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless Hero of Time does not gain the benefit of improved evasion.
Magic Cripple (Su): The Hero of Time with this ability has learned to focus magical energy into his attacks while his opponent would be denied his Dexterity bonus. An opponent damaged by one of his attacks also takes 2 points of Intelligence damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Skill Mastery: The Hero of Time becomes so certain in the use of specific skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. The Hero of Time may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the Hero of Time's ability to wriggle free from magical or psionic effects that would otherwise control or compel him. If a the Hero of Time with slippery mind is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same Difficulty Class. He gets only this one extra chance to succeed on his saving throw.
Feat: The Hero of Time can gain a bonus feat in place of a special ability.
Greater Farore's Wind