Everyday Hero (Apath)

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Unofficial rules compendium

All of us remember the storybook heroes of yore; the young perky rebel who wins the day through pluck and audacity. Focusing on an ability called confidence, that lets them defeat the odds again and again, the everyday hero is more of a trickster than a combatant. She also chooses a background, from pauper to princess, which colors her abilities. This can be said to be a player-worthy variant of the expert NPC class.

Class Information

This is a rogue archetype.

Publisher. Purple Duck Games, Trailseeker.

Hit Dice: d8.

Class Skills

The everyday heroe's class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill Ranks per Level: 8 + Int modifier.

Class Features

The everyday hero has all the rogue's class features, except as follows:

Weapon and Armor Proficiency

The everyday hero is proficient with all simple weapons, the hand crossbow, sap, and short sword, and with light armor but not with any shields.

Confidence (Ex)

An everyday hero gains a growing pool of self-confidence as she advances in level, and this confidence allows her to succeed and to encourage her allies to succeed. This pool starts out at two points at first level, and grows by an additional point at level 5 and every 4 levels thereafter to a maximum of six points at level 17. This pool can be used in various ways.

  • By spending 1 point form the pool, the everyday hero can re-roll a skill check, attack roll, or saving throw. She can wait to learn the result of a check before deciding whether to re-roll.

She can also make another creature (or trap) within 30 ft. re-roll in the same manner, but she cannot force an enemy to re-roll a saving throw. The new roll applies, better or worse. The everyday hero can only re-roll each check once.

  • On her turn as a free action, the everyday hero can spend a point of confidence to roll 1d6, multiply the result by 5 ft., and move that distance. She can use this ability several times in the same round. This movement does not trigger attacks of opportunity and ignores enemies and difficult ground, but cannot pass through barriers the everyday hero could not pass. In some instances, an Acrobatics, Climb, Fly, or Swim check might be needed to move past an obstacle using this ability. Any jumps made as part of this ability count as running jumps. This movement does not modify her Stealth checks, and if the everyday hero begins this move hidden using Stealth, she remains hidden for the entire move without needing another Stealth roll. The everyday hero must end this movement in a legal space.
  • The everyday can spend one point of confidence to make a confident strike, see below.

Spending confidence is not an action. The confidence pool refills after the everyday hero survives a scene or encounter and spends five minutes in conversation.

Confidence, confident strike, and reserve confidence replace sneak attack.

Regaining Confidence

The everyday hero can potentially use the entire confidence pool several times each day. This makes regaining confidence an important part of the ability. She regains confidence "after the everyday hero survives a scene or encounter". The intent here is to encourage spending confidence in significant scenes, while discouraging frivolous downtime use. A "scene or encounter" is any combat, social scene, investigation, or other in-game event that has some consequence of failure. Crafting magic items, shopping, socializing with friends, or traveling down a well-known route are examples of things that are usually not scenes in this sense, but can be if the GM introduces a complication. Basically, any in-game situation that takes more than a few minutes real-time to play out is a scene. The time it takes to recover confidence is there so that the character can't recover in a multi-stage encounter under time pressure.

The everyday hero needs to engage in conversation to regain confidence. This is usually recounting her own and other's exploits and experiences in the scene, team-building, and a way to relieve stress and build confidence. This conversation can be noticed by enemies, noticing a whispered conversation has a Perception DC of 10, overhearing it has DC 20, plus distance and distraction modifiers. Sometimes the everyday hero has no-one to converse with, in a pinch she can use monologue to refill her pool.

Confident Strike (Ex)

When the everyday hero hits with an attack, she can spend a point of confidence pool to make a confident strike. A confident strike adds 1d6 points of precision damage to the damage inflicted. This additional damage is of the same damage type as the original attack (choose one if the attack inflicts several different types of damage), but is not multiplied on a critical hit. At level 3, and every 4 levels thereafter, the damage bonus of a confident strike increases by 1d6, to a maximum of 6d6 at level 19. This is otherwise the same as the rogue's sneak attack ability, a target immune to sneak attack is also immune to confident strike. A confident strike counts as a sneak attack for the unchained rogue's debilitating injury ability and for feats and rogue talents that work with sneak attack.

At the GM's discretion the everyday hero can use confident strike to enhance environmental damage, as long as the everyday hero was clearly responsible for the damage, such as by tripping someone to fall down a precipice.

Confidence, confident strike, and reserve confidence replace sneak attack.

Thrill (Ex)

An everyday hero that is unarmored and with light encumbrance gains a dodge bonus to armor class equal to her Charisma or Intelligence bonus, whichever is higher. Unlike most other bonuses to AC, this bonus does not apply to CMD.

Station (Ex)

The everyday hero is grounded in ordinary life, and her origin colors her abilities. At level one, the everyday hero chooses a social origin and gains benefits befitting her station. Note that the everyday hero is not restricted to remain in her social class, most advance socially during their adventuring careers, but her origins always colors her outlook and abilities. This replaces trapfinding.

Destitute The everyday hero is a foundling or orphan, growing up begging and struggling for survival. She has learned to keep one foot in the door at all times. She adds half her class level (minimum +1) to Bluff, Perception, and Sleight of Hand checks. She can use Bluff as if it was Diplomacy to gather information. She starts first level with half normal funds, but has normal funds if beginning play at a higher level.
Carnie The everyday hero grew up with entertainers and traveling shows. She adds half her class level (minimum +1) to Acrobatics, Handle Animal, and Perform checks. She can use any Perform skill as if it was Diplomacy to gather information.
Rustic The everyday hero grew up roaming the countryside. She adds half her class level (minimum +1) to all Acrobatics, Climb, Perception, Survival, and Swim checks.
Treasure-Finder The everyday hero grew up among adventurers and thieves and gains the rogue's trapfinding ability.
Trader The everyday hero grew up among people of the marketplace. She adds half her class level (minimum +1) to all Appraise, Bluff, Knowledge (local), and Sense Motive checks. She can make Knowledge (Local) checks untrained. She is a good listener and can use Sense Motive as if it was Diplomacy to gather information.
Professional The everyday hero grew up among skilled workers. She adds half her class level (minimum +1) to all Craft, Perception, and Profession checks, gains an additional +2 bonus on unskilled Craft and Profession checks, and can use all Craft and Profession skills as if she was trained. She can use any Craft or Profession skill as if it was Diplomacy to gather information.
Learned The everyday hero grew up in an educated household, and is comfortable around scribes, scholars, clergy, and wizards. She adds half her class level (minimum +1) to all Knowledge and Linguistics checks. All Knowledge skills are class skill to her, she gains an additional +2 bonus on unskilled Knowledge checks, and can use all Knowledge skills as if she was trained.
Noble The everyday hero comes from an upper class background. She adds half her class level (minimum +1) to all Diplomacy, Intimidate, and Knowledge (Nobility) checks and these skills become class skills for her. A noble everyday hero usually begins play on the run to escape her social obligations, most often an arranged marriage. She can usually make up with her family around level five. This is to avoid making the noble everyday hero the focus of the plot at low levels, the GM may waive this if the plot works without this restriction.

Reserve Confidence (Ex)

At second level, the everyday hero gains a pool of reserve confidence equal to her confidence pool. This reserve confidence works the same as her ordinary confidence, but only renews once per day after resting. Confidence, confident strike, and reserve confidence replace sneak attack.

Reprieve (Ex)

The everyday hero thrives on being underestimated. At third level the everyday hero gains a reprieve bonus. She adds a +1 bonus to all saving throws and a +1 dodge bonus to Armor Class. Unlike most other bonuses to AC, this bonus does not apply to CMD. If she makes an attack, including casting a spell on a creature that is not an ally, the reprieve bonuses are negated until she next recovers confidence. She can make combat maneuvers without losing the reprieve bonus. This bonus increases to +2 at 6th level, to +3 at 9th level, to +4 when at 12th level, to +5 at 15th, and to +6 at 18th level. Reprieve replaces trap sense, or danger sense for the unchained rogue.

Ultimate Confidence (Ex)

At 20th level, when the everyday hero spends a confidence point for a reroll, she or an ally rolls 1d10+10 instead of d20. When she forces an opponent to make a reroll, that opponent rolls d10 instead of d20. Whatever the result, it counts as a "natural" die roll, so a roll of 20 on d10+10 always succeeds if it is an attack or saving throw, threatens a critical hit, and so on. This replaces master strike.

Table: Everyday Hero

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Confidence 2, confident strike 1d6, finesse training (Weapon Finesse), thrill
2nd +1 +0 +3 +0 Evasion, reserve confidence, rogue talent
3rd +2 +1 +3 +1 Confident strike 2d6, reprieve +1, finesse training
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Confidence 3, rogue's edge
6th +4 +2 +5 +2 Reprieve +2, rogue talent
7th +5 +2 +5 +2 Confident strike 3d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Confidence 4, reprieve +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent, rogue's edge
11th +8/+3 +3 +7 +3 Confident strike 4d6, finesse training
12th +9/+4 +4 +8 +4 Reprieve +4, rogue talent
13th +9/+4 +4 +8 +4 Confidence 5
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Confident strike 5d6, reprieve +5, rogue's edge
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Confidence 6
18th +13/+8/+3 +6 +11 +6 Reprieve +6, rogue talent
19th +14/+9/+4 +6 +11 +6 Confident strike 6d6, finesse training
20th +15/+10/+5 +6 +12 +6 Rogue talent, rogue's edge, ultimate confidence
Unchained Everyday Hero

Table: Everyday Hero incorporates changes to the rogue from Pathfinder Unchained. Pathfinder unchained additions are in brown. Ignore all brown text if not using the unchained rogue.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon Proficiency
  • Armor Proficiency
  • Class Skills
  • Trapfinding
  • Sneak Attack (all)
  • Trap Sense/Danger Sense (all)
  • Master Strike
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