Everyday Hero (Apath)

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Unofficial rules compendium

A everyday hero is not a warrior or professional adventurer, just a young person who fate led into a life of adventure. Surviving on wit and skill, she gains increasing confidence as she advances in level, and this confidence allows her to succeed where others fail or give up.

Everyday heroes are very diverse and come from a great variety of backgrounds, from princesses to stable boys.

This can be said to be a player-worthy variant of the expert NPC class.

Class Information

This is a rogue archetype.

Hit Dice: d8.

Class Features

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

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 (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nature) (Int), Knowledge (Nobility) (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.

Civilian (Ex)

The everyday hero is a civilian at heart. She is practical and notices details around her others might miss. Even when on grand adventures, she always take the time to practice her civilian skills. An everyday hero adds 1/2 her level to all Craft, Perception, and Profession skill checks (minimum +1). She gains a +2 bonus on any Craft or Profession skill she is untrained in. An everyday hero can use Craft and Profession skills to gather information (see Diplomacy). This replaces trapfinding.

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 takes the form of a dice pool the everyday hero can use to aid skill checks and saving throws. This pool starts out at 1d6 at first level, and grows by an additional d6 at every odd level. This pool can be used in various ways.

  • By spending 1 die form the pool, the everyday hero can reroll 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 allow an ally that can see or hear her to make a reroll in the same way or force an attacker that attacked her to reroll an attack roll. The new roll applies, even if it is worse. The everyday hero can only reroll each check once.
  • After making a skill check (including possible rerolls) and learning the effect, the everyday hero can elect to spend one or more dice to improve the result. She must decide how many dice to spend before rolling the confidence dice. Add the total result on all the confidence dice to the result of the everyday hero's skill check.
  • Once per round when the everyday hero takes an action to move (not a 5 ft. step), she can elect to spend a confidence die, multiply the result by 5 ft., and add the result to her movement for the round.

The confidence pool refills after five minutes of either eating or conversation. The everyday hero can potentially use the entire confidence pool several times each day. An everyday hero without food and conversation partners recovers her confidence after 8 hours of rest. This replaces sneak attack. The everyday hero cannot select any rogue talents that affect or are based on sneak attack.

Harmless (Ex)

An everyday hero that is unarmed and unarmored and with light encumbrance gains a dodge bonus to armor class equal to her Charisma or Intelligence bonus, whichever is higher. She can wield improvised weapons and still get this bonus.

Danger Sense (Ex)

At third level the everyday hero gains danger sense. In any round when the everyday hero does not make an attack or combat maneuver on her turn, she adds a +1 bonus to all saving throws and a +1 dodge bonus to Armor Class until the beginning of her next turn. These bonuses rise to +2 when the everyday hero reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. This replaces trap sense.

Ultimate Confidence (Ex)

At 20th level, when the everyday hero spends a confidence die to reroll a d20, she rolls 1d10+10 instead. When she forces an opponent to make a reroll, that opponent rolls 1d10 instead of 1d20.

Table: Everyday Hero

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +0 Civilian, Confidence +1d6
2nd +1 +0 +3 +0 Evasion, rogue talent
3rd +2 +1 +3 +1 Confidence +2d6, danger sense +1
4th +3 +1 +4 +1 Rogue talent, uncanny dodge
5th +3 +1 +4 +1 Confidence +3d6
6th +4 +2 +5 +2 Rogue talent, danger sense +2
7th +5 +2 +5 +2 Confidence +4d6
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Confidence +5d6, danger sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Confidence +6d6
12th +9/+4 +4 +8 +4 Rogue talent, danger sense +4
13th +9/+4 +4 +8 +4 Confidence +7d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Confidence +8d6, danger sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Confidence +9d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, danger sense +6
19th +14/+9/+4 +6 +11 +6 Confidence +10d6
20th +15/+10/+5 +6 +12 +6 Rogue talent, ultimate confidence

Summary of Changed Class Abilities

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

  • Class Skills
  • Trapfinding
  • Sneak Attack (all)
  • Trap Sense (all)
  • Master Strike
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