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.

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 pool the everyday hero can spend. This pool starts out at one point at first level, and grows by an additional point at level 3 and every 4 levels thereafter. This pool can be used in various ways.

  • By spending 1 point 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.
  • Once per round the everyday hero can spend a point of confidence to roll 1d6, multiply the result by 5 ft., and add the final result to her speed for one round.

Spending confidence is not an action. The confidence pool refills after one minute 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.

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 to the damage inflicted. This additional damage is of the same damage type as the original attack, but is not multiplied on a critical hit. At level 5, and every 4 levels after level 5, the damage bonus of confident strike increased by 1d6. A confident strike counts as a sneak attack for rogue talents that work with sneak attacks. At the GM's discretion the everyday 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.

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.

Practical (Ex)

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

Danger Sense (Ex)

At third level the everyday hero gains danger sense. She adds a +1 bonus to all saving throws and a +1 dodge bonus to Armor Class. If she makes an attack or combat maneuver, this bonus is negated until the end of the fight. 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 for a reroll a d20, she or her ally rolls 1d10+10 instead. When she forces an opponent to make a reroll, that opponent rolls 1d10 instead of 1d20. This replaces master strike.

Table: Everyday Hero

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