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 to a maximum of seven points at level 19. This pool can be used in various ways. C

  • 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, but she cannot force an enemy to re-roll a saving. The new roll applies, even if it is 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. 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. 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 one minute of either eating or conversation. In a pinch the everyday hero can hold a monologue with herself to refill her pool. The everyday hero can potentially use the entire confidence pool several times each day. Confidence, confident strike, and reserve confidence replace 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 a confident strike increases 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. Confidence, confident strike, and reserve confidence replace sneak attack.

Harmless (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.

Practical (Ex)

The everyday hero is a practical soul. She notices details around her others might miss. Even 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.

Reserve Confidence (Ex)

At fifth 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.

Ultimate Confidence (Ex)

At 20th level, when the everyday hero spends a confidence die 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. 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, confident strike 1d6, 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 Confident strike 2d6, reserve confidence
6th +4 +2 +5 +2 Rogue talent, danger sense +2
7th +5 +2 +5 +2 Confidence 3
8th +6/+1 +2 +6 +2 Improved uncanny dodge, rogue talent
9th +6/+1 +3 +6 +3 Confident strike 3d6, danger sense +3
10th +7/+2 +3 +7 +3 Advanced talents, rogue talent
11th +8/+3 +3 +7 +3 Confidence 4
12th +9/+4 +4 +8 +4 Rogue talent, danger sense +4
13th +9/+4 +4 +8 +4 Confident strike 4d6
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Confidence 5, danger sense +5
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Confident strike 5d6
18th +13/+8/+3 +6 +11 +6 Rogue talent, danger sense +6
19th +14/+9/+4 +6 +11 +6 Confidence 6
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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