Hero of the Hour (Apath)

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Unofficial rules compendium

A hero of the hour is the hero who just happens to have the right ability to fit the situation at hand. Every time. The hero of the hour channels the expectations of the moment.

Class Information

This is a mundane medium archetype using the power of the script.

Publisher: Purple Duck Games?

Hit Die: d8.

Class Features

The hero of the hour has all the standard medium’s class features, except as noted below.

Spirit of the Moment (Su)

The hero of the hour does not channel spirits of the past, relying instead on the expectations of those around him and using his psychic power to fulfill their wishes, becoming the hero most needed at the time. Except as noted here, this works as the medium's spirit ability.

A hero of the hour does not hold seances. He can channel any spirit regardless of location. He does not need to make any decisions regarding the abilities granted by his spirits until he actually uses each ability, at which time it is a free action to select the abilities.

Example: Quacken McDuck is a hero of the hour. At the beginning of the day, he has no abilities from spirit of the moment. As his team enters a tomb, it seems likely they will encounter traps, so he chooses the trickster spirit and uses trickster's edge to advance in the Perception skill. He also chooses to take all the other trickster spirit abilities he can access (as these do not offer any options), but saves the last skill from trickster's edge for later. An hour later he picks up Linguistics to be able to read some strange glyphs on a wall.

The spirit of the moment stays with the hero of the hour for one hour or until dismissed (a full-round action) and gains the spirit's seance boon as long as he is channeling that spirit. A spirit of the moment gains influence over the hero of the hour in the same way a spirit gains influence over a medium, but rather than taking over the medium's body at five points of influence, the spirit of the moment passes, leaving the hero of the hour without a spirit until he next prepares spells.

When not channeling a spirit, the hero of the hour can channel the same or a new spirit in the same way. When channeling a spirit he has previously channeled today, it retains any abilities it had and earlier and any abilities used remain so. The new spirit retains any influence the old spirit had and gains an additional point of influence. if this would leave the spirit with 5 points of influence or more, no spirit can be channeled. Effects that mitigate influence can change this limit, it takes effect at the point where a normal spirit would assume control of the medium.

A hero of the hour cannot channel a spirit of less than maximum power. This modifies the spirit ability.

Team Spirit (Su)

At 2nd level, the hero of the hour can bestow the seance bonus of any spirit upon a touched ally as a standard action. This effect lasts for 10 minutes and can be used once per day per ally, recharging when the hero of the hour recovers spell slots. This replaces shared seance.

Taboo (Ex)

The hero of the hour must always select a taboo once he gains the ability. This modifies taboo.

Heroic Surge (Su)

At 3rd level, as an immediate action the hero of the hour can give another character within 30 ft. the benefits of a seance boon for one minute. This can be a different seance boon each time the ability is used. The hero of the hour can benefit each ally once per day, regaining the ability when he prepares spell slots. This replaces haunt channeler.

Heroic Intuition (Sp)

At 5th level, the hero of the hour can call upon his intuition to use divination (sp) once per day by having a one-minute brainstorming session. This replaces location channel.

Just The Thing (Sp)

At 7th level the hero of the hour can spend a standard action to take items out of his pack or a hidden stash once per day. If specifically asked by another character if he has certain equipment he can find that equipment without counting as his daily use of the ability, but only once per day per ally. He must give equipment created for an ally away before he can use the ability again for himself or another ally. This functions as major creation (sp), except that no Craft skill check is required. Just the thing replaces connection channel.

Heroic Moment (Sp)

At 13th level the hero of the hour can use greater heroism once per day as a swift action. This replaces ask the spirits.

Heroic Freedom (Sp)

At 14th level the hero of the hour gains constant freedom of movement. If dispelled, he can re-establish the effect as a swift action. This replaces astral journey

Take Up The Mantle (Su)

At 18th level, when an ally with Hit Dice at least equal to half your level is rendered helpless or dies, you can spend a full-round action touching that ally to take up their mantle. (This usually involves a short character exposition dialogue.) The GM selects a spirit relevant to that character's role. You channel that spirit, as trance of three but with no increase in influence. Take up the mantle lasts until the ally is again capable of action or until the next time you prepare spell slots. You can use this ability at will, but you cannot voluntarily end it and can only channel one spirit at a time this way. This replaces spacious soul.

Summary of Changed Class Abilities

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

  • Spirit
  • Shared Seance
  • Haunt Channeler
  • Location Channel
  • Connection Channel
  • Ask The Spirits
  • Astral Journey
  • Spacious Soul
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