Difference between revisions of "Everyday Hero (Apath)"

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=== Confidence (Ex) ===
 
=== 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 one point 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.  
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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 one point at first level, and grows by an additional point at level 5 and every 4 levels thereafter to a maximum of five 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, but she cannot force an enemy to re-roll a saving throw. The new roll applies, even if it is worse. The everyday hero can only re-roll each check once.
 
* 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 throw. 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. 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. 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.  
 
* 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. 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.  

Revision as of 10:57, 2 May 2017

ApathApath Logo
Unofficial rules compendium

A everyday hero is not a professional adventurer, she is someone 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 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.

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 one point at first level, and grows by an additional point at level 5 and every 4 levels thereafter to a maximum of five 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, but she cannot force an enemy to re-roll a saving throw. 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. 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. 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 is an important part of the ability.

The everyday hero 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 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 3, and every 4 levels after level 5, the damage bonus of a confident strike increases by 1d6, to a maximum of 6d6 at level 19. A confident strike counts as a sneak attack for debilitating injury and 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. 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 nor 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.
Burglar The everyday hero grew up among thieves and gains the rogue's trapfinding ability.
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.
Professional The everyday hero grew up in a working family. She adds half her class level (minimum +1) to all Perception and Profession checks, gains an additional +2 bonus on unskilled Profession checks, and can use all Profession skills as if she was trained. She can use any Profession skill as if it was Diplomacy to gather information.
Mercantile 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.
Artisan The everyday hero grew up among skilled craftsmen. She adds half her class level (minimum +1) to all Craft and Perception checks, gains an additional +2 bonus on unskilled Craft checks, and can use all Craft skills as if she was trained. She can use any Craft skill as if it was Diplomacy to gather information.
Educated 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. A noble everyday hero usually begins play on the run to escape her social obligations, most often an arranged marriage. She may be able to make up with her family in the future (usually around level 5 or so), but begins level one as a fugitive. This is to avoid making the noble everyday hero too much a center of attention 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.

Thrill (Ex)

At third level the everyday hero gains a thrill 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, this bonus is negated until the end of the fight. She can make combat maneuvers without losing the thrill 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. This 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. 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, finesse training (Weapon Finesse), harmless
2nd +1 +0 +3 +0 Evasion, reserve confidence, rogue talent
3rd +2 +1 +3 +1 Confident strike 2d6, thrill +1, finesse training
4th +3 +1 +4 +1 Debilitating injury, rogue talent, uncanny dodge
5th +3 +1 +4 +1 Confidence 2, rogue's edge
6th +4 +2 +5 +2 Rogue talent, thrill +2
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 3, thrill +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 Rogue talent, thrill +4
13th +9/+4 +4 +8 +4 Confidence 4
14th +10/+5 +4 +9 +4 Rogue talent
15th +11/+6/+1 +5 +9 +5 Confident strike 5d6, thrill +5, rogue's edge
16th +12/+7/+2 +5 +10 +5 Rogue talent
17th +12/+7/+2 +5 +10 +5 Confidence 5
18th +13/+8/+3 +6 +11 +6 Rogue talent, thrill +6
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 (all)
  • Master Strike
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