New Class-Hero


Homebrew and House Rules


Hero

The hero is an expert in martial combat technique but not on par with the fighter. Instead the hero augments his abilities with his limited spellcasting capabilities, which are derived directly from his willpower.

Role: The hero fights on the front lines helping to keep up the front lines by buffing them with spells as well as healing himself and others when needed. He is able to fight on the front line without becoming a liability to the rest of his fellow warriors.

Alignment: any
Hit die: d10

Class Skills
The hero’s classes skills are acrobatics, climb, craft, heal, knowledge arcane, perception, profession, survival, swim, and use magical device. Skill ranks per level: 2+ intelligence modifier

Weapon and armor proficiencies: The hero is proficient with simple and martial weapons and with light armor.

Spells: The hero spellcasting capabilities are wisdom base. The hero gains bonus spell slots from having a high wisdom modifier. The hero knows 4+ wisdom modifier 0-level spells. The hero starts off knowing 2+ wisdom modifier 1-level spells. Each time the hero gains a level, the hero learns one new spell which is of a level that the hero is able to cast and that is on the hero’s spell list. Every four levels, the hero can retrain one spell to another spell of the same level. The hero gains a new spell level every four levels. The DC for spells is set by 10+ level of the spell + wisdom modifier. The hero can use a spell slot to cast any spell of the appropriate level that he knows.

Expert Caster: every time the character gains visibility there arcane spell failure chance decreases by 5%.

Cantrips: the hero can cast the zero level spells that he knows an unlimited number of times per day.

Combat Feats: You can select a combat feat.

Full base attack bonus, good Fort save, poor reflex save, poor will save. Spells per day max out at four for each level of spell you get a new level of spell every four levels. Starting with one spell of will of a newly gained level of spell. This increases every level by one until it reaches the maximum of four.

Level----Class features
1--------1st level spells, Eschew material, Expert caster
2--------Combat feat
3--------Familiar
4--------2nd level spells
5--------Expert caster
6--------Combat feat
7--------Improved Familiar
8--------3rd level spells
9--------bonus 1st level spell slot
10-------Expert caster
11-------Arcane Armor Mastery
12-------4th level spells
13-------Bonus 1st level spell slot
14-------Combat feat
15-------Expert caster
16-------5th level spells
17-------Bonus 2nd level spell slot
18-------Combat feat
19-------Bonus 3rd level spell slot
20-------Expert caster

HERO SPELLS

0-Level Hero Spells
Dancing Lights: Creates torches or other lights.
Detect Magic: Detects spells and magic items within 60 ft.
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.

1st-Level Hero Spells
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Comprehend Languages: You understand all languages.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your base land speed increases by 30 ft.
Jump: Subject gets bonus on Acrobatics checks.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Identify: Gives +10 bonus to identify magic items.
Magic Weapon: Weapon gains +1 bonus.
Obscure Object: Masks object against scrying.
Reduce Person: Humanoid creature halves in size.
Silent Image: Creates minor illusion of your design.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.

2nd-Level Hero Spells
Alter Self: Assume form of a Small or Medium humanoid.
Animal Messenger: Sends a Tiny animal to a specific place.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Delay Poison: Stops poison from harming target for 1 hour/level.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
False Life: Gain 1d10 temporary hp + 1/level (max +10).
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Make Whole: Repairs an object.
Mirror Image: Creates decoy duplicates of you (1d4 + 1 per
three levels, max 8).
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
See Invisibility: Reveals invisible creatures or objects.
Tongues: Speak and understand any language.
Whispering Wind: Sends a short message 1 mile/level.

3rd-Level Hero Spells
Beast Shape I: You take the form and some of the powers
of a Small or Medium animal.
Cure Serious Wounds: Cures 3d8 damage + 1/level (max +15).
Daylight: 60-ft. radius of bright light.
Dispel Magic: Cancels one magical spell or effect.
Keen Edge: Doubles normal weapon’s threat range.
Fly: Subject f lies at speed of 60 ft.
Good Hope: Subjects gain +2 on attack rolls, damage rolls,
saves, and checks.
Haste: One creature/level moves faster, receives +1 on attack
rolls, AC, and Ref lex saves.
Invisibility Sphere: Makes everyone within 10 feet invisible.
Magic Weapon, Greater: Weapon gains +1 bonus/four
levels (max +5).
Phantom Steed: Magic horse appears for 1 hour/level.
Remove Curse: Frees object or person from curse.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Slow: One subject/level takes only one action/round, –1 to AC,
Ref lex saves, and attack rolls.
Speak with Animals: You can communicate with animals.
Tiny Hut: Creates shelter for 10 creatures.

4th-Level Hero Spells
Beast Shape II: You take the form and some of the powers
of a Tiny or Large animal.
Break Enchantment: Frees subjects from enchantments,
transmutations, and curses.
Cure Critical Wounds: Cures 4d8 damage + 1/level (max +20).
Detect Scrying: Alerts you to magical eavesdropping.
Dimension Door: Teleports you a short distance.
Freedom of Movement: Subject moves normally despite
impediments to restrict movement.
Hallucinatory Terrain: Makes one type of terrain appear like
another (field as forest, or the like).
Invisibility, Greater: As invisibility, but subject can attack and
stay invisible.
Legend LoreMF: Lets you learn tales about a person, place,
or thing.
Locate Creature: Indicates direction to known creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes subject against poison,
detoxifies venom in or on subject.
Enlarge Person, Mass: 1 humanoid creature/level doubles
in size.
Reduce Person, Mass: As reduce person, but affects 1
humanoid creature/level.
Secure Shelter: Creates sturdy cottage.
Speak with Plants: You can talk to plants and plant creatures.
Zone of Silence: Keeps eavesdroppers from overhearing you.

5th-Level Hero Spells
Cure Light Wounds, Mass: Cures 1d8 damage + 1/level,
affects 1 subject/level.
Dispel Magic, Greater: Works as dispel magic, but can affect
multiple targets.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill
checks; immuneity to fear; temporary hp.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Animal Growth: One animal doubles in size.
Beast Shape III: You take the form of a Diminutive or
Huge animal, or Small or Medium magical beast.
FabricateM: Transforms raw materials into finished
items.
Overland Flight: You f ly at a speed of 40 ft. and can hustle
over long distances.
Plant Shape I: Turns you into a Small or Medium plant.
Polymorph: Gives one willing subject a new form.
Telekinesis: Moves object, attacks creature, or hurls object
or creature.


I have already attempted to balance the class to the best of my ability utilizing the character point system from "besm d20".

What I would like to know is if there's any obvious flaws that I have overlooked that make this class game breaking.

Thanks for any help you can give me on this.


The class is deceptive. It does appear reasonable at first glance. But consider that it represents a significant step up in power over a normal fighter. He gains more casting related feats (automatically) than a caster; he retains a significant portion of bonus combat feats. He gains free familiars and improves them for free. He gains a very sizable portion of powerful utility spells. Easy access to crafting. The character won't take too long to be able to cast unhindered in medium and later heavy armor.

Taking Arcane Strike and casting Greater Magic Weapon on himself grants him more fighting potential than a pure fighter (higher to-hit and damage). If you were submit a character based on this design to the DPR olympics, he'd easily climb to the top spots.

I'd say it is a playable, albeit high-powered, class suitable for campaigns with few players - where each individual character needs to pull more weight.

The class would probably be well balanced if it made use of a three-quarter base attack progression.

Just my opinion :)


I'm with LoreKeeper on the BAB, if it were at a medium progression it would seem more balanced. I'm also a little confused as to how it only gets up to 5th level spells (unless I'm missing something, which is possible because my visions a little blurry right now). 1 big thing I wouldn't do is make an arcane caster Wisdom based, even though they only get up to 5th (I'm assuming 6th but like I said I could be wrong) level spells I'm sure someone will eventually try and play a Mystic Theurge with this class and a Wisdom based divine caster even though it wouldn't be great. I'd bump his will save up to good and make him cast with Intelligence or Charisma (Intelligence if he prepares his spells, Charisma if they're spontaneous). That's just my 2cp though.


I think it has too many random abilities, I don't see any particular theme (except theme awesome).

Expert caster - does not seem very appropriate, the class is only proficient with light armor, better give it the ability to cast spells in light armor instead and maybe light shields as well if you choose to make the class proficient with those.

Spells - too many too soon for a full BAB, downgrade spell ability to something similar to a paladin, wisdom seems a bit dubious choice for arcane spellcasting and I am not given a satisfactory explanation why, though it seems to me charisma is more appropriate.

saves - casting spells by power of will, yet no good will saves.. odd.
better make saves good Fortitude and Will, Poor reflex

Eschew materials - I do not see the point really, why does he do some things better than a wizard would, but ok power of the mind and casting by willpower.. I'll roll with it, since it seems it are supposed to be some sort of semi-spell-like abilities, still charisma as casting stat seems more appropriate.

familiar - getting a familiar on 3rd level, not something I particulary see with a hero, but fine.. odd thing is getting an improved familiar for free at 7th, making it odd in comparison with established casters that have familiars from the start.

level 20 - there is no real capstone ability, there should be one in my opinion.

I might give more detailed feedback, but the hero does not really have a distinct role or theme I can clearly see, making it hard to suggest alternatives.


I was using a point buy system from besm d20. By that system a warrior
cost 154 points to build, and a Pathfinder Fighter cost 200 points.
The reason I only had up to 5th level spells is that I was having to
pay for level of spells as well as number of spells. The reason that I
went with spells known is that it cost less and the character did not
need to be able to cast a large number of spells to fit the concept.
The cost for being able to cast fifth level spells to limited spell
lists, and only being able to know of few of the spells on that list
cost 30 points. The reason I went with a new level of spell every
fourth level is to fill in level gaps were the character is not
getting something already. The reason that I got rid of the medium,
heavy armor proficiencies, as well as the shield proficiencies from
the fighter was for two reasons. The first of those reasons is that I
got 2 points for every proficiency I got rid of that can spend
elsewhere in the class, and the other reason is expert caster , which
was targeted to take off a total of 20% failure, which is the same
failure rate for chain shirt the best of the light armor. Yes I know
that there are feats that allow a character to ignore spell failure
but there'd be no reason for the character to take the unless they
were going to be using heavier armor than light in which case they
would have to Spend feats to do so.

I did have a concept in mind before I started building this class. It was too designed a class like those found in early RPG video games such as “Lufia” and ”techmo secret of the stars”. I was trying to design a class that was good at combat, but not the best that is one of the reasons I did not give the class medium and heavy armor is so that the class would not be as good as a fighter unless they spend resources. I also wanted the class to have access to basic healing spells, as well as the basic buff spells.

One things I did not take into account was the fact that in these games. The hero character is used only start off with normally solo or with only one other companion. Most of the time the companion would be a spellcaster type, that deals partially in attack magic, but mainly in healing magic. Thus, the class but I am trying to emulate was designed to be able to function in small party or even solo possible.

Hero (version 2)
The hero is an expert in martial combat technique but not on par with the fighter. Instead the hero augments his abilities with his limited spellcasting capabilities, which are derived directly from his willpower.

Role: The hero fights on the front lines helping to keep up the front lines by buffing them with spells as well as healing himself and others when needed. He is able to fight on the front line without becoming a liability to the rest of his fellow warriors.
Alignment: any
Hit die: d10

Class Skills
The hero’s classes skills are acrobatics, climb, craft, heal, knowledge arcane, perception, profession, survival, swim, and use magical device. Skill ranks per level: 2+ intelligence modifier
Weapon and armor proficiencies: The hero is proficient with simple and martial weapons and with light armor.

Spells: The hero spellcasting capabilities are wisdom base. The hero gains bonus spell slots from having a high wisdom modifier. The hero knows 4+ wisdom modifier 0-level spells. The hero starts off knowing 2+ wisdom modifier 1-level spells. Each time the hero gains a level, the hero learns one new spell which is of a level that the hero is able to cast and that is on the hero’s spell list. Every four levels, the hero can retrain one spell to another spell of the same level. The hero gains a new spell level every four levels. The DC for spells is set by 10+ level of the spell + wisdom modifier. The hero can use a spell slot to cast any spell of the appropriate level that he knows.

Cantrips: the hero can cast the zero level spells that he knows an unlimited number of times per day.
Combat Feats: You can select a combat feat.

Full base attack bonus, good Fort save, poor reflex save, good will save. Spells per day max out at four for each level of spell you get a new level of spell every four levels. Starting with one spell of will of a newly gained level of spell. This increases every level by one until it reaches the maximum of four.

Point Cost: 196

Level----Class features
1--------1st level spells
2--------Combat feat
3--------
4--------2nd level spells
5--------
6--------Combat feat
7--------
8--------3rd level spells
9--------
10------- Combat feat
11-------
12-------4th level spells
13-------
14-------Combat feat
15-------
16-------5th level spells
17-------
18-------Combat feat
19-------
20-------Combat feat

I stripped the class down to the basics. Feats cost two points. I know
I still do not have a capstone for the class, I'd be happy for any help anyone to give me for an idea for one.

I added a good will save, which cost 6 points.

I am going to stick with Wis for spellcasting, since I think it fits best with the class concept I have in mind.

I would like to keep the full base attack bonus if possible.

I took the magic weapon spells off of the spell list.
Would giving a class feature that allows the hero to cast without spell failure as long as it's in light armor be overpowered for this build?

What spells that are on the spell list would cause problems? I plan to keep the healing spells, and I would like to keep at least some of the buff spells. I would like a list of the spells that I should think about taking off the list because of their power.

I am building this class as a DM since I run Pathfinder and play 4.0.
I like pathfinder better and in the group I play with ever who is DM chooses the system that they run, the other guy likes 4.0.

Thanks again for all of the help.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / New Class-Hero All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules