Hero Warrior

Ability Requirements: 18 Strength, 15 Dexterity, 18 Constitution, 15 Intelligence, 17 Charisma.
Prime Requisite: None.
Secondary Requisite: None.
Tertiary Requisite: Strength, Dexterity, Constitution, Intelligence, Charisma.
Hit Die: d10 per level until 10th, +4 HP from 11th level on.
Alignment: Lawful Good, Chaotic Good, Neutral Good, Lawful Neutral, True Neutral, Chaotic Neutral.
Allowed Races: Human.
To-hit Progression: as Warrior.
Experience Progression: XPro Chart 7.
Saving Throws: as their sub-class types.

The Legendary Hero Warrior class is based on the tales of mythological heroes, such as; Odysseus, Lancelot, Heracles, Achilles, Gilgamesh, Dianna, Perseus, Arthur, Joshua, and Jason. It is a one of a kind class, meaning; DMs should never allow more than one active hero in the campaign at any time. Heroes are best suited to campaigns that support a high fantasy feel. DMs are warned to never allow a hero PC unless the stats are rolled randomly. They should think long and hard before allowing any hero into their campaign, as their actions will unbalance the game.

A Legendary Hero Warrior is the ideal warrior. They are what others aspire to be; smart, brave, respectful of the gods, comely, and never at a loss for what to do (whether it is the right thing or not). Heroes do great deeds and live to accomplish the impossible. They must often overcome overwhelming odds, discern the solutions to unanswerable riddles, or perform tasks the likes of which no mere mortal is capable. As their fame grows, they will be sought out and requested to perform increasingly incredible tasks.

Hero warriors are favored by some higher power. In most cases, this power will be one or more of the Holy Orders gods who has taken an interest in the fate of this mortal (but hero warriors among the Uzivzy or the followers of the Adherent religion are not unheard of). Divine intervention can come in any number of forms, which are as dependent upon the will of the god (or power) as they are upon the circumstances under which the help is given. One thing is certain. The god has a vested interest in the life of this hero. While the god may never actually manifest itself to the hero, it has a plan for it. The hero will recognize the god’s favor, as it will intervene several times during its life. But, each hero has a fatal flaw which will come to the fore at inopportune times.

Heroes are as likely to be male as they are to be female. Though they are easily capable of adventuring alone they recognize the value of cooperation with others (even Heracles sailed as one of the Argonauts under the command of Jason). Heroes may represent their nation, city, king, family or their patron god(s) when performing their amazing feats if they wish. They do not build strongholds nor do they attract followers in the usual ways.

The benefits of the Legendary Hero Warrior class are as follows:

Epic Warrior: A Hero Warrior is an epic member of some other hero class, meaning that he must meet all of the qualifications of one of the following classes in addition to the requisites of the Hero Warrior class: Basic Warrior, Corsair, Horseman or Hoplite. The class chosen is referred to as the hero’s “sub-class” below. A hero warrior also gains all of the abilities of its sub-class in addition to those listed below. In all cases where the hero warrior’s listed abilities contradict those of its chosen sub-class, the abilities on this page are preeminent. Heroes only gain one instance of any ability which is listed on both this page and its subclass page. EXAMPLE: a hero warrior/basic warrior only gains the Combat Prowess and Combat Dominance abilities once, even though they are listed on both class’ pages.

Use of Weapons: While a hero may use any weapon allowed by their sub-class, GM, and the time period; while being created he must become proficient in the favored sword of their culture.

Use of Armor and Shields: A hero warrior may wear any armor and use any shield but as they are the ideal which other strive to be, they should attempt to possess the very finest quality armor they can afford to own. They have no true preference on the type of armor as long as it is the best looking armor that can be found. To a hero, form is better than function, so a beautifully appointed suit of studded leather is superior to an old unadorned suit of full plate. Additionally, Legendary Hero Warriores try to be easily identifiable because many people try to masquerade as them and live off their reputations. For that reason heroes usually do not cover their face and generally wear helms without visors.

Non-weapon Proficiencies: While being created a hero gains the Endurance non-weapon proficiency as a bonus. Also, they may take proficiencies from any list without having to pay the normal penalty for taking cross class proficiencies. Recommended Proficiencies: (General) Animal Handling, Animal Training, blacksmithing, fire building, riding (airborne), Riding (land based), rope use, seamanship, swimming. (Priest) Navigation, Religion: Holy Orders. (Rogue) Disguise, Jumping; (Warrior) Animal Lore, Blind-fighting, Charioteering, Hunting, Navigation, Running, Seamanship, Survival.

Combat Prowess: Due to extensive combat training, heroes gain a + 1 bonus to hit for all attacks. They also gain a +2 bonus to all opposed strength checks involved in making and resisting disarm attempts.

Combat Dominance: From 5th level onward, heroes may double their usual number of melee attacks per round when fighting opponents with 1 hit die or less. In order to use this ability the hero must direct all melee attacks in a combat round toward opponents that meet this criterion. The hero can split the available attacks among qualified opponents as desired. This ability may not be used with ranged attacks.

Tactics Proficiencies: There are a few Tactics proficiencies listed on the Weapon Proficiencies linked page. Heroes may use their weapon proficiencies to acquire these abilities. Additionally, Heroes may also use non-weapon proficiencies to acquire these abilities.

Starting Wealth and Equipment: When they are being created, hero warriors do not gain the money listed under starting funds on the character creation page. In addition to the standard equipment listed in the character creation rules, heroes begin play with a leather breast plate, a medium shield, all of the weapons to match their initial weapon proficiencies, a filled water skin, and a filled wine skin. Once they gain the funds they may acquire any additional equipment, armor, weapons, etc. they wish; but they do not start play with any funds.

Mixed Blooded: NOTE: Mixed blooded heritage is an option and as such you do not have to use this option for your hero. Being a mixed blooded will severely limit your hero’s life boon and quest gifts.

A mixed blooded hero’s family line contains one non-human ancestor that is buried so far in his family’s distant past that no record of this ancestor remains; but perhaps there is a rumor. This other race mixed into his family has somehow surfaced in the hero’s blood after countless generations. Though the hero shows no outward signs of mixed blood he has gained an ability common to that race. Roll on the Mixed Blood Table below to determine what race the ancestor belonged to and what abilities this boon has given him and refer to their descriptions on the linked page for Mixed Blooded.

3d6 Roll Mixed Blood Table
3 Giant
4-5 Aluft
6-7 Dwarf
8-10 Changeling
11-13 Elf
14-15 Gnome
16-17 Halfling
18 Dragon

Favored by the Gods: If your hero warrior is a member of the holy orders flock she will be favored by one or more of the gods. This god or gods have an interest in the fate of this mortal and they will intervene on their behalf. Their intervention can come in any number of forms, which are as dependent upon the will of the god as they are upon the circumstances under which the help is given. One thing is certain. The god has a vested interest in the life of this hero. While the god may never actually manifest itself to the hero, it has a plan for it. The hero will recognize the god’s favor, as it will be easily apparent several times during its life.

A follower of the holy orders religion may roll on the following chart to determine which god she is favored by. If a player has a specific idea on which god favors her hero then she should work with the DM realize the concept. But, a hero should never be allowed to have the favor of more than one god unless it is rolled randomly. It should be noted that no hero can be favored by both Aaroth and Argos, or Enkath and Ninurte; thus no hero can be favored by more than 3 gods.

3d6 Favored God
3 Roll 2 additional times
4-5 Argos
5-7 Cepheus
8-10 Aaroth
11-13 Enkath
14-16 Ninurte
17-18 Roll 2 additional times@
  • @: Reroll any additional results of 3, 17, and 18.

Life Boon: A life boon is a power bestowed upon the hero very early in her life, possibly even before she was born. Beyond all other things, this boon proves that the child is favored by a higher power. Regardless of what happens later in the hero’s life she always retains her life boon. Not even the power that bestowed it upon her can take it away without taking her life. By the time the hero has grown into an adult, she has complete control over her boon. During her youth, that may have been not so true. To determine your hero’s life boon roll on the chart below. Each Life Boon is explained on the linked page. Several of these boons will require you to roll on an additional chart to quantify its exact nature.

3D6 Roll Life Boon
3 Demigod
4 Lucky
5 Warp Frenzy
6 Inspirational
7 Inheritance
8-9 Handsome
10-11 Courageous
12 Noble
13 Seer
14 Medium
15-16 Barbaric
17-18 Magical

Fatal Flaw: All hero warriors have a fatal flaw because the story of a hero’s life is as fated to be a tragedy as it is an epic. A hero’s flaw stems from its humanity. It could be an inherent weakness or frailty but could be a simple quirk of their personality. Whatever the flaw it bodes some doom beyond the hero’s control. It will come into play at the most inopportune times and serve to add difficulty to a hero’s trials. This flaw curbs the hero’s power and makes them fallible, keeping them from drawing worship from the gods. Though heroes suffer for their flaws, they can manage to overcome them or make up for them by performing great deeds. The tale of their triumph over their own adversity is always an integral part of the heroic epic.

A hero has only one fatal flaw (which should be rolled randomly on the table below or chosen by the player and/or DM). They should work together to hammer out the specifics of any flaw. The DM may allow a player to create a different flaw from a different theme from those above but these always need DM approval (Greek and Norse mythology can provide a wealth of ideas for creating an heroic flaw). Regardless a hero warrior should never be allowed to appear in a campaign until such time as its flaw is fully fleshed out because it is not a completed character. NOTE: A hero’s flaw should never automatically cause its death, the death of his companions, or to flat out stop them from achieving their most cherished goal.

Flaws come into play whenever the DM deems appropriate. That being said should be used at particularly important times during a quest. Even the application of their flaw should be epic. It should not be used to trip up the character and should not happen at every mundane opportunity.

Each Fatal Flaw is described on the liked page but these descriptions are rough guidelines.

  • Note: Certain life boons might seem to contradict the use of certain Fatal Flaws (such as Warp Frenzy with Rage). In all such cases the player and DM are encouraged to try to make any combination work but they are completely within their rights to alter either of these details to better fit their concepts of the hero.
d4 Roll Fatal Flaws
1 Hubris
2 Rage
3 Fate
4 Orphan

Quest Gifts: At certain times in the life of a hero, one or more of the gods may actively guide him. During any particular adventure the gods may bestow the hero with a quest gift. These gifts might come in the form of counseling from the gods, heightened abilities, greater fighting ability and protection, the bestowing of particular items useful in the quest, or direct intervention by the gods themselves. Such gifts come at a time and in a form dependent upon the will of the gods (I.E. the DM). When the DM feels that a gift is necessary, he should either roll on the table below or choose the gift which makes the most sense in a given situation.

A hero should never receive a quest gift during a mundane adventure. Nor should a hero receive the benefit of more than two quest gifts in any given adventure (or part of a campaign), unless the outcome would benefit the gods. The divine intervention and peerless council gifts should never be gained unless they were rolled randomly.

It is important to note that if the hero ever angers the gods, denies the gods, or fails to properly honor the gods, she will lose the benefit of quest gifts immediately. Though the hero may retain physical items, they will find that any magical properties stop functioning beyond there mundane purposes. Similarly, circumstances will seem to conspire against their continued possession of such items. The hero will also never again gain another quest gift until such time as they somehow atone for their transgressions. Each Quest Gift is described on the linked page.

2d6 Roll Quest Gift
3 Peerless Counsel
4-5 Epic Luck
6-7 God-like Vitality
8-13 Righteous Wrath
14-15 Titanic Ability
16-17 Legendary Token
18 Divine Intervention

Fame/Notoriety: Society is still in the age where common folk look to fantastic stories for hope. Heroic yarns are passed place to place with far more expedience than actual news. Epic tales of heroism are told again and again to enthralled audiences looking to escape their more mundane lives. Accordingly, a legendary hero warrior might be well known far from his homeland, even in places he has never visited. As a hero becomes increasingly famous it will become rare to find a place where his stories are not known. The name and deeds of a true hero will live on long after he has shuffled off the mortal coil. Any person the hero meets has a chance to know his tales. Such a person will treat the hero with the greatest respect and admiration. They will flatter him, provide him with food and shelter if asked, or even give him gifts, just so they can be near him for a time or possibly claim him as a friend.

Fame checks are made on a d20 and a hero’s Fame Score is measured on a numbered scale between 2 and 19. Once a hero reaches 2nd level he gains a Fame Score of 2 (and gains an additional +2 fame for every level he gains over 2). If the result of the roll is equal to or less than the hero’s fame score, she is famous enough to be known to the person she is hoping to influence (a roll of 20 always succeeds and a roll of 1 always fails). The range of a hero’s fame is also measured by the Fame Score. The effective range of a hero’s fame is a number of miles from her hometown equal to their Fame Score times one hundred.

When a hero reaches 5th level she can gain followers, but she must call upon people to follow her. If the hero’s fame check succeeds, any brave people (or those with nothing to lose) will accompany the hero on adventures. Such people can be anything from 0th level commoners to classed NPCs of up to her own level. They will serve as sailors, scouts, rowers on a ship, advisors, troops in a large battle (though they cannot directly influence the outcome of the hero’s main quest) or simply members of the hero’s retinue. These followers will not willingly serve as bait, nor will they be sent to wear down opponents before the hero joins the battle. They will not perform any job they feel should be the hero’s. If they are denied payment or treated poorly they will lose respect for the hero and desert at their first opportunity. The size of this group of followers should never exceed what is necessary to complete the task at hand (the DM should determine its enumeration and exact composition). It is important to note that these followers are not Henchmen and so their number is not limited by the hero’s Maximum Number of Henchmen statistic from Charisma. Any follower who is treated like a friend may become henchmen at some later time.

Fame is a double edged sword. Fame of this type brings with it an equal amount of Notoriety. A hero who becomes too well known will find that some people are jealous of his fame. A truly legendary hero might find that even some of the gods feel the hero’s notoriety is sapping their own importance from the minds of their worshipers.

Once the hero reaches 7th level Notoriety begins to affect her. Each month, there is a chance equal to the hero’s Fame Chance that her notoriety causes someone to negatively impact her life. Just as it is for those who wish to serve the hero, those who wish to challenge her will find it easy to locate her through the tales of her deeds. The hero will eventually find herself challenged to undertake a quest, or even to a duel by someone seeking fame through defeating her. Even those who admire the hero might propose undertaking increasingly harder and more dangerous tasks. Of course, she is expected to perform such tasks or suffer damage to her reputation.

  • NOTE A hero who treats others badly or fails to be heroic will become Notorious. They will gain a reputation of arrogance. It might even be speculated that the hero is in fact a fraud. Those who would have accorded them honor instead denounce them and attempt to drive them from their midst or even attempt to destroy them utterly.

5th Level: The Great Bard: Once they reach this level, heroes may make a Fame check to see if a Bard begins following him. If the check is unsuccessful the hero may check again whenever he gains a level. If the check is successful a bard NPC of 4 levels lower than the hero will arrive and begin chronicling the hero’s exploits.

Though the bard does count against the hero’s Maximum Allowed Henchmen, he is not a retainer and as such does not require payment. He will remain with the hero as long as he is allowed, treated with respect, and the hero continues to adventure (thus giving him more fuel for his songs and stories). Though the bard may occasionally help the hero is some way, he will not fight with him unless his own life is threatened. As long as the bard remains following him, the hero gains a bonus to his Fame Score equal to the Bard’s levels (this bonus is usable both for fame checks and for figuring the effective range of the hero’s fame). Additionally, the hero may hire the bard to act as his herald or advisor, but unless the hero has befriended him he will still not needlessly risk his own life.

Hero Warrior

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