Class: Hero

From Trinity Wiki
Jump to: navigation, search
The Hero
  Heroism
Level BAB FRC SKL Fort Ref Will Det Special Heroic Paths
1 +0 +0 +0 +1 +1 +1 +1 Heroic Knack 1
2 +1 +1 +1 +2 +2 +2 +2 Heroic Knack 1
3 +2 +2 +2 +2 +2 +2 +2   2
4 +3 +3 +3 +3 +3 +3 +3 Heroic Knack 2
5 +3 +3 +3 +3 +3 +3 +3   2
6 +4 +4 +4 +4 +4 +4 +4 Heroic Knack 2
7 +5 +5 +5 +5 +5 +5 +5   3
8 +6 +6 +6 +5 +5 +5 +5 Heroic Knack 3
9 +6 +6 +6 +6 +6 +6 +6   3
10 +7 +7 +7 +6 +6 +6 +6 Heroic Knack 3
11 +8 +8 +8 +7 +7 +7 +7   4
12 +9 +9 +9 +8 +8 +8 +8 Heroic Knack 4
13 +9 +9 +9 +8 +8 +8 +8   4
14 +10 +10 +10 +9 +9 +9 +9 Heroic Knack 4
15 +11 +11 +11 +9 +9 +9 +9   5
16 +12 +12 +12 +10 +10 +10 +10 Heroic Knack 5
17 +12 +12 +12 +11 +11 +11 +11   5
18 +13 +13 +13 +11 +11 +11 +11 Heroic Knack 5
19 +14 +14 +14 +12 +12 +12 +12   6
20 +15 +15 +15 +12 +12 +12 +12 Heroic Knack 6

 

Hero

Link, iconic hero
"I'm here to kick ass and chew bubblegum... and probably save the day."

Adventurers are a varied breed, and the most versatile amongst them is the hero, an individual who has felt the call to wander the world and is willing to pick up whatever tools of the trade are necessary to achieve their goals. Heroes are rarely interested in the more esoteric nature of the sources of their powers, being significantly more action-oriented than their peers. Wherever danger looms, heroes rise up to the challenge, using a combination of their wits, their blades, and whatever tricks they've picked up along the way; all heroes have in common the basic skills and knowledge necessary to get by in a world where dragons roam the skies and untold dangers lurk in the depths.

Heroes are an incredibly varied lot and come from all walks of life; it is entirely possible that the only similarity between two heroes is that they both answered the call and became adventurers. The term "hero" should not be understood as a claim to any particular outlook: heroes run the gamut from the actually heroic to the villainous, from the insightful and introspective to the impulsive and ignorant. Regardless of how they act, however, all heroes have a drive to excel and, from their own beliefs, derive a sense of purpose in the world.

As a hero, you have a few paths from which you can choose. You can choose to be a specialist, focused on one particular set of tools, learning the deepest of its secrets available to heroes; you can go for versatility, learning a wide variety of tricks with a wide variety of applications; or you can choose something in-between, shooting for a middle ground of depth and breadth that gives you a few more options than generalists without the intensity of a specialist. As you gain experience, you can trade out old tricks for new ones, so you never need to be afraid of trying something out: if it doesn't pan out for you, you can always trade it out later.

Special Note: This class is not really intended for players experienced with Trinity, or gaming in general. Instead, it is meant as an introductory class for new players, both for those completely new to gaming and those new to the world of Trinity in particular. That does not mean it is less powerful, or crappier than other classes - on the contrary, it is designed to be a solid addition to a party, able to hold its own against the sorts of things parties find themselves facing. It accomplishes this through being significantly more focused: while the options available to the hero are significantly fewer than other classes, their ability to use all class features at will puts them on a more-or-less even footing.

Game Rule Information

Heroes have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: Heroes benefit from a variety of ability scores, depending upon the path they wish to follow.

Hit Points at 1st Level: 15 + Con score.

Hit Points at Each Additional Level: 9 + Con modifier.

Healing Surges: 10 + Con modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the hero.

Proficiencies

Weapons: Five weapons of your choice.

Armor: Cloth, leather, and mail.

Implements: Two implements of your choice.

Heroism

Heroes are a versatile lot, able to pick and choose the tricks they learn as they advance in experience. Due to their approach to such abilities, however, heroes do not spend significant time in training halls or being tutored by a mentor: instead, heroes seem to almost effortlessly pick up a few tricks, and are able to use them whenever they like, their drive to excel being the only fuel they need for such abilities.

 

Heroic Paths
Path Description
Hero of Battle Focusing on the arts martial, you can gain access to incredibly versatile combat tricks, from defending your allies with your shield to helping them get into position on the field.
Hero of Skill You are an expert in a set of adventuring tasks, ranging from picking locks to surviving treks through the wilderness to winning hearts and minds of people.
Hero of Magic You have attuned yourself to the leylines of the world, allowing you to work small magics, such as conjuring flame or healing your allies.
Hero of Psionics A student of the mind, you have learned to tap into the secrets of the brain, allowing you to perform telepathy or telekinesis.
Hero of Technology You have dabbled in physics and technology, and you can craft things like tesla cannons or cloak generators.
Hero of the Divine You are devout and pious, and your patron has seen fit you grant you divine power, such as being able to read souls or work other miracles.
Hero of Void The darkness and emptiness of the Void speaks to you, and through you, and with its help you can make yourself invisible or destroy others' memories.
Hero of Nature The pristine glades and destructive forces of nature weave through you, and you can call upon their powers to manipulate nature, bending earth or lightning to your will.
Hero of Time You have studied the secrets of time, and have unlocked some fraction of its power, letting you speed up allies or trap your foes in non-existent space.
Hero of Chaos You have left your fate to chance, and it has smiled upon you, letting you perform actions that seem nonsensical.
Hero of Memory You have become attuned to the world memory, and through it you gain access to information without bounds, allowing you to answer questions that utterly stump others.

 

At first level, you select one heroic path. At each of the levels indicated on the table at the top of the page, you can choose another heroic path; once you have access to a path, you can start taking heroic knacks related to it (see below).

If you would gain access to a new heroic path, you can choose to forgo it and gain a new heroic knack in its place.

Heroic Knack

Knacks are tricks up your sleeve, things you've learned either from mentors, through experience, or something that just came to you in a dream or during meditation. Regardless of your story pertaining to how you gain them, heroic knacks are abilities you can use.

Once you know a knack, that knack is always available for use. Some specific restrictions may apply - for instance, you can't use your tesla cannon if someone has stolen it - but in general, these abilities are usable at will.

Knacks may have prerequisites, such as other knacks, or that you specifically don't have access to a particular heroic path. Each knack's description will list its prerequisites.

At every odd level, you can trade out a knack you know for another knack of your choice. You have to meet all the prerequisites for the new knack, and you can't forget a knack if you have others that have it listed as a prerequisite.

Heroic Knacks

The following is a list of heroic knacks, by path.

Hero of Battle

Battle Basics

You gain called shot, crushing blow, and iron shell.

CALLED SHOT
On your turn, you can spend a move action to aim.
If you do, when you make a ranged physical attack on that turn, you gain a +4 bonus to the d20 roll.
CRUSHING BLOW
On your turn, you can spend a move action to wind up.
If you do, when you hit with a melee physical attack on that turn, you deal +1 potency damage.
IRON SHELL
You gain proficiency with plate armor.
While you are wearing plate armor, you gain protect (slash). (A character with the protect status takes half damage from the listed type of physical damage.)

 

Hero of Skill

Skill Basics

You gain charm, sneak, and track.

CHARM
When you first encounter an intelligent creature, you can make a social attack (d20 + your Charisma modifier + your SKL bonus) against that creature's Will defense. If you hit, the target regards you as one step friendlier. (This does not mean that the creature will regard you as a friend; hostile creatures become less likely to outright attack, and indifferent creatures may be somewhat more friendly, but your actions after the fact can still impact their disposition towards you.)
SNEAK
You can sneak around, both while moving or staying in place. While sneaking, you can only move at half speed, and your stealth is equal to your Dexterity modifier or your Intelligence modifier, whichever is higher.
While sneaking, if you are within line of sight of a creature, that creature deals damage to your stealth equal to its notice (typically its Perception modifier, though some creatures may be particularly perceptive - and some may be particularly oblivious); you can restore your stealth by removing yourself from line of sight of all creatures. If your stealth is reduced to 0 or less, you are immediately seen or otherwise perceived by all creatures who have you within their line of sight.
TRACK
You can attempt to find tracks of creatures or other beings by making an exploration check (d20 + your Intelligence modifier + your SKL bonus); the difficulty of this check is based upon how long ago a particular creature passed through the area you are searching, and how stealthy it was (a creature intentionally covering its tracks is, naturally, harder to track). If you succeed, you can generally track the creature for up to 1 hour, at which point you must make the check again.

 

Hero of Magic

Magic Basics

You gain cure, fire, and sleep.

CURE
You can use magical power to heal an ally of their wounds.
As a swift action, you let an ally within 30 feet of you spend a healing surge. (When you spend a healing surge, you regain hit points equal to 25% of your maximum hit points, rounded down. Healing surges are regained after a long rest.)
FIRE
You can conjure a small ball of magical flame to harm your foes or light objects on fire.
As a standard action, you can make a magical attack (d20 + your Intelligence modifier + your FRC bonus) against a creature's Reflex defense; the target must be within 30 feet. If you hit, you deal potency 3 fire damage.
This spell can also be used to burn objects. The fire created by this spell is hot enough to melt soft metals, like gold, and ignite combustibles.
SLEEP
You use magic to make a creature feel drowsy and fall asleep.
As a standard action, you can make a magical attack (d20 + your Intelligence modifier + your FRC bonus) against a creature's Will defense; the target must be within 30 feet. If you hit, the target falls asleep.
A sleeping creature can be roused by loud noises, being roughly handled, or taking damage, but normal noise will not awaken it. The target will stay asleep for 30 minutes unless otherwise awoken.

 

Thaumaturgy Basics

Prerequisites: Magic Basics

You gain magic missile and rune pillar.

MAGIC MISSILE
You can create darts of magical energy that unerringly hit your target.
As a standard action, you can deal potency 3 arcane damage to a creature you can see within 30 feet. Note that if the target has MR, you must still make a magic attack to overcome its MR.
RUNE PILLAR
You can create a solid pillar of magic that deals damage to creatures near it.
As a standard action, choose an empty square within 30 feet. You create a pillar of arcane energy in the targeted square. Whenever a creature enters a square adjacent to the pillar, you can make a magical attack (d20 + your Intelligence modifier + your FRC bonus) against that creature's Reflex defense; if you hit, you deal potency 3 arcane damage.
The pillar lasts until the end of your next turn.

 

Advanced Thaumaturgy

Prerequisites: Magic Basics, Thaumaturgy Basics

You gain concussive echo and freezing cloud.

CONCUSSIVE ECHO
You can blast a creature with magical sound that continues to reverberate in their body, punishing them if they attack you or your allies.
As a standard action, you can make a magical attack (d20 + your level bonus + your Intelligence modifier) against a creature's Fortitude defense; the target must be within 30 feet. If you hit, you deal potency 5 sonic damage to the target, and if the target makes an attack against you or an ally on its next turn, it takes another potency 2 sonic damage.
FREEZING CLOUD
You can create a zone of freezing cold that harms creatures and slows them down.
As a standard action, you can make a freezing cloud zone with a size of 4 squares within 30 feet. Make a magical attack (d20 + your level bonus + your Intelligence modifier) against the Fortitude of all creatures in the area; if you hit, you deal potency 3 ice damage, and that creature gains slow until the end of its next turn. If a creature ends its turn in the zone, it automatically takes potency 2 ice damage, and gains slow until the end of its next turn. (A creature that is slowed can only take a move or a standard action, not both, on its turn).
The zone lasts until the end of your next turn; you can spend a swift action on your turn to maintain the zone for another round.

 

Hero of Psionics

Psionics Basics

You gain biofeedback, precognition, and telepathy.

BIOFEEDBACK
You can use your mind to heal your wounds.
As a standard action, you can spend a healing surge to gain regen for 5 rounds. (A character with the regen status gains hit points equal to 10% of their maximum hit points at the beginning of their turn. Healing surges are regained after a long rest.)
PRECOGNITION
You have brief glimpses of the future that improve your chances of succeeding at tasks.
Whenever you roll a d20 and don't like the results, you can spend your swift action to gain a +1 bonus to the roll. You have to decide to use this ability before the effects of your roll have been determined.
TELEPATHY
You can communicate with other creatures directly from your mind to theirs.
When you talk to a creature, you can declare that you are doing so telepathically. If you do, you do not speak, and no one other than you and the creature you are speaking to know you are communicating.
While many people are aware that telepathy exists, most will react with surprise or alarm if you use this ability without warning them first.

 

Hero of Technology

Technology Basics

You gain automaton, cloaking device, and universal remote.

AUTOMATON
You have a small mechanical minion that does your bidding. You can order it to fight for you, carry things, or move around as you see fit. It will follow your orders to the best of its ability, but if you don't tell it what to do, it will not do anything on its own. Your automaton has hit points, and if hurt in combat or by environmental hazards, can take enough damage to stop functioning; if it does, it will not function until after you take a long rest (it's assumed that you spend some time repairing it).
The GM has the stats for your automaton and will keep track of them for you. You can ask the GM about the status of your automaton at any time.
CLOAKING DEVICE
You have a small electrical device that can turn you invisible for a short while.
As a standard action, you can gain invisible for 5 minutes. (An invisible character is visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and gains combat advantage against such opponents. A creature with this status gains a +20 bonus on any check made to hide or otherwise avoid visual detection.)
While you are invisible, if you attack a creature, you immediately become visible. Objects you pick up and hide on your person become invisible, while objects you put down immediately become visible once you are no longer touching them. Light never becomes invisible, but the source of the light can; this results in a light with no obvious source.
UNIVERSAL REMOTE
You have a small computational device you can use to commandeer constructs, which is any creature that is similar to a robot.
As a standard action, you can make a technological attack (d20 + your Intelligence modifier + your FRC bonus) against a creature's Will defense; the target must be within 30 feet. If you hit, you control the construct until the end of your next turn. (A character with the controlled status has its actions controlled by another character. The controlling character must spend a move action on its turn to command the controlled character; if he does, the controller makes all decisions about the controlled creature's next turn, otherwise the controlled creature takes no actions.)

 

Hero of the Divine

Divine Basics

You gain command, libra, and sanctuary.

COMMAND
You use the power of the words of creation to command a creature to do your bidding.
As a standard action, make a divine attack (d20 + your Wisdom modifier + your FRC bonus) against a creature's Will and Determination defenses; the target must be within 30 feet of you. If you hit both defenses, you dominate the creature until the end of its next turn. (A character with the dominated status has its turns completely controlled by another character. When you dominate a creature, you can issue basic commands, like "use your best attack against that goblin," and allow the GM to interpret your goals; or, you can directly tell the GM what abilities you want the creature to use.)
LIBRA
The piercing sight of the Divine fills you, allowing you to know your foes intimately.
As a swift action, you gain libra for 5 rounds. (A character with the libra status knows the current and max hit points, weaknesses and resistances, and alignments of all creatures he can see within 60 feet.)
SANCTUARY
You call upon the power of the Divine to defend an ally.
As a standard action, you can grant an ally a +4 power bonus to all defenses for 5 rounds.

 

Hero of Void

Void Basics

You gain fade, fear, and taint.

FADE
You can use the power of the Void to attempt to direct creatures to not attack you.
As a standard action, you can gain fade for 5 rounds; if you do, make a void check (d20 + your Charisma modifier + your FRC bonus), which sets the number a creature must roll on a Determination save to attack you. (Any creature who attempts to attack the character with the fade status or include it in the area of an area effect must make a saving throw of a specified type against a specified DC. If the save fails, the creature cannot resolve any attack against the creature, and if an area attack, it must be repositioned so that the creature is unaffected. This status is ignored if the creature cannot be seen or otherwise sensed by the attacker. This status negates and is negated by the malice status.)
FEAR
You use the unnerving nature of the Void to strike fear into the heart of a creature.
As a standard action, make a void attack (d20 + your Charisma modifier + your FRC bonus) against a creature's Will; the target must be within 30 feet of you. If you hit, the target gains fear for 5 rounds. (A character with the fear status must spend its actions moving away from the source of the status; if no movement is possible, the character can take no actions.)
TAINT
You can infuse a creature or object with the destructive powers of the Void.
As a standard action, make a void attack (d20 + your Charisma modifier + your FRC bonus) against a creature's Fortitude; the target must be within 30 feet of you. If you hit, the target gains ongoing entropy damage with potency 1 for 5 rounds. (A character with the ongoing damage status takes the listed amount of damage at the start of each round.)

 

Hero of Nature

Nature Basics

You gain aero, earthbind, and protect.

AERO
You can call upon elemental wind to harm a creature and try to knock it over.
As a standard action, ake a natural attack (d20 + your Wisdom modifier + your FRC bonus) against a creature's Reflex defense; the creature must be within 30 feet of you. If you hit, you deal potency 2 wind damage to the creature, and if you also hit its Fortitude defense, you knock the creature prone. (A character with the prone status is knocked onto the ground, and grants combat advantage to anyone who attacks them. Standing up from prone is a move action, and provokes opportunity attacks.)
You can also use this ability to move or knock over small objects, or knock over larger objects (though there is an upper limit on weight and size).
EARTHBIND
You can call upon elemental earth to ensnare a creature, locking them in place - this can be a good or a bad thing.
As a standard action, make a natural attack (d20 + your Wisdom modifier + your FRC bonus) against a creature's Fortitude defense; the creature must be within 30 feet of you. If you hit, choose one: that creature gains the immobilized status for 5 rounds, or that creature is immune to forced movement for 5 rounds. (A character with the immobilized status cannot move from their space, but forced movement - movement caused by other effects - can still move them.)
PROTECT
You can call upon elemental water to protect a creature from physical harm.
As a standard action, you can give a creature within 30 feet the protect status for 5 rounds. (A character with the protect status takes half damage from all physical sources.)

 

Hero of Time

Time Basics

You gain alacrity, escape, and float.

ALACRITY
You can use temporal energy to speed up a creature.
As a standard action, you give a creature the haste status on its next turn; the target of this effect must be within 30 feet of you. (A character with the haste status gains an extra standard action on their turns.)
ESCAPE
You can twist and bend space, allowing you to travel instantly from one place to another.
As a move action, you can teleport up to your speed. (Teleportation allows you to move from one space to another without crossing the intervening space. You can only teleport to a space you can see.)
FLOAT
You can interfere with gravity, allowing you to float above the ground.
You gain innate float. (A character with the float status floats a foot above the ground, but still moves and acts as if she were standing on solid ground. If the creature falls, her rate of falling is reduced to 60 feet per round, and takes no fall damage. A creature with this status is treated as though she were flying, and has an effective fly speed of 0 ft.) (An effect with the innate tag means that even if something removes the effect, you immediately regain it.)
You can turn this ability on or off as a swift action.

 

Hero of Chaos

Chaos Basics

You gain confuse, nudge, and reroll.

CONFUSE
You can use random chaotic power to possibly make a creature take random actions.
As a standard action, you can make a chaotic attack (d20 + your Luck modifier + your FRC bonus) against a creature's Will defense; the target must be within 30 feet. If you hit, the target becomes confused until the end of its next turn. (A character with the confusion status must roll a d100 at the beginning of its turn to determine its actions that round; sometimes it will attack the nearest creature, sometimes it will stand and do nothing, and sometimes it can take its turn normally.)
NUDGE
You can use chaotic power to shunt a creature around.
As a standard action, you can make a chaotic attack (d20 + your Luck modifier + your FRC bonus) against a creature's Fortitude defense; the target must be within 30 feet. If you hit, you can move the target up to 10 feet in a direction of your choice.
REROLL
You can use chaotic power to change the outcomes of an action.
Whenever an ally rolls a d20 and doesn't like the result, you can spend an immediate action. If you do, that ally can reroll the d20.

 

Hero of Memory

Memory Basics

You gain amnesia, query, and vaccime.

AMNESIA
You can warp a creature's memory, disabling their ability to use their more complex skills.
As a standard action, make a memetic attack (d20 + your Intelligence modifier + your FRC bonus) against the target's Will defense; the target must be within 30 feet of you. If you hit, the creature cannot use any special abilities for 5 rounds.
Outside of combat, you can use this ability to instead make the creature forget everything that happened in the last minute.
QUERY
You can tap into the world memory, and attempt to learn the answer to a simple question; a simple question is one that can be answered with a "yes" or "no."
The GM will answer your question with either a "yes," a "no," or an "unclear:" if the last one, that means your question might be too complex, or that giving a "yes" or "no" answer would be not entirely true. You can't use this ability to ask questions about the future, only the past.
In addition, some information is specifically hidden from abilities like this. If that is the case for your question, the GM will inform you that the information is unavailable, and may also give you some information about why that information is not available.
You can use this ability at any time, but you can't ask the same question twice in the same game session; using this ability in combat requires a standard action. If not in a live format, you cannot ask the same question until after a real-world week has passed.
VACCIME
You can use the power of memetics to fashion a defense against a hindering mental effect.
As a standard action, you can remove one mental status ailment from a creature within 30 feet of you. Mental status ailments are those that affect the mind, such as amnesia, confusion, or fear; ask the GM when you plan on using this ability if the status you want to remove is mental.

 

Design Notes

This is intended to be a simple class, both in terms of selecting abilities and in play. Simple does not automatically mean less powerful, but it does mean that we will be limiting the sort of off-the-wall craziness that happens with other classes at higher levels.


Back to Main Page d20 Mechanics Classes