The Hero (PEACH - Based off the NBC show) [Archive] - Wizards Community

Post/Author/DateTimePost
Ultima0071

10-24-07, 06:45 PM
This prestige class was made mainly for role-playing purposes. All of the abilities were not made for a power gaming campaign. If you are a munchkin (or player who abuses power in D&D) leave now. Heroes make incredible NPCs and PCs. Most NPCs who take this prestige class will be either commoners or experts. This also balances those inferior commoners. So here it is:

The Hero

http://www.nbc.com/Heroes/images/cast/cast_peterMain.jpg

“Ordinary people, with ordinary powers. That’s who we are. We are different for one purpose. That is, to change the world.”
-Peter Petrelli, a Hero
Hit Dice: d8

Requirements
To qualify to become a Hero, a character must fulfill the following criteria.
Base Attack Bonus: +2
Feats: Extraordinary Powers
Race: Human

Class Skills
The Hero’s class skills (and the key abilities for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Disable Device (Int), Jump (Str), Knowledge (Hero) (Int), Search (Int), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Intelligence modifier



Level BaB Fort Ref Will Special

1st +0 +2 +0 +2 Super Human Ability
2nd +1 +3 +0 +3 Ability Increase (Con +2)
3rd +2 +3 +1 +3 Ability Proficiency
4th +3 +4 +1 +4 Ability Increase (Con +2)
5th +3 +4 +1 +4 Super Human Mastery


Class Features
All of the following are class features of the Hero prestige class.

Super Human Ability (Ex): Heroes are humans gifted with the extraordinary ability of evolution. Their genes have “evolved” to a point where super human abilities are possible. Fiction has become reality. Upon taking this prestige class, a Hero rolls a d% to determine her ability. All of these abilities are treated as extraordinary abilities (Ex) and can be used an unlimited number of times in a day. All non-automatic abilities provoke an attack of opportunity and give the user a -4 on all attacks and saves while being used.

d% Ability
01 Phasing
02-03 Object Melting
04-09 Illusions
10-19 Locating
20-27 Future Painting
28-31 Mind Reading*
32-37 Mimicry*
38-44 Invisibility
45-49 Super Strength*
50-53 Flying
54-59 Freezing
60-64 Electricity
65-69 Expert Hearing*
70-79 Construct Communication
80-84 Double Personality
85-88 Telekinesis*
89-94 Exploding
95-96 Bend Time & Space
97-99 Regeneration*
100 Ability Sponge
* Designates an automatic ability
Phasing: Your body is able to “phase” or turn a weird kind of ethereal. During your turn, you can phase through enemies, walls, or any solid objects. You can sacrifice a full round action to prepare yourself for an enemy attack. If this happens, you must make a Reflex save (DC 10 + Opponent’s Level). If the Reflex save was made, you phased and take no damage from slashing, piercing, or bludgeoning weapons.

Object Melting: By changing the chemical structure of an object, you are able to melt it into a liquid solution. Doing this requires 3 rounds of heavy concentration on that object. Any object of large size (or bigger) takes an extra round for each size it is above yours. The solution from the melted object is considered to be poison. If consumed, a Fortitude save (DC 20) must be made or the consumer takes 1d8 con damage followed by unconsciousness 1d4 rounds later.

Illusions: You are able to bend the light and colors around you. By concentrating heavily for 1 round, you are able to produce effects of the suggestion spell on a person. This counts as an extraordinary ability and can be used in non-magical zones. If a person with this ability concentrates heavily for 4 rounds, she can produce effects similar to the nightmare spell (even while the subject is awake).

Locating: You are able to find the location of a person you have come in contact with before. By concentrating heavily for 2 rounds, you can reveal the exact location of a person. This does not work if the person is undead or has no vital signs.

Future Painting: By looking through space and time, you are able to paint the future. Once you start this ability, you go into a comma like trance that cannot be broken out of until the painting is finished or some outside cause interrupts you. A painting shows the future depending on your DM’s decision. By knowing the future, you gain a +3 on all rolls dealing with the picture you painted. You can only have three pictures at one specific time.

Mind Reading: You are able to read the minds of others. Any thought they are thinking is said out loud in your mind. While reading a mind, you cannot take any actions other than move ones. You can provoke an attack of opportunity to read up to 5 minds at once.

Mimicry: You are able to see physical actions and copy them instantaneously. By making a knowledge (hero) check (DC 10 + Opponent’s level), you can copy any maneuvers, stances, or natural attacks. For example, if a dragon slashes at you, you are able to slash at them with the same power. You keep their powers for 1d4 days.

Invisibility: You are able to bend light to turn invisible. While invisible, you can practically do anything you want without going unnoticed. You are still heard and can be caught.

Super Strength: You are able to manipulate gravity to your advantage. You gain the ability of super strength and gain a strength score bonus of +4. This bonus stacks with any other bonuses. If you use an unarmed attack against an opponent you can choose to send your opponent flying back 10 ft. per Hero level.

Flying: You are able to manipulate gravity to give yourself flying abilities. You can fly almost as if it was a natural ability. You can go up to 60 ft. per turn and can use natural attacks in the sky. If hit by a piercing weapon while in flight you must succeed on a Reflex save (DC 10 + half of damage dealt). If you fail the save, you plummet down at the rate of 30 ft. per turn and take 5d6 damage when you hit the ground.

Freezing: You are able to manipulate the structure of your cells to freeze other things. Any object touched by your body is instantly frozen if by your choice. Any object bigger than you takes 1 extra turn per size larger than yours. You can also attack your opponent with you freezing abilities. You must succeed on a natural touch attack. If successful, your opponent takes 1d4 cold damage per hero level.

Electricity: You are able to generate electric charges from your hands. You can make a natural touch attack against your opponent to shock them. If successful, your opponent is paralyzed for 1d4 rounds and they take 1d4 electricity damage per hero level.

Expert Hearing: At will, you can hear 100x better than normal. You can even hear the heartbeat of other people. If your normal hearing ranges 100 ft, then you can now hear 10,000 feet away. The only bad side to this power is that if you hear any loud noise up close, you take 4d6 sonic damage.

Construct Communication: You are able to communicate with machines and constructs. Any construct you talk to is automatically under the effects of the suggestion spell and takes a -4 penalty to all attacks, saves, and damage against you.

Double Personality: You have another soul intertwined with your own. Your body is just a vessel for both of your souls. At will, whoever is stronger, can change between the body and the mind. When switching souls, you gain a +1 bonus to all attacks and saves. You can only switch between souls once per day per Hero level. You are also able to use another ability. Roll again on the ability chart.

Telekinesis: You are able to bend matter with your mind. You gain the effects of the telekinesis spell and call also use your power as a weapon. You can take a full round action to use your telekinesis as a knife against your opponent. Treat this “knife” as a +4 longsword that deals 4d4 force damage. This knife always makes a full attack and stays for 1d4 days. You must then recharge for 5 hours to use this ability again.

Exploding: You have nuclear power running throughout your body. At will you can create mini explosions. These mini explosions have a 50 ft. radius and deal 1d4 fire and force damage per Hero level. These are considered combination damage and an opponent immune to one of them is immune to all damage. You can also create a huge explosion that deals 30d10 force damage + 200 fire damage to all within the 500 ft. radius. This automatically kills you and wipes out all bodies like the disintegration spell. Any person that survived this blast is blown 300 ft. back. The huge explosion ability can only be used once per year.
Bend Time & Space: You are able to bend time and space with your mind. By concentrating for a full-round action you can use this ability. Once per day per Hero level you can choose one of the following effects:

You can teleport to another place. This takes effect like the teleport spell.
You can teleport back in time. This is very risky (talk to your DM about it).
You can teleport forward in time. For role-playing purposes only.

Regeneration: Your body regenerates at an amazing rate. You are able to cut off a finger and watch it grow back in seconds. You automatically gain fast healing 3 and damage reduction 2/--. If a body part is severed, you grow it back in 1d4 rounds. If your whole body is destroyed, it comes back in 1d4 years. If your head is severed or your heart is pierced you automatically die and cannot come back from wish or miracle.

Ability Sponge: Some consider this ability to be the most useful one. Your genes are able to manipulate other people’s abilities. If you are within 50 ft. of an ability, you can make a knowledge (hero) check (DC 10 + Opponent’s level) to gain that ability. If failed, you cannot try to learn this ability for 1d4 days. You start out with three other abilities. Roll on the abilities chart to determine this.Ability Increase (Ex): A hero is unlike other humans. She has a greater stamina and can take more damage. At 2nd level you gain a +2 bonus to your Constitution. At 4th level this bonus increases to a total of +4.

Ability Proficiency: By 3rd level a Hero is able to use her ability without receiving any penalties to her other actions. She now does not take a penalty on her attacks and saves while using her ability.

Super Human Mastery (Ex): At 10th level you are extremely proficient with your abilities. All of your abilities improve and gain different effects. Below are the additional effects of your abilities.
Phasing: Phasing is now as easy as it is to walk or run. Plus, you are more alert to activate your power when an opponent attacks you. You can now prepare for an opponent’s attack without using a full round. This only takes a standard action to do.

Object Melting: You consider it a second nature to melt an object. In fact, magic comes harder to use than your ability does. Melting an object now only takes 1 round in addition to the rounds for its size.

Illusions: Making illusions is what you were destined to do. You are able to create extremely quick illusions. Producing the effects of the suggestion spell only take a standard action to do.

Locating: You are a master at find someone: dead or alive. You can now find people by concentrating for only 1 round. If a person is dead or has no vital signs they can now be located.

Future Painting: You consider yourself to be a famous artist. You have learned the artistic skills of a genius. You can now have up to 5 pictures at one time and receive a +6 bonus instead of a +3.

Mind Reading: You hear people’s thoughts as much as you hear them speak. You can know perform a standard action while listening to people’s thoughts. You can also listen up to 20 minds by provoking an attack of opportunity.

Mimicry: You are able to hold on to other’s actions for incredible amounts of time. You can now hold an action for 8+ days. For every day past 8 you must make a knowledge (hero) check to see if you keep the action. You must succeed on a DC 20 + 1/day to keep the action.

Invisibility: You are now able to bend light so extensively that you can make other people invisible with you. This takes one standard action of concentration per person affected. They are invisible as long as they are within 30 ft. of you.

Super Strength: Your strength is even more developed than before. You gain another +4 bonus to your strength. This stacks with any other bonuses including the one before. You also can make an unarmed attack to send your opponent flying back 100 ft (or 15 ft. per level; whichever is greater).

Flying: Flying is the same as walking, only that you are in the air and not on the ground. You can perform any action in the sky and can fly up to 120 ft. per round. You can ‘dive’ at someone else in the sky to attempt to perform a special dive attack. If you succeed on a touch attack, they are thrown to the ground and take 1d6 damage per 10 ft. dropped.

Freezing: You can now freeze things to a greater extent. Your freeze attack now does 1d6 damage per level. You can choose to change this damage to a d4 to add a special attack to this ability. If this is done, your opponent must succeed on a Fortitude save (10 + Hero level + Strength modifier) or become frozen. A frozen opponent cannot take a move action and is dealt one non-lethal damage every turn per Hero level.

Electricity: You can now go into high voltages with your electricity attacks. Your damage improves to a d8. Also, if you are touching metal and choose to turn on your power anyone touching that metal takes 5d10 electricity damage.

Expert Hearing: You can control your hearing instantaneously instead of having to wait a little to change it. You now only take 2d6 sonic damage from hearing a loud noise.

Construct Communication: Constructs are even more intertwined with your voice. Any construct within your range takes a -6 penalty instead of a -4.

Double Personality: You have developed your abilities over time. Roll again on the ability chart for a new ability. This ability counts as an improved ability.

Telekinesis: You are able to generate telekinetic powers at a lower cost. The wait to recharge them is now only 1 hour. Your knife also gains a +6 instead of a +4.

Exploding: You are strong enough to resist a massive explosion. Instead of dying instantaneously you are reduced to -9 hit points when you use a huge explosion. Activating this tones down the power of the explosion making it only deal half damage. You still take bleeding damage normally and are unconscious unless a healing spell is cast upon you. You can still only use this ability once per year.

Bend Time & Space: You are extremely proficient with using your ability. You can now use it by using a swift action. You can still only use it once per day per Hero level.

Regeneration: Your body has grown back so many times it’s almost like you were made to heal. You now have fast healing 7 and damage reduction 5/--. Your body only takes 1 year to come back now.

Ability Sponge: All of your abilities are upgraded to their new status (including this one). Over time you have accidentally learned advanced abilities. Roll two times on the chart to determine which new two abilities you get.
New Feats

Extraordinary Powers
Requirements: Con 12+
Benefit: You are able to tap into your extraordinary powers.
Special: This feat can only be taken at 1st level
Ultima0071

10-24-07, 06:47 PM
Revisions

10-24-07

Requirements strengthened

10-25-07

Hit Dice Added
Will Save improved
Changed into 5 level progression
Ability (Greater Fortitude) taken away
Abilities changed
Ability (Ability Proficiency) added
Super Human Mastery ability changed
BananaB

10-24-07, 06:59 PM
Is this prestiege made to be taken at first lvl? Maybe it should have been made into a full 20 lvl class and not ba a prestiege.

I don't care much for the class, evolution is too sciencey, in D&D I likes me magic :D
Ultima0071

10-24-07, 07:07 PM
Prestige Classs cannot be taken at first level. The only reason why the requirements are so low is because a commoner should be able to take it. I'll ajust the requirements later.
vorpo

10-25-07, 01:33 AM
I fail to see any point of taking this class beyond 1st level. It's just not worth a 10-lvl detour to get nothing but 3 other features in rest of the 9 lvls. Not to mention none of these 3 features are to die for that you are ok with so many dead levels in between.
Ultima0071

10-25-07, 07:42 PM
UPDATED
* 5 Level Progression
* Better Saves
* Beter abilities
bkdubs123

10-25-07, 11:00 PM
I don't like the fact that in order to enter this class you have to take a feat that literally does nothing. Make the feat give you some benefit.
vorpo

10-25-07, 11:26 PM
The "powers" don't wow me at all. While it is to the flavor of the Heroes series, why do I want to get in a PrC that gives me flying at lvl 1 and enhance flying at lvl 5? Most of these abilities are too weak to be PrC abilities (which you have access to only one for the entire 5 lvl progression), not to mention what ability you get is totally random. What's a wiz need flying or invisibility for when he's got his spells to do both, even if at a lesser extent.
bkdubs123

10-26-07, 12:08 AM
I would knock the bab requirement to enter the class down to +3, remove the race restriction (just because earth has only humans as intelligent life doesn't mean dnd does), and make the feat "Extraordinary Powers" actually do something. If you feel the need to further restrict access to the PrC until 4th or 5th level add in skill requirements.

Since it is only a 5 level prestige class the powers don't have to be incredibly amazing, especially since you have them operating 24/7. Why does a Wiz need flying? He doesn't ever need it actually, but the ability to fly whenever he wants, for as long as he wants is very nice and frees up spell slots for more offensive capabilities. The powers mostly seem relatively useful, especially since they are at-will like a warlock's invocations. Actually, that would be a good point of balance however. If you restrict entry into this class until 5th level, then compare the powers of this PrC to those of a Warlock at levels 6-10.
HCL

10-26-07, 04:49 PM
its meant to be taken by commoners FFS its not supposed to be as strong as other PRCs
tomersss

10-26-07, 09:02 PM
well its just plain aweful,you obviously didnt put any thought in this,further more there is already a prc called hero if im not mistaken,and legend as well.
vorpo

10-26-07, 09:10 PM
well its just plain aweful,you obviously didnt put any thought in this,further more there is already a prc called hero if im not mistaken,and legend as well.

I agree on the first half. But who cares what he wants to call his class? I mean, there are like a million ninjas out there already.
CTHUHLU_THE_GROOVY

10-26-07, 11:20 PM
I don't see why there's so much hostility. It's not BAD, it just needs some luvvin'. I can at least respect the amount of work that goes into this. What you need to do is add a bit more verisimilitude to the powers. For instance, on bend time and space, we know that hiro can create a haste effect, and also that he can create a time stop effect. Flyers can go amazingly fast, and should have some sort of charging ability (Nathan does this).

The overall point is, just let yourself go crazy with expanding the powers. Over a week or so, add on new usages whenever you have 10 minutes. Apart from that, reflect the TV show attitude. Give some bonus feats, and an action point system (this is from eberron, you get a set number of action points, which are pretty much d6 rolls which you can add to any effect you wish, like an attack, saving throw, skill check, etc.).

I admire the effort, and love the show. The powers need to count for more, (but you have a fair start) and there needs to be some support for non powers abilities, as the characters will be behind real spell casters. (Maybe add 1/2 caster prog?)

Players will need more ways to connect this to the existing game. Perhaps you could rule that they are as spell like abilities for the purposes of feats?(improved spell like, quicken spell like, etc.)

Don't give up, just take some time on it.
vorpo

10-27-07, 12:25 AM
I wouldn't call it hostility... After all, the OP asked for peacH.
navar100

10-27-07, 01:37 AM
I suggest making it a 10 level prestige class to allow for more expansion of the abilities. For example, Invisibility can become like Superior Invisibility. Mind Reading eventually allows you to understand any language and project your own thoughts. The Exploding turns you into Trance Gemini from "Andromeda" :P .

As for the entry feat, I suggest take a page out of Complete Scoundrel and make it work similar to a luck feat. Once per day you can reroll any d20 roll you make.
vorpo

10-27-07, 11:21 AM
10 is too much even with your suggestions. This class would be a lot better if the ability isn't rolled tho. But to do that, the powers have to be balanced. They aren't as of now.
Ultima0071

10-27-07, 02:21 PM
I will re-edit this prestige class. :)
Xeorsos

10-27-07, 10:08 PM
It's an interesting idea, but you clearly put very little effort into this PrC. Some of the abilities are ridiculously overpowered (Regeneration) while others are so profoundly underpowered that you would honestly consider killing the character to reroll (Hearing). The idea would function better if it were reduced to a 3 level PrC.

Also, many of your abilities are unsupported by game mechanics. For instance, Hearing might offer a +20 bonus on Listen checks and grant Blindsight to 30' as long as you retain your hearing.
Mr_GRAVE

10-28-07, 09:38 PM
I like te idea, but i think it would work better with D20 modern. Thats just my personal opinion.
Zovc

10-28-07, 11:49 PM
I agree, this PrC belongs in D20 Modern, unless you somehow make this sort of thing fit into your campaign, it just feels out of place in a typical fantasy setting to me.
Dex

10-29-07, 11:07 PM
I think pretty much all the other classes already do this. This kind of thing is bog-standard in a typical dnd campaign.
Ace_of_time

10-30-07, 05:17 PM
You should check out the old M&M book by WotC. (mutants and masterminds) It has a list of powers in there plus some super feats as well. There are alot more then what you posted and some of the ones you post are just feats in there. Your could use it as a base for your power chart.
karossii

10-31-07, 03:17 PM
You should check out the old M&M book by WotC. (mutants and masterminds) It has a list of powers in there plus some super feats as well. There are alot more then what you posted and some of the ones you post are just feats in there. Your could use it as a base for your power chart.

It is possible I missed something...but AFAIK, WotC never published anything mutants besides Modern - M&M was Green Ronin or something like that... the author's name was Steve something.
Ace_of_time

10-31-07, 10:06 PM
I just seen D20 and assumed sorry, Got the other post to.
Sagetim

11-02-07, 06:50 PM
Action points were first introduced in D20 modern. And I figured that this class should probably have been built around that (since it's 'low powered' when compared to dnd).

This isn't the kind of class that a PC should be taking when wizard and psion are available. However, in d20 modern, they aren't. Or if they are, it's as a 10 level prc. When you can fly as long as you want, that's pretty significant. Especially in a world where people normally Can't fly. Invisibility is useful....until cops get involved. Then they'll use infrared and shoot you.

In any case...It's pretty well done. You should probably beef out the powers list, but that can come with time. I'd suggest: the 4 natural elements (earth, fire, wind, water). Sub elements (lightning, cold, wind) and maybe metal or magnetism. Perhaps 'X-ray vision'...which might be useful for causing cancer in people...