The Everyday Hero by Carl Cramer

For the upcoming Rogues of Porphyra, Carl has written the following archetype. Carl is having a few doubts about the archetype in that it does some thing that Pathfinder normally doesnt do. What do you think?

Everyday Hero
All of us remember the storybook heroes of yore; the young perky rebel who wins the day through pluck and audacity. Focusing on an ability called confidence, that lets them defeat the odds again and again, the everyday hero is more of a trickster than a combatant.

Everyday Heroes of Porphyra: The everyday hero is not trained, she becomes a hero out of commitment and ambition, and as such can exist anywhere. Societies that encourage independent striving are likely to have more everyday heroes; the Fenian Triarchy and Iffud are examples, but surprisingly everyday heroes are also common in mysteries northern lands such as the Boroughs of Dunmark and Hestria.

The everyday hero has all the rogue’s class features, except as follows:

Class Skills: The everyday hero’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 (history) (Int), Knowledge (local) (Int), Knowledge (nature) (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.

Weapon and Armor Proficiency: The everyday hero is proficient with all simple weapons, the hand crossbow, sap, and short sword, but not with any armor or 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 two points 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.

  • 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. The new roll applies, better or worse. The everyday hero can only re-roll each check once. She can also make another creature (or trap) within 30 ft. re-roll in the same manner, but she cannot force an enemy to re-roll a saving throw.
  • 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. This movement does not modify her Stealth checks, and if the everyday hero begins this move hidden using Stealth, she remains hidden for the entire move without having to make a Stealth check. 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 challenging situation 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 an important part of the ability. She regains confidence when she “survives a challenging situation”. The intent here is to encourage spending confidence in significant scenes, while discouraging frivolous downtime use. A “challenging situation” 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 challenging, but can be if the GM introduces a complication. The time it takes to recover confidence is there so that the character can’t recover under time pressure; as long as there is time pressure, the situation really isn’t resolved.

The everyday hero needs to engage in conversation to regain confidence. This is usually means recounting exploits and experiences in the scene, team-building, and a way to relieve stress and build confidence. If the everyday hero has no-one to converse with, she can use monologue to refill her pool. 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.

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 points of precision damage to the damage inflicted. This additional damage is of the same damage type as the original attack (choose one if the attack inflicts several different types of damage), but is not multiplied on a critical hit. At level 3, and every 4 levels thereafter, the damage bonus of a confident strike increases by 1d6, to a maximum of 6d6 at level 19. This is otherwise the same as the rogue’s sneak attack ability, a target immune to sneak attack is also immune to confident strike. A confident strike counts as a sneak attack for feats and rogue talents that work with sneak attack, including the unchained rogue’s debilitating injury ability.
At the GM’s discretion the everyday hero 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. Such use does not cost a point of confidence.
Confidence, confident strike, and reserve confidence replace sneak attack.

Thrill (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 not restricted to remain in her social class, most advance socially during their adventuring careers, but her origin 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.
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.
Learned: 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 and these skills become class skills for her. A noble everyday hero usually begins play on the run to escape her social obligations, most often an arranged marriage. She can usually make up with her family around level five. [i]This is to avoid making the noble everyday hero the focus of the plot at low levels, the GM may waive this if the plot works without this restriction.
Professional: The everyday hero grew up among skilled workers. She adds half her class  level (minimum +1) to all Craft, Perception, and Profession checks, gains an additional +2 bonus on unskilled Craft and Profession checks, and can use all Craft and Profession skills untrained. She can use any Craft or Profession 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.
Treasure-Finder: The everyday hero grew up among adventurers and burglars and gains the rogue’s trapfinding ability.
Trader: 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 is a good listener and can use Sense Motive as if it was Diplomacy to gather information.

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.

Reprieve (Ex): The everyday hero thrives on being underestimated. At third level the everyday hero gains a reprieve bonus. She adds a +1 bonus to all saving throws, a +1 bonus on combat maneuver checks, 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, including casting a spell on a creature that is not an ally, the reprieve bonuses are negated until she next recovers confidence. She can make combat maneuvers without losing the reprieve 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. Reprieve 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. Whatever the result, it counts as a “natural” die roll, so a roll of 20 on d10+10 always succeeds if it is an attack or saving throw, threatens a critical hit, and so on. This replaces master strike.


Classes of Porphyra – Part III

In early 2014, Carl Cramer approached me about developing something called a Prestige Archetype. I had no idea what he meant initially. He described them as follows:

The goal when making these prestige archetypes has been to capture the flavor of the prestige class rather than to make an exact copy of how it would normally be. Attack bonuses, hit dice, class skills, spells, and class features have been unified and spread evenly over levels. This means that most prestige archetypes have their prestige abilities spread over the entire 20 level spread.

Unlike how prestige classes normally work, these archetypes have a few complete class abilities rather than many abilities limited to a low level. In some cases, you get the choice of one of several class abilities rather than stymied versions of all the abilities.

A prestige archetype generally has elements of one or more regular character classes, to represent how prestige prerequisites were met and character development after the prestige class has ended. Sometimes there is more than one class that naturally leads itself to a particular prestige class, which can lead to several different prestige archetypes for different combinations. A few are not built on a regular class, instead expanding the idea behind the prestige class to a full 20 levels.

Now I was originally quite hesitant on the prestige archetype concept when Carl first pitched it to me but he had brought me a number of interesting and successful things in the past so I thought I would take a chance. We launched the line with a subscription, which helped to offset the initial costs a bit. Now there are three volumes, a handful of psionics PAs, and a fourth line in development. But let us just consider what is out first.

Prestige Archetypes

The first prestige archetype series focused on the most traditional prestige classes from the 3.X era days. Sometimes, where alternate builds were appropriate there were appropriate two prestige archetypes were created.

Arcane Archer: Arcane archers deal death from afar, winnowing down opponents while their allies rush into hand-to-hand combat. With their capacity to unleash hails of arrows on the enemy, they represent the pinnacle of ranged combat. The arcane archer is a 3/4 BAB character built from a magus/ranger/wizard chassis. They have spellcaster from 0th to 6th level and pull their spells from the wizard spell list. They carry as spellbook and have an archery pool similar to the magus’s arcane pool.

Arcane Trickster: With their mastery of magic, arcane tricksters can make for even more subtle or confounding opponents than standard rogues. Ranged legerdemain enhances their skill as thieves, and their ability to make sneak attacks without flanking or as part of a spell can make arcane tricksters formidable damage-dealers. Arcane tricksters are 3/4 BAB characters built from the rogue/wizard chassis. The arcane trickster in all ways is your dual-class wizard, rogue.

Assassin: Assassins tend to be loners by nature, seeing companions as liabilities at best. Sometimes an assassin’s missions put him in the company of adventurers for long stretches at a time, but few people are comfortable trusting a professional assassin to watch their backs in a fight, and are more likely to let the emotionless killer scout ahead or help prepare ambushes. The assassin is a 3/4 BAB character built from the rogue class. It is a very traditional translation of the original prestige class. If you are looking for an assassin that takes more risks in terms of design Carl also produced the porphyran assassin for Assassins of Porphyra.

Blood Mystic: The blood mystic has a unique palette of powers, and is able to both support her party and control the battlefield. Skimming across such a wide array of abilities forces the blood mystic to make many hard choices, both between what powers to seek in their blood and in how to use those powers. The blood mystic is a 1/2 BAB character build from the oracle and sorcerer to stand as a mystic theurge. It draws spells from both the cleric and the wizard list.

Chronicler: The chronicler’s missions often thrust her into the role of party leader, and adventures typically result from, and revolve around, her endless quests. Other chroniclers find themselves as sidekicks recording the adventures of their own chosen hero and comrades. The chronicler is a 3/4 BAB character built on the bard chassis. They have 0th to 4th level spells drawn from the bard spell list.

Dragon Disciple: With the magic at their disposal, dragon disciples can assume the typical role of a magic-user, hampering the movement of the enemy and hurling damage-dealing spells at their opponents. The dragon disciples’ draconic abilities make these versatile spellcasters even more formidable, as they use their breath, natural weapons, and flight to destroy their foes directly. The dragon disciple is as 3/4 BAB class with an enhanced Hit Dice build off of a magus and and sorcerer chassis. They are a spontaneous caster with spells drawn from the magus spell list.

Duelist: Duelists fight in the forefront alongside fighters, barbarians, and other melee combatants, deftly avoiding the blades of their opponents while expertly targeting their vulnerabilities. Duelists are full BAB bonus characters built off the fighter chassis.

Eldritch Hunter: Eldritch hunters are masters of the wild, alpha predators using both might and magic to establish their dominance.  The eldritch hunter is a 3/4 BAB variant of the eldritch knight PRC build with a ranger/sorcerer chassis. Spellcasting is spontaneous using the wizard spell list for 0th to 9th level spells but the spellcasting is slowed in its progression [does not reach 2nd level spells until 6th level). At very high level, they add in ranger spells as well.

Eldritch Knight: Eldritch knights master the abilities of both fighting and magic, hurling magic at the enemy one moment and hewing down their opponents with steel the next. They are just as comfortable in the thick of combat as they are casting spells at foes while remaining safely behind their compatriots. Their versatility makes them valuable allies.

Loremaster: Loremasters’ lives are spent in study, research, and fieldwork. While the first two lend themselves to the loremaster’s reputation as a bookish recluse, the latter oftentimes forces a loremaster to seek out the aid of adventurers who, through a mutually beneficial arrangement, might provide a degree of protection to the scholar while he seeks whatever knowledge he is after. For his part, the loremaster provides a wealth of information and arcane firepower to a party. The loremaster is a 1/2 BAB character built from a wizard chasis. They follow a fairly typical loremaster progression.

Mystic Archer: Mystic archers are superlative support characters, changing from archery to control or buffs and healing at a moment’s notice. The mystic archer is a 3/4 BAB character build from the druid and ranger classes as an alternate form of the arcane archer… more of a divine archer.

Mystic Theurge: The mystic theurge is a powerful component for any party, supplying magic for attack, defense, and healing. Mystic theurges travel the world in search of arcane and holy artifacts, magical lore, or divine revelations, and most have no qualms about teaming up with groups of adventurers so long as that group’s goals do not directly conflict with their own. The mystic theurge is a 1/2 BAB character with a cleric and wizard base. They draw spells from 0th to 9th on both the wizard and cleric lists. They possess the ability (a limited number of times per day to launch two spells as a single action).

Shadow Monk: Shadow monks are scouts extraordinaire but also warriors and mystics, able to shift from one role to another in the blink of an eye. Shadow monks are 3/4 BAB characters built from a monk base. They are one of three shadowdancer variants in the first collection.

Shadow Ranger: Shadow rangers make excellent scouts, as they are not bound to any one terrain and can move from shadow to shadow with impunity. They also make versatile skirmishers. Shadow rangers are full BAB characters built from a ranger base. They are the second of three shadowdancer variants in the first collection.

Shadowdancer: Shadowdancers adventure for a wide variety of reasons. Many adventuring parties find shadowdancers valuable members of their teams due to their incredible stealth and ability to surprise enemies with lightning-quick attacks where they’re least expected. For this reason, their services are often sought out by those groups in need of scouts or spies. Shadowdancers are 3/4 BAB characters built from the ninja alternate class. They are the final shadowdancer variant in the first collection.

(To be continued)…