Strong Hero

Hit Die: 1d10

Class Skills: The Strong hero’s class skills (and the key ability for each skill) are:

Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Knowledge (current events, popular culture, streetwise, tactics) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Also, the starting occupation selected can provide additional class skills to choose from.

Skill Points Per Level: 3 + Int modifier.

Starting Feats

In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat.

Table: The Strong Hero

Level BAB Fort Save Ref Save Will Save Class Features Armor Class
1st +1 +1 +0 +0 Talent +1
2nd +2 +2 +0 +0 Bonus feat +2
3rd +3 +2 +1 +1 Talent +2
4th +4 +2 +1 +1 Bonus feat +3
5th +5 +3 +1 +1 Talent +3
6th +6 +3 +2 +2 Bonus feat +3
7th +7 +4 +2 +2 Talent +4
8th +8 +4 +2 +2 Bonus feat +4
9th +9 +4 +3 +3 Talent +5
10th +10 +5 +3 +3 Bonus feat +5

Class Features

The following are class features of the Strong hero.

Talents

At 1st, 3rd, 5th, 7th, and 9th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated.

Extreme Effort Talent Tree

A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check.

Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.

Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort ( +4 total).

Prerequisite: Extreme effort.

Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort ( +6 total).

Prerequisites: Extreme effort, improved extreme effort.

Ignore Hardness Talent Tree

The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object’s hardness when making a melee attack to break it.

Ignore Hardness: The Strong hero ignores 2 points of an object’s hardness.

Improved Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 4).

Prerequisite: Ignore hardness.

Advanced Ignore Hardness: The Strong hero ignores 2 additional points of an object’s hardness (for a total of 6).

Prerequisites: Ignore hardness, improved ignore hardness.

Melee Smash Talent Tree

The Strong hero has an innate talent that increases melee damage.

Melee Smash: The Strong hero receives a +1 bonus on melee damage.

Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage ( +2 total).

Prerequisite: Melee smash.

Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage ( +3 total).

Prerequisites: Melee smash, improved melee smash.

Damage Reduction Talent Tree

The Strong hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree.

Damage Reduction 1/—: The Strong hero ignores 1 point of damage from melee and ranged weapons.

Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

Damage Reduction 2/—: The Strong hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/— total).

Prerequisites: Damage reduction 1/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

Damage Reduction 3/—: The Strong hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/— total).

Prerequisites: Damage reduction 1/—, damage reduction 2/—, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree.

Energy Resistance Talent Tree

The Strong hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order.

Acid Resistance: The Strong hero ignores an amount of acid damage equal to his or her Constitution modifier.

Cold Resistance: The Strong hero ignores an amount of cold damage equal to his or her Constitution modifier.

Electricity Resistance: The Strong hero ignores an amount of electricity damage equal to his or her Constitution modifier.

Fire Resistance: The Strong hero ignores an amount of fire damage equal to his or her Constitution modifier.

Sonic/Concussion Resistance: The Strong hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier.

Unbreakable Talent Tree

The Strong hero is particularly resilient thanks to the following talents.

Remain Conscious: The Strong hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Strong hero’s hit points reach –1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches –10 hit points (and dies) or the hero’s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage.

Robust: The Strong hero becomes especially robust, gaining a number of hit points equal to his or her Strong level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Strong he or she gains.

Second Wind: The Strong hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Strong hero’s hit points beyond the character’s full normal total.

Stamina: The Strong hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious.

Prerequisite: Robust.

Bonus Feats

At 2nd, 4th, 6th, 8th, and 10th level, the Strong hero gains a bonus feat. These bonus feats must be selected from those listed as combat feats (sometimes also called “fighter bonus feats”).

Strong Hero

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