Hero Worshiper (3.5e Class)

Summary::You faithfully follow your heroes, learning what you can along the way. Minimum Level::1

Hero Worshiper
They came to your village and inspired all of you with their courage, bravery, and amazing stories of the outside world. And when they left, you decided to follow.

Making a Hero Worshiper
Alignment: Any

Starting Gold: 4d4&times;10 gp

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

Weapon and Armor Proficiency: A hero worshiper is proficient with all simple weapons, and with light armor and shields.



--A hero worshiper's caster level is half of his hero worshiper level.

--A hero worshiper uses Wisdom while spellcasting, and must prepare his spells beforehand.

--A hero worshiper may only use a spell learned through the hero class ability once per day.

--A hero worshiper may not cast more than three spells learned through the hero class ability of any given level in a single day (i.e. a hero worshiper can not cast more than 3 first level spells, 3 second level spells, etc, per day.



 : Between wild animals, bandit, and roaming war parties, village life is never safe for long. You've learned to sleep lightly, and you are considered to be under a permanent alarm spell when sleeping.

 : Your village has passed down rituals of protection against hostile magic for generations ... and one of them actually works! You gain a +2 bonus against spells from any wizardry school of your choice.

 : Choose one PC to designate as your hero. By spending one day observing your hero, you gain one of the following benefits:

1) You may choose any two skills you observe them using. These become class skills for you.

2) You may choose any one simple or martial weapon you observe them wielding. You become proficient in this weapon.

3) You may choose any 0 level spell you observe them casting. You may now cast this spell once per day (for further information, see the section on spells above).

You may use the hero admiration class ability once per level. If after observing your hero a for day, you do not wish to choose any of the three benefits listed above, you may simply continue observing your hero daily, choosing a benefit on the day you choose.

This ability is replaced by Hero Reverence at level 6.

 : You want to carry your fair share of the responsibilities on this adventure, and why not do that, literally? You may carry up to 10 lbs of your allies' equipment without it counting against your carrying capacity.

This increases to 20 lbs at level 5, 30 lbs at level 10, 40 lbs at level 15, and 50 lbs at level 20.

 : How many times is a hero's life saved by having just the right weapon or magical object at just the right time. And guess whose job it is to make sure they have that item?

As a standard action, you may attempt to give an ally any hand-held item in your baggage or on your person. This provokes an attack of opportunity. Any ally who successfully receives the item in question is considered to have it equipped at the start of their next turn. Any adjacent ally automatically receives the itme. For every five feet past the initial five, add an additional 10% chance of failure. Failure means that the item lands in a random square halfway between you and the ally.

At level 7, you may attempt to give one ally an item as a move action (provoking an attack of opportunity) or two allies an item as a standard action (provoking a second attack of opportunity if adjacent creatures can take it).

At level 10, you may attempt to give one ally an item as a swift action (provoking no attack of opportunity), two allies an item as a move action (provoking an attack of opportunity), or three allies an item as a standard action (provoking a second attack of opportunity if adjacent creatures can take it).

You can freely multiclass between hero worshiper and any one class of your choice.

 : Your hatred of nobility runs strong. You automatically confirm any critical hit against any person or creature of nobility.

You also gain proficiency in any shields they can wield (except for tower shields). If your hero selected at level 2 does not have these proficiencies, you gain them immediately upon selecting an additional hero in the future who does.

In addition, you gain a +4 bonus on saving throws against poisons and diseases.

 :Choose a second PC as a hero. This new hero does not replace the old hero; you now have two heroes. By spending one day observing either of your heroes (you must choose one), you gain one of the following benefits:

1) You may choose any two skills you observe them using. You may add your Intelligent modifier (if any) as a bonus to checks done with these skills, and they become class skills if they are not already.

2) You may choose any one simple or martial weapon you observe them wielding. You gain weapon focus with this weapon type as a bonus feat, and you become proficient in this weapon, if you are not already.  Using Hero Reverence a second time and selecting the same weapon a second time grants weapon specialization.

3) You may choose any 0 level, 1 level, or 2 level spell you observe them casting. You may now cast this spell once per day (for further information, see the section on spells above).

You may use the hero reverence class ability once per level. If after observing your hero for a day, you do not wish to choose any of the three benefits listed above, you may simply continue observing your hero daily, choosing a benefit on the day you choose.

This ability is replaced by Hero Worship at level 11.

You also gain proficiency in any shields they can wield, including tower shields. If neither of your current heroes has these proficiencies, you gain them immediately upon selecting an additional hero in the future who does.

 : The world outside the village can be terrifying, but when you realize that you are fighting not just for yourself, but your fellow villages as well, it fills you with a new courage. Once a day at level 8, you may gain a +2 bonus to attack rolls, damage rolls, AC, saves, and skill checks. This effect lasts for 1 minute per hero worshiper level.

At level 12, your love and passion for your home begins affecting your companions, as well. Whenever you use "For Home!", any allies within 10 ft gain a +1 bonus to attack rolls, damage rolls, AC, saves, and skill checks.

At level 16, you may use "For Home!" twice a day, and your bonuses increase to +4, while your allies' bonuses remain at +1.

At level 20, your allies' bonuses increase to +2.

 : As the excitement of your new life begins to wear off, your body starts remembering its old routines learned during a lifetime of farming. You now require only four hours to be fully rested, and you need only four hours to prepare spells.

 : For all their vigilance in battle, heroes can sometimes still miss the attack with their name on it. If one of your designated heroes suffers an attack that would drop them below 0 HP, and they are within 10ft of you, you may choose to suffer the attack, instead. You may make a fortitude save of DC 18 to take only half damage.

 :Choose a third PC as a hero. You now have three heroes. By spending one day observing any of your heroes (you must choose one), you gain one of the following benefits:

1) You may choose any two skills you observe them using. You may take 10 on these two skills under any circumstances.  You may add your Intelligent modifier (if any) as a bonus to checks done with these skills and make them class skills, if you have not done this already.

2) You may choose any one simple or martial weapon you observe them wielding. You gain a +1 to attack rolls when wielding a weapon of this type, and the weapon is considered masterwork.  Using Hero Worship a second time and selecting the same weapon a second time grants a + 1 to damage rolls, and the weapon is considered magic.  You gain weapon focus with this weapon type if you do not already have it when you gain a +1 to attack rolls, and you gain weapon specialization if you do not already have it when you gain a +1 to damage rolls.

3) You may choose any 0, 1, 2, 3, or 4 level spell you observe them casting. You may now cast this spell once per day (for further information, see the section on spells above).

You may use the hero worship class ability once per level. If after observing your hero for a day, you do not wish to choose any of the three benefits listed above, you may simply continue observing your hero daily, choosing a benefit on the day you choose.

This ability is replaced by Heroic at level 17.

In addition, once per day you may use your Fortitude modifier, instead, on a Reflex or Wisdom save roll of your choice. You must announce you are doing this before the roll.

You gain +1 natural armor.

 : When you are near death, your instincts kick in. Once a day, at level 15, when you drop below 10% of your HP (but not if you drop below 0), you may choose to immediately come under the effects of an Enlarge Person or Freedom of Movement spell (though this is considered an extraordinary ability). The effect lasts for 1 round per hero worshiper level.

At level 19, you may use this ability a second time per day.

 : You seem ready to finally take your place alongside your heroes. But what sort of hero will you be? You have one final choice to make, and you can only make it once, so choose carefully! The choice takes effect immediately:

1) Skill Monkey: You can take 20 on a number of skills equal to your INT modifier. In addition, you can make any skill check untrained.

2) Squire: Choose one of the following martial abilities: Ranger's Favored Enemy, Paladin's Smite Alignment, or the Barbarian's Rage (other class abilities can be options with DM approval). You gain this ability, using your hero worshiper level to determine your progression.

3) Sorcerer's Apprentice: Choose any two 0-6 level spells from any spell lists belonging to your heroes. In addition, your caster level is now your full hero worshiper level.

 : Sometimes even heroes fail, and it's up to the least expected person to save the day. Once per day, you may choose to re-roll any hero's d20 roll, using your own stats, instead. The hero must use your re-roll. Just because you try to save the day, doesn't mean you always make things better ...