Wandering Hero (3.5e Class)

Wandering Hero
When the world is in danger, the dark wizard has taken over the kingdom, and the terrible monster has kidnapped the princess and despoiled the land, out from the horizon appears the wandering hero. Riding on his faithful horse, wielding the magic sword pulled from the stone, the mystical McGuffian and hand, and the skills and knowledge to win the day this often silent protagonist ends up saving the world. The figure is classic, appearing time and time again in stories. And often at the end, this mysterious figure vanishes, returning back to whatever he does before. Who is this mystery hero? Who knows but themselves.

Making a Wandering Hero
Abilities: A wandering hero must be strong, clever, and able to endure. They need Strength to master the martial arts, and Intelligence to bypass the many puzzles, traps, and troubles they will encounter on their journey. Constitution is needed for any hero out on the field. Many only wear light armor, and this need Dexterity too. Wisdom and Charisma varies between different heroes, but many are often likable, if quiet and soft-spoken.

Races: Any.

Alignment: Any, though many are good.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As fighter.

Class Features
All of the following are class features of the wandering hero.

Weapon and Armor Proficiency: A wandering hero is proficient with all simple, martial weapons, bastard swords, boomerangs, nets, and with light and medium armor, and shields (except tower shields).

Wandering heroes recieve an archetype feat for free. They do not need to meet the requirements, though they may still require some to use the functions of the feat.

 : A wandering hero is always on a quest, be it as small as getting the groceries or as grand as saving the world from the lord of evil. As a free action a wandering hero can proclaim his quest. Whenever he is doing something directly related to his quest, he gains bonuses to various things. He gains the bonus granted by destiny on armor class, saving throws, 1d6 damage per point of destiny, and 4x his bonus on skill and ability checks. His bonus increases by point 1 at 5th level and every five levels beyond. A DM may decide what does and does not count; if your quest is to defeat an evil wizard and you have a random encounter with owlbears, it would not count, but fighting the wizard's henchmen would count as actively attempting to defeat the wizard.

You can only have one quest at a time. A quest lasts until it is completed, or he abandons his quest. If he abandons his quest, he immediately loses 100 xp per level and takes his destiny bonus as a penalty to attack, damage, armor class, and saving throws for 1 week, so it is usually advised he finish his quest. He may abandon a quest which has become impossible without penalty, such as if his quest is to protect a princess, who subsequently dies.

 : Wandering heroes, either through their own experience, a faint psionic power of theirs, or the blessings of their god of nature, obtain something referred to as a "scan sprite". This small ball of floating light is controlled with just a thought, and helps the wandering hero divine information about important objects and creatures. They gain an ability identical to the bardic knowledge of a bard of their level, though only used to identify objects, magic items, and creatures.

 : Wandering heroes, for all their bravado, are often a quiet and shy sort. Through some ability wandering heroes can make their intentions known without speaking. This has the same range and function as speaking, the person "hears" them, but their lips do not move and they make no sound. They can even talk in silence and outer space. However, casting still requires vocal components, even if they simply grunt.

Two of the wandering hero's saving throws granted by this class become good saving throws. Once selected this choice cannot be changed.

 : At 2nd level, wandering heroes seem to have a natural sense for danger afoot. Be it some sort of magical radar or just a shift in the tone around them, they know when a hostile creature is about, even if the creature is hiding. The DarkstalkerLoM feat can bypass this. Wandering heroes do not immediately know where the danger is or why, only that something has murderous intent. Their danger sense has a range of 5 ft./class level.

Because of their inherent sense of danger, they add their current destiny bonus as a bonus to initiative rolls and saves against traps.

 : At 2nd level, a wandering hero manages to gain a special bond with his favored weapon. He may select any one masterwork weapon and, after meditating with it for 8 hours, gain a +1 enhancement bonus. This ability overwrites any previous abilities the sword possessed (though not unique abilities, for example the soul stealing powers of a Sword of Nine Lives). At every even level after, the total bonus a weapon gains increases by 1. You cannot actually gain an enchantment bonus above +5 on a weapon pre-epic, but you may have up to a +10 effective bonus by adding special weapon abilities.

The signature weapon only retains its special powers in your hand only, becoming its original weapon in the hands of anyone else. You may change what bonuses apply by meditating for 8 hours. You could change your +1 flaming burst longsword to a +2 frost longsword, and so forth. You may also change which weapon is your signature weapon by meditating for 8 hours with it.

Some fight sword and shield, others two weapons, and others fight one-handed or with bows. Select a combat style, once you select a style it cannot be changed.

 : The archer is master of the ranged weapon. Crossbow, bow, it matters not, you will be victorious with a well placed shot.
 * At 3rd level, you gain a bonus feat that applies to ranged weapons. You must still qualify for the feat as normal.  In addition you gain the ability to make Power Shots.  This functions like Power Attack, but for ranged weapons.
 * At 7th level, you gain a another bonus feat that applies to ranged weapons. You must still qualify for the feat as normal.  In addition as a standard action you may fire a shot and have it split in mid air, applying its damage over a 20 ft. radius burst.  The range is equal to the maximum range of your weapon, and you deal 1d6 damage per HD, Reflex DC 10 + 1/2 HD + Dex for half.  This is a supernatural ability.
 * At 13th level, you gain a another bonus feat that applies to ranged weapons. You must still qualify for the feat as normal.  In addition your ranged attacks no longer provoke, and you threaten out to your normal reach (usually 5 ft).  You may take attacks of opportunity with your ranged weapon.
 * At 17th level, you gain a another bonus feat that applies to ranged weapons. You must still qualify for the feat as normal.  In addition 1/day you may make one of your attacks supercharged.  It will always hit, always critical, and always deal maximum damage.  It can even make critical hits against creatures immune to critical hits.  Activating this ability is a free action.

 : Not everyone uses a sword with both hands. Some prefer the grace of a one-handed weapon, and they know how to use it.
 * At 3rd level, whenever fighting with a weapon in one hand and nothing in the other you gain a +1 dodge bonus to AC, and +2 damage whenever you make an attack of opportunity or flank. Your nimble movements make moving through your threatened squares impossible without provoking unless they succeed on a tumble with a DC equal to the attack roll of your weapon + 10.
 * At 7th level, the dodge bonus increases to +2 and the damage while making attacks of opportunity and flanking rise to +4. If an opponent misses your armor class by 5 or less, you've parried the attack and may immediately make an attack of opportunity against them.  Finally you gain 1 additional attack of opportunity a round.  This stacks with Combat Reflexes.
 * At 13th level, the dodge bonus increases to +3 and the damage while making attacks of opportunity and flanking rise to +6. If an opponent misses your armor class at all, you parry and may immediately make an attack of opportunity against them.  You gain another 1 additional attack of opportunity a round.
 * At 17th level, the dodge bonus increases to +4 and the damage while making attacks of opportunity and flanking rise to +8. When you parry and counterattack, you may also immediately make a move action as part of your attack of opportunity.  You gain another 1 additional attack of opportunity a round.

 : The classic sword and board is used by many heroes. It offers a potent defense when you lack full plate, as well as a secondary weapon in times of need. Protect yourself, and you will save the day.
 * At 3rd level, when using a weapon and shield your weapon attacks are treated as being wielded in two hands instead of one.
 * At 7th level, when using a shield you gain a 20% miss chance. True seeing does not bypass this miss chance, but you lose it if you are denied your shield bonus.  Your shield bonus now applies to your touch AC.
 * At 13th level, when using a shield you gain DR/- equal to half your class level.
 * At 17th level, when using a shield you gain a 50% miss chance. Your defenses are so honed that you are never flatfooted.

 : One weapon is good, why not have two? More is better, show them by slicing your enemies to ribbons.
 * At 3rd level, you gain the Two-Weapon Fighting feat, and you make have two signature weapons at a time. If you strike an opponent with both weapons in the same round, you rend and deal extra damage equal to your normal weapon damage (including strength).  You may choose which weapon deals rend damage.
 * At 7th level, you gain the Improved Two-Weapon Fighting feat, and you may use your full normal strength damage with both weapons. If you strike an opponent with both weapons in the same round, your rend deals x2 normal damage.
 * At 13th level, you gain the Greater Two-Weapon Fighting feat, you may attack with both weapons once as a standard action at your full normal attack bonus. If you strike an opponent with both weapons in the same round, your rend deals x3 normal damage.
 * At 17th level, you no longer take any penalties for two-weapon fighting, and gain the Whirlwind Attack feat for free. You may use whirlwind attack as a standard action.  If you strike an opponent with both weapons in the same round, your rend deals x4 normal damage.

You do not need to qualify for the feat.

Some are known for their ability to take down giants and fall great distances. Others are known for their musical and magical powers. At 3rd level and every three levels beyond, the wandering hero gains a special ability. Abilities are retroactive, you gain all the abilities you qualify for at your level.


 * At 3rd level, you count as a fighter of your level -2. You gain a fighter bonus feat.  Your signature weapon gains +1 to attack rolls.
 * At 9th level, you gain a fighter bonus feat. Your signature weapon gains +2 to damage rolls.
 * At 15th level, you gain a fighter bonus feat. Your signature weapon gains +1 to attack rolls and +2 to damage rolls.


 * At 3rd level, you gain the Colossus Climber feat.
 * At 9th level, you gain an additional 1d6 points of damage for each size category larger the opponent is.
 * At 15th level, whenever you score a critical hit against a creature larger than you they must make a Will save DC 10 + 1/2 + your attack modifier (usually strength) or fall prone and dazed for 1 round as you strike a critical nerve.

You don't know how you do it, but you come out alive every time.
 * At 3rd level, you gain the Luck of HeroesPGF feat, gaining a +1 luck bonus to AC and all saving throws.
 * At 9th level, you gain a luck reroll 1/day to reroll any dice roll.
 * At 15th level, whenever you use your luck reroll, you gain a +4 bonus on the roll.

Outsmart your enemy and bring them to their knees!
 * At 3rd level, you gain the Knowledge DevotionCC feat. You gain 1 additional skill point per HD.
 * At 9th level, you can choose to apply the bonus granted by the Knowledge Devotion feat as an insight bonus to your AC instead. Once chosen, the bonus applies for the rest of the encounter, you can't make another check to obtain the missing benefit.  You gain 1 additional skill point per HD.
 * At 15th level, you are able to toggle between the attack and AC benefit of the Knowledge Devotion feat as a swift action. You may also add your Int score in addition to Charisma to your Bluff for the purposes of feinting in combat, and you may feint as a move action.  You gain 1 additional skill point per HD.

Fortunately you are a master of the consumable item.
 * At 3rd level, you may draw any consumable item as a free action. You may also apply potions and oils to other team members in touch range with the same action used normally (usually a standard action).
 * At 9th level, you may throw potions and oils and have them take effect on allies. Their range is 50 feet, and using it in such a manner is an attack action.  Using consumable items no longer provoke attacks of opportunity (though making ranged attacks in melee might).
 * At 15th level, you can apply consumables to allies as long as their are in your line if sight, throwing them over your head and the item magically applying itself to the correct ally. Using items is now a swift action which does not provoke attacks of opportunity.  This use is a supernatural ability.

A magic flute, a wand of winds, even a creepy statue of yourself that won't go away. Its what you do best.
 * At 3rd level, you gain skill mastery with Use Magic Device, and may take 10 even in difficult situations. If you roll a 1 and fail your check, you simply fail and there are no negative side effects.
 * At 9th level, you gain the Syncronize Magic Item feat.
 * At 15th level, magic items you use function on your class level as its caster level, if higher.

Keep on your toes and the enemy will be defeated.
 * At 3rd level, you may take a full-attack action to attack once and move around the enemy, ending your turn in another square threatened by the enemy. Such movement does not provoke attacks of opportunity.
 * At 9th level, you count as threatening from both the square you are in and the square you were in last round. You can even flank with yourself if you keep switching sides.
 * At 15th level, if you make a full-attack action to attack and move at the 3rd level ability, you now make a full attack and move. You must still end your turn in another square threatened by the enemy.

When you are mounted, you are unto a god.
 * At 3rd level, while mounted you gain +1 to attack and +2 to damage rolls. You may jump on your mount as a free action without a check.
 * At 9th level, any positive spell or status which functions on you may also be applied to your mount while riding.
 * At 15th level, while mounted you may benefit from a shield other effect between you and your mount. This is a supernatural ability.  You are also always aware of your mount's location and condition.

You're not sure how you survived that massive fall... must be the same reason why knee-high fences are such a blockade.
 * At 3rd level, you can ignore up to 1 die of fall damage per class level, becoming immune to fall damage at 20th level.
 * At 9th level, attacks that should reduce you to a paste, don't. You are immune to death from massive damage, and your body cannot be destroyed (such as by destruction or attempting to set your corpse on fire).  You come back easier too, never costing xp to raise you from the dead.
 * At 15th level, you can "pause" reality at any point. You cannot move or act, except to re-arrange your inventory and what is in your hand.  You may make checks which don't require interaction, such as knowledge and spot checks, and remain paused until you are ready to continue.  It must be your quick reflexes, I'm sure.  This is a supernatural ability.

You can't say you're an initiator, but you try.
 * At 3rd level, you gain a maneuver-like ability up to 2nd level. You do not need to qualify for the maneuver, and it may be from any discipline.
 * At 9th level, you gain another maneuver-like ability up to 5th level. You do not need to qualify for the maneuver, and it may be from any discipline.
 * At 15th level, you gain another maneuver-like ability up to 8th level. You do not need to qualify for the maneuver, and it may be from any discipline.

You're tough, its how you get things done.
 * At 3rd level, you gain an additional 1 hp per level. You also have never been seen eating or drinking.  You no longer need to eat or drink.
 * At 9th level, you gain an additional 1 hp per level. And come to think of it, you've never been seen sleeping.  You do not need to sleep and are immune to sleep effects.
 * At 15th level, you gain an additional 1 hp per level. People are beginning to wonder how you manage to endure running on foot so long or swimming under the ocean.  You do not need to breathe, and are immune to fatigue and exhaustion.

No need to sugarcoat it.
 * At 3rd level, each day you spend adventuring (and not just in downtime) you may make a Search check. You gain that amount in gold, surely from breaking pots and finding gold in bushes and monster corpses.
 * At 9th level, you gain an inherent sense of gold. You automatically can appraise any item you see and know precisely how many coins are in that pile.  You also gain a search check whenever you are within 20 feet of hidden valuables.
 * At 15th level, sometimes you need the right tool for the job. Fortunately you picked it up somewhere, and you just remembered it now.  As a full-round action you may rummage your bag and pull out an item with a value under 1000 gp.  The cost of the item is immediately deducted from your supply of funds.  You've always had it, you simply forgot when you grabbed it.

Strange voices telling them to press X to call Jason, press B to boost through, and to do barrel rolls. Though a bit crazy, the voices sometimes give good advice.
 * At 3rd level, a wandering hero can spend a standard action to divine something about their current situation that will help, some kind of hint. The hint does not solve the issue for them, but is supposed to be helpful.  Attempting to divine an answer on the same topic simply nets the same response.  This is a supernatural ability.
 * At 9th level, a wandering hero is treated as having made the knowledge check to identify any creature he's defeated in the past. They should codify it and turn it into some easily accessible bestiary or something.
 * At 15th level, a wandering hero may cast foresight as a spell-like ability equal to their Charisma modifier/day (minimum 1). The caster level is equal to their class level.

But some have learned the art of the bard and turned their music into magic.
 * At 3rd level, at the start of the day choose any bard spell up to 1st level. With a DC 20 Perform check you can cast that spell by performing.  The casting time is the same as the spell, and it still requires any other components as usual.  Each time you use the spell, the DC rises by +5, and resets when you rest for 8 hours.  You may also use the fascinate ability of the bard at will.
 * At 9th level, at the start of the day choose any bard spell up to 3rd level. With a DC 20 Perform check you can cast that spell by performing.  The casting time is the same as the spell, and it still requires any other components as usual.  Each time you use the spell, the DC rises by +10, and resets when you rest for 8 hours.  This is in addition to the previous spell gained by Wandering Bard.  You may also use the inspire competence ability of a bard at will.
 * At 15th level, at the start of the day choose any bard spell up to 5th level. With a DC 20 Perform check you can cast that spell by performing.  The casting time is the same as the spell, and it still requires any other components as usual.  Each time you use the spell, the DC rises by +15, and resets when you rest for 8 hours.  This is in addition to the previous spell gained by Wandering Bard.  You may also use the inspire courage ability of a bard of your level, but only 1/day.

 : At 4th level, you seem to obtain a magical inventory. Any bag you use acts as if it were a handy haversack, and you can access this haversack through any bag you use. As normal for a haversack, removing items is a move action. The hammerspace, as it is called, holds up to 100 lbs per class level and up to 20 cubic feet per class level. Finally you may assign one item in your hammerspace which you may draw out as a free action (replacing anything in your hand, which you may toggle back and forth at will). Assigning an item takes a full-round action.

At 9th level, you may assign up to two items which you always can have on hand.

At level 13th you may assign up to three items.

 : At 5th level, a wandering hero is not alone. They may assign an animal as their special mount. This functions identically as the paladin class feature, though it is usually a horse from the material plane, and you may summon it to your side or dismiss it at will.

You may, however, assign a willing ally as your special mount, such as a druid who is in riding form. If you do, the ally does not gain any of the special abilities of the paladin mount, except for the ability to summon said creature to your side, if they are willing. Such creatures can break to bond at any time, and you are aware when it occurs.

 : At 7th level, you have this uncanny ability to use a rope and grappling hook. With a little set up and possibly some magical and mechanical aid, you can fire the grappling line at high speed, dealing 1 point of damage to its target and sticking in as an attack action. You may then retract it dramatically, pulling yourself up in the same motion and provoking attacks of opportunity for movement. If you fire it at an object or creature which weighs less than you, it is pulled towards you rather than vice versa. If the grappling hook does not deal damage to the object or hook on something it is unable to grapple. Many choose to purchase adamantine grappling hooks to ensure only the toughest walls can resist.

 : At 10th level, a wandering hero always keeps a backup potion, bottled up fey, or other McGuffan handy in case they bite the big one. If they drop below 0 hp they may use heal on themselves as an immediate action, 1/day. This likely prevents them from dying, and occurs before they are turned to ash or otherwise slain. The caster level is equal to your class level.

 : At 11th level, a wandering hero has wandered far and wide. And sometimes, it's difficult to get back where you were. Fortunately the wandering hero can set up 1 warp point for every five class levels they possess. Setting up a warp point takes 1 hour of focus, at which point a wandering hero may use teleport to transport himself and allies back to one of their set warp points with no errors. The wandering hero may teleport to his warp points Charisma modifier/day (minimum 1).

 : At 19th level, a wandering hero does not accept defeat. He will try and try and try again until his quest is complete. A wandering hero can create a magical crystal which floats in place. The crystal costs 25,000 gp and takes a week to create, but remains there for as long as it is not destroyed. He may visit his save point at any time and "save" by resting for 8 hours within 60 feet of it. If he ever dies his body vanishes, and he respawns in 24 hours at his save point with the items, experience, and other abilities that he had at the last time he saves. However consumable items used are still used up when he respawns, and he recalls details up to the moment of his death. He also has one negative level which cannot be removed for 24 hours, but otherwise suffers no loss in reviving. If the save crystal is broken, he must re-create a new one from scratch. The crystal is about 1 foot tall, has 40 hit points, hardness 20, and a break DC of 40. He may only have one save crystal at a time.

Tales are told of him, and he gains a +10 bonus on any social skill checks (bluff, diplomacy, gather information, and intimidate) when people realize who he is. With the hopes and dreams of people guiding your quest to make it happen, you can call on them for aid when you need it most. As a free action once per week, you may cast miracle to achieve anything related to your current quest.

Epic Wandering Heroes
Destiny: At 25th level and every five levels beyond, your destiny bonus rises by one.

Signature Weapon: At level 22nd and every even level, your signature weapon bonus rises by 1. You may now increase your maximum enhancement bonus on weapon attack and damage above +5, allowing you to deal epic damage.

Special Ability: At 21st level and every three levels beyond, you may gain an additional special ability. Alternatively, you may select a normal or an epic bonus feat.

Elven Wandering Hero Starting Package
Weapons: Longsword.

Skill Selection: Pick a number of skills equal to 6 + Int modifier.

Feat: Quick Draw.

Bonus Feats: Knight in Shining Armor

Gear: Chain Shirt

Gold: 10 gp.

Playing a Wandering Hero
Religion: Religion is a difficult thing to know about wandering heroes as, for some reason, so many of them are silent. Are they religious? Who do they worship? Who knows, who knows...

Other Classes: The wandering hero is appreciated and, ironically in spite of their quiet behaviors, often become leaders of parties against terrible monsters that threaten time and space. Heros know to appreciate all classes for what they do, and that appreciation is often shown in return.

Combat: The wandering hero belongs on the front lines, in the face of the terrible golem, climbing the giant, or chasing down the dragon. While not as tough as a barbarian and lacking magic like a paladin, wandering heroes make due with their fantastic skills and unique styles and methods of combat. They enjoy magical items and often use them in combat and out.

Advancement: Martial classes which compliment their fighting style are always an option for the wandering hero.

Wandering Heroes in the World
"You shouldn't have done that."

Daily Life: The wandering hero is always on a quest, be it as small as obtaining the groceries, or as large as saving the world. In the mind of the wandering hero, life is a series of tasks, and achievement is rewarded with little mental trophies of success.

Notables: A mysterious elven or halfling wandering hero in a green tunic is said to have saved the world many a time. However as such tales are spread through history it is unsure if this person is real, immortal, or simply continues to appear when he is needed.

Organizations: Wandering heroes do not organize, they wander. Though they do not always fight alone, they are ultimately loners off to the next adventure.

NPC Reactions: A wandering hero often has an air of mystery about them, but as they often mean hope in times of trouble people embrace the wandering hero as their savior.

Wandering Hero Lore
Characters with ranks in Knowledge History can research wandering heroes to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Wandering Heroes in the Game
Sample Encounter: Terrible colossi threaten the land. The wandering hero has gone after them, but he'll need your help!

EL 10: PENDING