Hopeful (3.5e Class)
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A short class which uses the power of hope to help themselves and others achieve their goals. 3 0 Moderate Good Good Good Other Other
When the going gets tough, the tough get going. Be it from hotblood, faith, or simply a need to survive the hopeful never gives up hope, and their optimism is infectious.
Making a Hopeful
Abilities: Hopefuls don't need any particular ability score to succeed (though they will need one for any of their other classes). As usual, Constitution is important to anyone.
Starting Gold: 5d4×10 gp (125 gp).
|1st||+0||+2||+2||+2||Bolster Morale +1, Partial Class Advancement, Pray, Second Chance|
|2nd||+1||+3||+3||+3||Bolster Morale +2, Second Wind, Swift Aid|
|3rd||+2||+3||+3||+3||Bolster Morale +3, Never Give Up, They'll Be Ok|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Hopeful.
Weapon and Armor Proficiency: A hopeful is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Bolster Morale: The presence of a hopeful makes morale bonuses for effective. The morale bonuses for any allies within 60 ft of the hopeful (including themselves) increases by their class level (max +3). For the purpose of this ability, ability bonuses from rage are considered morale bonuses.
Partial Class Advancement: Hopeful levels stack with levels in one other pre-existing class of your choice (determined each time you take a level of hopeful though you don't need to have the class yet) for the purpose of determining abilities based off class level. For example, you can advance caster level, initiator level, sneak attack, rages per day, and other abilities. You do not gain new abilities granted by your class (including greater and mighty rage), nor do you learn any new maneuvers known or spells known.
Pray (Sp): As a standard action you can pray for success, allowing you to pull off a tiny miracle. This duplicates the effect of any cleric spell of a level no higher than 1/4th your character level (maximum 5th level spells at 20th, minimum 0th). The DC for these spells is 10 + Spell Level + your highest mental ability score. However, the nature of this ability limits it to only working when in a stressful situation where you could not take 10, and you can only pray once every 5 rounds. You may use this ability 1/day, plus another at 4 HD and every four HD beyond. Unlike most spell-like abilities you must still pay any expensive material or XP costs. Lastly, it can only be used for the purposes of succeeding at your current task. The forces that be may deny your prayers if it does not serve this purpose. Such is the fickle nature of prayers.
Second Chance (Ex): A hopeful can roll twice on any d20 roll they or an ally within 60 ft makes as an immediate action, and take the better result. At first they can only do this 1/day, but it rises to 3/day at 2nd level, and at will at 3rd level.
Second Wind (Ex): Once per day, a 2nd level hopeful can recover 5 hp per character level as a non-action to themselves or any ally within 60 ft.
Swift Aid (Ex): At 2nd level, the hopeful can aid another as a swift action.
Never Give Up (Ex): The 3rd level hopeful never gives up. Any morale bonuses (including rage) cannot be suppressed, dispelled, or otherwise removed. Effects which give morale bonuses last twice as long, and the hopeful is immune to morale penalties.
They'll Be Ok (Ex): At 3rd level, a hopeful can save any of their allies from death. As a standard action with a range of touch, the hopeful can investigate the intact body of any creature who has died in the last 3 rounds and declare that they will be ok. Their hit points are set to a minimum of -1, or set to -1 if they died from something other than hit point damage (such as a [Death] effect).
Allies can also investigate the hopeful's body and use this, though they are limited to recovering the hopeful in only 1 round.
Halfling Hopeful Starting Package
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Use Magic Device||4||Cha||—|
Feat: Improved Initiative.
Gear: Chain Shirt.
Gold: 5 gp.
Playing a Hopeful
Religion: Religion isn't strictly required, but many hopefuls find hope through faith. Typically faith in gods of hope, of course.
Other Classes: The hopeful's eternal confidence may work well with heroic paladins, but less so the brooding hooded rogue or the grumpy stick-in-the-mud paladin types.
Combat: Hopefuls are just normal warriors on their own. Other classes usually define exactly what they do.
Advancement: Because hopefuls are defined by their other classes, their advancement is dictated by them.
Hopefuls in the World
|“||You prayed... and something happened!||”|
|—Paula, Child Human Psion|
Daily Life: Hopefuls can be anyone, and are usually the sunshine in the moody darkness.
NPC Reactions: Everyone but the most grim fellows like a hopeful.
Characters with ranks in Knowledge Local can research hopefuls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||Hopefuls have skills, but part of their strength is through their own self confidence, and the miracle of prayers.|
|15||Hopefuls can pull lucky second chances just when they need it.|
|20||Hopefuls cannot lose their hope, and can keep people alive through sheer willpower.|
|30||This lets you get information on specific hopefuls, their location, motivations, and general behavior.|
|Article Balance||Unquantifiable +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Other +|
|Class Ability Progression||Other +|
|Fortitude Save Progression||Good +|
|Identifier||3.5e Class +|
|Minimum Level||0 +|
|Reflex Save Progression||Good +|
|Skill||Autohypnosis +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Diplomacy +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Jump +, Knowledge +, Listen +, Perform +, Profession +, Ride +, Spot +, Survival +, Swim + and Use Magic Device +|
|Skill Points||4 +|
|Summary||A short class which uses the power of hope to help themselves and others achieve their goals. +|
|Will Save Progression||Good +|