Folk Hero (3.5e Class)
Folk Hero[edit]
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<-general description->.
Making a Folk Hero[edit]
<-Strong points and weak points, and effectiveness with party members.->.
Abilities: <-description of most important attributes for this class->.
Races: <-description of relative likelihood of various races to join this class->.
Alignment: <-alignments allowed for this class, or write "Any"->.
Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).
Starting Age: Complex or "As wizard". Being a folk hero takes a lot of time and experience, you don't get to be a hero at 16 (well usually not).
Level | Base Attack Bonus |
Saving Throws | Special | ||||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +0 | +0 | Animal Companion, I Reckon, Smite Big Monsters (1/day) | ||||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +0 | +0 | Hard-as-Nails, Grandma Recipe (Antidote, Warm Milk) | ||||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +1 | +1 | Supernatural Health, Fatigue Resistance, Endurance | ||||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +1 | +1 | Turn Pests, Farming Style 1, Grandma Recipe (Tourtière) | ||||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +1 | +1 | Smite Big Monsters (2/day), Iron Will | ||||||||||||||||||||||||||||||||||||
6th | +6/+1 | +5 | +2 | +2 | Summon Cat Swarm (Large) | ||||||||||||||||||||||||||||||||||||
7th | +7/+2 | +5 | +2 | +2 | Grandma Recipe (Scooby-Snacks) | ||||||||||||||||||||||||||||||||||||
8th | +8/+3 | +6 | +2 | +2 | Farming Style 2, Improved Hide Armor | ||||||||||||||||||||||||||||||||||||
9th | +9/+4 | +6 | +3 | +3 | Green Thumb, Tireless Worker, Grandma Recipe (Syrup) | ||||||||||||||||||||||||||||||||||||
10th | +10/+5 | +7 | +3 | +3 | Smite Big Monsters (3/day) | ||||||||||||||||||||||||||||||||||||
11th | +11/+6/+1 | +7 | +3 | +3 | Summon Cat Swarm (Huge), Grandma Recipe (Ragoût) | ||||||||||||||||||||||||||||||||||||
12th | +12/+7/+2 | +8 | +4 | +4 | Farming Style 3, Exquisite Hide Armor | ||||||||||||||||||||||||||||||||||||
13th | +13/+8/+3 | +8 | +4 | +4 | Legendary Health, Damage Reduction (1/Adamantium or Magic) | ||||||||||||||||||||||||||||||||||||
14th | +14/+9/+4 | +9 | +4 | +4 | Fast Movement (+10ft), Grandma Recipe (Str) | ||||||||||||||||||||||||||||||||||||
15th | +15/+10/+5 | +9 | +5 | +5 | Smite Big Monsters (4/day), Natural Armor (+1) | ||||||||||||||||||||||||||||||||||||
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Farming Style 4, Summon Cat Swarm (Garg), Grandma Recipe (Cream Sugar) | ||||||||||||||||||||||||||||||||||||
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Aura of Courage, Natural Armor (+2) | ||||||||||||||||||||||||||||||||||||
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Damage Reduction (2/Adamantium or Magic) | ||||||||||||||||||||||||||||||||||||
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Natural Armor (+3) | ||||||||||||||||||||||||||||||||||||
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Smite Big Monsters (5/day), Summon Cat Swarm (Col), Damage Reduction (3/Adamantium or Magic) | ||||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Folk Hero.
Weapon and Armor Proficiency: The folk hero is proficient with all simple weapons and with the "folk hero" weapons : throwing axe, light hammer, handaxe, sap, flail, scythe and kama (which are the weapons affected by the "Harvester" perk). The folk hero is proficient with light armors and hide armor, but not with shields.
Animal Companion: A folk hero gains an animal companion as a druid of his farmer level. The animal companion is a horse, dog, cow, bull, ox, goat, ram, camel, bison, lamb, or chicken, so it can be used in the fields.
I Reckon: The folk hero hears a lot of gossip from the locals over time. For that reason they possess an ability similar to bardic knowledge, but instead it is based on their wisdom modifier. A folk hero may make a special I Reckon check with a bonus equal to his farmer level + his Wisdom modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. If the folk hero has 5 or more ranks in Knowledge (local), he gains a +2 bonus on this check.
A successful I Reckon check will not reveal the powers of a magic item but may give a hint as to its general function. A folk hero may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
Smite Big Monsters: Call it luck or experience, but a folk hero has a knack for taking down the big monsters that prey on small villages when there ain't no knight or paladin around. A folk hero has an almost supernatural smite against them.
Once per day, a folk hero may attempt to smite a big monster with one normal melee attack. This is similar to the paladin ability but he adds his Wisdom modifier (if any) to his attack roll and deals 1 extra point of damage per folk hero level. The monster must be Large or bigger, and monstrous in some way (monstrous humanoid qualify, but not humanoids such as elves or drows).
At 5th level, and at every five levels thereafter, the folk hero may use Smite Big Monsters one additional time per day, as indicated on Table: The Folk Hero, to a maximum of five times per day at 20th level.
Hard-as-Nails: Due to all that hard work in the fields, carrying stuff on his shoulders while wearing skin-tearing hides, the folk hero's skin is extremely tough. Beginning at 2nd level, a folk hero gains an AC bonus equal to his Constitution Modifier. He loses these bonuses when wearing medium, heavy or non-hide armor.
Grandma Recipes: Whether it's been passed down through generations or just plainly invented by him, the folk hero knows recipes that are so good they feel magical. Cooking such special recipes requires time and care. The folk hero must first buy ingredients (the cost being 0.5 gold (or 5 silver)/portion/level (the level of the recipe, which is the level at which said recipe is learned)), and cook the recipe, which takes an hour. The folk hero can cook a number of portion of the same recipe equal to his level divided by 2 + his Wisdom modifier (ex. 3 tourtières at level 6, 4 if his Wisdom modifier is +1). Starting at level 4, the folk hero can cook two recipes at the same time, but it takes him an hour and a half.
At 2nd level, the folk hero learns two recipes : Antidote and Warm Milk. At 4th, he learns Tourtière. At 7th, Scooby-Snacks. At 9th Syrup, at 11th Ragoût, at 14th ??? and at 16th Cream Sugar.
- Antidote:
- Warm Milk: The imbiber regains 2 HP/level when sleeping instead of the normal 1/level (must be drank before sleeping). Drinking a second portion has no effect.
- Tourtière: Heals the target by 1d8 every 5 levels (5:2d8, 10: 3d8, 15: 4d8, 20:5d8). A target may only be affected by a tourtière once per day and the target must be able to eat (he can't if he's unconscious).
- Scooby-Snacks: The target gains a +4 morale bonus against fear effects for an hour. If the target eats some while being shook, afraid or panicked, the effect ends. Once again the target must be able to eat. Eating a second portion increases the morale bonus to +6, a third to +8 and a fourth to +10 (max +10, eating a fifth has no effect).
- Syrup: The imbiber gains a +2 bonus to Fortitude saves, and an additional +2 against diseases (magical and non-magical). Lasts 1 hour. Drinking a second portion has no effect. If the imbiber is already affected by a disease, he may roll a new Fortitude save when he drinks the syrup.
- Ragoût de boulettes: The imbiber gains a +4 bonus to his Constitution score, and temporary hit points from the increased Con score. Lasts 1 hour. Eating a second portion has no effect. This recipe takes two hours to cook and the folk hero must be in a kitchen that has decent cookware.
- ???: The target gains a +2 bonus to his Strength score. Lasts half an hour. Eating a second portion has no effect.
- Cream Sugar/Sucre à la crème: The target is affected by the effects of a Haste spell. Lasts 5 minutes. Target must be able to eat and eating a second portion only extends the effect by 5 minutes, but eating a third has no effect (a target may only be affected by Cream Sugar twice per day).
Supernatural Health: At 3rd level, a folk hero gains immunity to all diseases, but not to supernatural and magical diseases.
Fatigue Resistance: At 3rd level, a folk hero gains a +2 bonus against all sleep effects.
Endurance: At 3rd level, a folk hero gains Endurance as a bonus feat.
Turn Pests: When a folk hero reaches 4th level, he knows just the right pesticides to turn plants, vermin, and animals. He may use this ability a number of times per day equal to 3 + his Wisdom modifier. He turns plants, vermin, and animals as a cleric of three levels lower would turn undead.
Farming Style: At 4th level a folk hero decides what his focus in farming will be. At 8th, 12th, and 16th level he gains additional benefits to whatever farming style he originally took.
Gardener : At 4th level, his turning of plants is equal to his folk hero level. In addition, he gains Entangle as a bonus spell (1/day). His caster level is equal to his folk hero level, and Wisdom is his main ability for casting. At 8th level, he learns Wood Shape (1/day), at 12th Soften Earth and Stone (1/day) and at 16th Control Water (1/day). All his spells work through the use of mystic ingredients, hence, the folk hero must use two ingredients from his Grandma Recipes to make these "spells" work. He also gains half his class level to Knowledge (Nature) or Survival checks to identify plants.
Harvester : You gain Weapon Focus in all folk hero class weapons at 4th level. At 8th level you gain Weapon Specialization, Greater Weapon Focus at 12th level, and then Greater Weapon Specialization at 16th level. It applies to all folk hero weapons.
Rancher : At 4th level your effective druid level for your animal companion rises by 1. At 8th, 12th, and 16th level it rises by 1 again to a total of +4 effective levels at 16th level.
Agribusiness : You gain a 25% bonus to Profession checks to earn money at 4th level. At 8th level this bonus becomes 50%, at 12th level it becomes 75%, and at 16th level it becomes 100% effectively doubling your profits.
Iron Will: At 5th level, the folk hero gains Iron Will as a bonus feat.
Summon Cat Swarm: At 6th level, a folk hero learns how to "summon" a cat swarm of Large size (occupies 10 feet x 10 feet). At 11th level it increases to Huge, at 16 to Gargantuan, and at 20 to Colossal. To "summon" it, the folk hero must throw a milk bowl or some catnip (BAB+Dex, or just drop it). Using one ingredient for his Grandma Recipes works, or a simple Warm Milk (even if not warm). Depending on the surrounding cats, the swarm appears in one round (in a city), or in two or three. Cats may even appear the same round if the DM mentioned there are some nearby, or may not appear if the folk hero is in a zone where no cats live. The cats attack everything nearby (they go crazy), but another ingredient or milk is required to make them move.
Improved Hide Armor: At 8th level, a folk hero learns how to weave his hide armor so intricately that it increases the given AC by 2.
Green/Brown Thumb: Beginning at 9th level, a folk hero with a Wisdom score of 12 or higher can heal plants by touch. Each day he can heal a total number of hit points of damage equal to his folk hero level × his Wisdom modifier. A folk hero may choose to divide his healing among multiple plants, and he doesn’t have to use it all at once. Using Green Thumb is a standard action.
Alternatively, a folk hero can use any or all of this power to harm plant creatures. Using Brown Thumb, the polar opposite of Green Thumb, in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The farmer decides how many of his daily allotment of points to use as damage after successfully touching a plant creature.
Tireless Worker: At 9th level, the folk hero is immune to all fatigue or sleep effects, be they natural or magical.
Exquisite Hide Armor: At 12th level, a folk hero learns how to weave his hide armor so intricately that it increases the given AC by another 1 (total +3).
Ex-<-pluralized class name->[edit]
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
Epic <-class name->[edit]
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21st | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
22nd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
23rd | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
24th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
25th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
26th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
27th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
28th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
29th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
30th | <-any improvements to class features gained at this level, including any bonus feats-> | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package[edit]
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
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<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"-> |
<-Skill name-> | <-4 for class skills and 2 for cross-class skills-> | <-Abbreviated key ability-> | <-armor check penalty based on starting armor. If inapplicable put "—"->
<-copy and paste the rows as necessary.-> |
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Campaign Information[edit]
Playing a <-class name->[edit]
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
<-pluralized class name-> in the World[edit]
“ | <-Some quote from a character of this class-> | ” |
—<-NPC name->, <-race-> <-class-> |
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore[edit]
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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5 | <-common knowledge->. |
10 | <-not so common knowledge->. |
15 | <-rare information->. |
20 | <-very rare information->. |
<-pluralized class name-> in the Game[edit]
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
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