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Accidental HeroD&D 3e (3.0/3.5) Rulesby Joe MashugaWhen most humans think about the heroes of Krynn, they remember the tales of Huma Dragonbane, Cathan Twice-Born, Caramon Majere, or his son Palin. Dwarven clans tell of Kharas and Flint Fireforge, while elven minds drift to Laurana, Silvanos, or even Silvanoshei. If these same races were asked about kender heroes, they often pause uncomfortably before mumbling the name Tasslehoff Burrfoot. Knowledgeable audiences may know of Kronin Thistleknot, but it is a sad fact that most kender are overlooked. Kender heroes are more common than one would think, but most races simply overlook the small folk. They are often the unsung heroes of a band, yet their actions prove to be as noteworthy as their larger friends. These heroes are often thrust into this role by chance, thus the misnomer of the "accidental hero" was born. RequirementsTo qualify to become an accidental hero, a character must fulfill all the following criteria: Race: Must be a kender. Class SkillsThe accidental hero's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Class FeaturesWeapon and Armor Proficiency: An accidental hero is proficient with all simple weapons. If you use "kender weapons," the accidental hero is proficient with all kender weapons. In addition, he is proficient with light armor. Big Pockets (Su): Most kender's possessions are in a constant state of flux, and are shuffled about the kender's person. At 1st level, the accidental hero's pouches can hold 10 pounds worth of contents per class level, without any adjustment in weight or size. The accidental hero's pouches can hold items up to 8 inches (20 cm) in length, width, and/or depth. If the accidental hero's pouches are removed, they immediately lose their extra carrying capacity, spilling any excess contents (much to the chagrin of city guards). Kender Tales: An accidental hero has a chance to know nearly anything, either from his own experience or from the tales of fellow kender. This ability functions exactly like bardic knowledge (see the Bard class in Chapter 3 of the Player's Handbook), except that the check modifier equals the character's accidental hero level + his Intelligence modifier. If the character has bard levels as well, these stack with accidental hero levels for the purpose of determining this modifier. If the character fails his kender tales check, he remembers a false or imagined piece of information. The player should feel free to make up his own piece of knowledge. Kender Pouches (Su): At 2nd level, an accidental hero's pouches can come through for a kender in crisis. An accidental hero can reach into his pouches as a move-equivalent action and pull out a special item. The accidental hero can use this ability once per day, with an additional daily use at levels 6 and 10. The character rolls 1d4, adds his accidental hero class level, and consults the following table.
Other items may be added or substituted as necessary. The accidental hero may only have one special item at a time. If the item is ever dropped, lost, traded, or placed in a container (such as the accidental hero's pouches), it immediately loses all properties. Sneak Attack: As the rogue ability. If the accidental hero already has this ability from a previous class, the damage bonuses stack. Lucky Topknot (Ex): At 3rd, 6th, and 9th level, the accidental hero gains extraordinary good luck. He may reroll a single die roll that he has just made, but he must take the result of the reroll even if it is worse than the original result. This ability stacks with itself as shown above, and also stacks with the granted power of the Luck domain. Rogue Ability: At 4th level, the accidental hero can choose one ability from the special abilities heading of the rogue class (as described on page 48 of the Player's Handbook). The accidental hero cannot choose an ability that he already possesses, with the exception of skill mastery (in which case the hero must select different skills to master). He may choose another special ability at levels 7 and 10. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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Palanthas
