THE TOUGH HERO
Ability: Constitution
Hit Die: 1d10
Action Points: Tough
heroes gain a number of action points equal to 5 + one-half their character
level, rounded down, at 1st level and every time they attain a new level in
this class.
Class Skills
The Tough hero’s class skills (and
the key ability for each skill) are: Climb (Str), Concentration (Con), Craft
(mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge
(current events, streetwise) (Int), Profession (Wis), Read/Write Language
(none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
Also, the starting background the
character selects can provide additional class skills to choose from.
Skill Points at 1st Level: (3 + Int
modifier) x4.
Skill Points at Each Additional
Level: 3 + Int modifier.
Table: The Tough Hero |
|||||||
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Class Features |
Defense Bonus |
Leadership Bonus |
1st |
+0 |
+1 |
+0 |
+0 |
Talent |
+1 |
+0 |
2nd |
+1 |
+2 |
+0 |
+0 |
Bonus feat |
+2 |
+0 |
3rd |
+2 |
+2 |
+1 |
+1 |
Talent |
+2 |
+1 |
4th |
+3 |
+2 |
+1 |
+1 |
Bonus feat |
+3 |
+1 |
5th |
+3 |
+3 |
+1 |
+1 |
Talent |
+3 |
+1 |
6th |
+4 |
+3 |
+2 |
+2 |
Bonus feat |
+3 |
+2 |
7th |
+5 |
+4 |
+2 |
+2 |
Talent |
+4 |
+2 |
8th |
+6/+1 |
+4 |
+2 |
+2 |
Bonus feat |
+4 |
+2 |
9th |
+6/+1 |
+4 |
+3 |
+3 |
Talent |
+5 |
+3 |
10th |
+7/+2 |
+5 |
+3 |
+3 |
Bonus feat |
+5 |
+3 |
Starting Feats
In addition to the two feats all
characters get at 1st level, a Tough hero begins play with the Simple Weapons
Proficiency feat.
Class Features
All of the following are class
features of the Tough hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th
level, the Tough hero selects a talent from the following talent trees. Some
trees have a set order that must be followed, while others provide a list to
choose from. As long as the hero qualifies, he or she can select freely from
any and all talent trees. No talent can be selected more than once unless
expressly indicated.
Natural Armour 2/+1: The tough hero gains a damage
reduction from Natural Armour of 2/+1. This stacks with damage reduction from
worn Armour.
Prerequisites:
One talent from any of the other three trees
Natural Armour 4/+3: The tough hero gains a damage
reduction from Natural Armour of 4/+3. This stacks with damage reduction from
worn Armour.
Prerequisite:
Natural Armour 2/+1
Natural Armour 6/+5: The tough hero gains a damage
reduction from Natural Armour of 6/+5. This stacks with damage reduction from
worn Armour.
Prerequisite:
Natural Armour 4/+3
Note:
For more information on how damage reduction and armour work, see the combat
section.
Energy Resistance Talent Tree
The Tough hero is particularly
resistant to certain kinds of deadly energy effects. These talents can be
selected in any order.
Acid Resistance: The
Tough hero ignores an amount of acid damage equal to his or her Constitution
modifier.
Cold Resistance: The
Tough hero ignores an amount of cold damage equal to his or her Constitution
modifier.
Electricity Resistance:
The Tough hero ignores an amount of electricity damage equal to his or her
Constitution modifier.
Fire Resistance: The
Tough hero ignores an amount of fire damage equal to his or her Constitution
modifier.
Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion
damage equal to his or her Constitution modifier.
Unbreakable Talent Tree
The Tough hero is particularly
resilient thanks to the following talents.
Remain Conscious: The
Tough hero gains the ability to continue to perform actions when he or she
would otherwise be considered unconscious and dying. When the Tough hero’s hit
points reach –1, the hero can perform as though he or she were disabled, making
either an attack action or a move action every round until the hero reaches –10
hit points (and dies) or the hero’s hit points return to 1 or higher. The hero
can choose to succumb to unconsciousness if he or she thinks that doing so might
prevent him or her from taking more damage.
Robust: The Tough hero
becomes especially robust, gaining a number of hit points equal to his or her
Tough level as soon as he or she selects this talent. Thereafter, the hero
gains +1 hit point with each level of Tough he or she gains.
Second Wind: The Tough
hero can spend 1 action point to gain a second wind. When the hero does this,
he or she recovers a number of hit points equal to his or her Constitution
modifier. This talent does not increase the Tough hero’s hit points beyond the
character’s full normal total.
Fast Healing Talent Tree
Fast Healing: The tough hero heals twice as
many hit points per day.
Improved Fast Healing: The tough hero heals twice as many
hit points per day. This multiples with fast healing to total to four times as
many hit points per day.
Prerequisite:
Fast healing
Advanced Fast Healing: The tough hero heals twice as
many hit points per day. This multiples with fast healing and improved fast
healing to total to eight times as many hit points per day.
Prerequisite:
Fast healing, improved fast healing
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th
level, the Tough hero gains a bonus feat. This feat must be selected from the
following list, and the Tough hero must meet any prerequisites.
Alertness, Athletic, Brawl,
Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush,
Improved Feint, Knockout Punch, Power Attack, Special Weapons Proficiency,
Streetfighting, Toughness, Ultra Immune System, Vehicle Expert.