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[Mini-Let's Read] Everyday Heroes, Character Creation & Game Design Elements
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<blockquote data-quote="Libertad" data-source="post: 9005826" data-attributes="member: 6750502"><p>To start things off, there aren't any rules for fire extinguishers or fire truck hoses. There is a brief mention that immersion in water or using a fire extinquisher automatically extinguishes a fire in regards to the Burning condition. Beyond this, a fire axe is an advanced melee weapon, and there's a fire suit that grants you DR 10 against fire. To give a sense of things, a salon flamer or molotov cocktail deals 1d4 fire damage, and those with the Burning condition take 1d4 fire damage per round. So the average firefighter's suit makes them not have to worry about most conventional heat sources. Incendiary grenades don't deal damage, given that they're easy to avoid and don't explode but instead are designed to weaken the protection of structures and equipment (PV 5, takes 1 round per AV to burn through).</p><p></p><p>The Emergency Services profession is most appropriate for a firefighter, in that it grants appropriate profiencies, iconic equipment, and its special feature lets an ally spend 1 Hit Die to recover hit points when you use first aid to stabilize them. As for being strong enough to carry people out of burning buildings, the average person would be 4 Bulk (an infant or very small child may be 3 Bulk). The Pack Rat feat adds +5 to your Bulk limit, so a hearty 14 Strength firefighter with that feat (12 Bulk unaffected, 13-23 Encumbered, Restrained at 24) can easily carry a grown adult (4 bulk), a fire axe (2 bulk), a fire suit (2 bulk), and a first aid kit (2 bulk) without having to worry about losing speed. </p><p></p><p>Moving on to party buffs, I covered in the above archetypes that work well for this. In terms of moral support the Leader seems to fit best. There is both a Religious Tradition background and a Faith profession, and the background has a special feature where once per long rest you can spend a reaction to grant advantage to an ally's saving throw. There's a minor feat called Lead by Example that can grant allies advantage on a group check if you roll and succeed on the check first.</p><p></p><p>As for healing, ED relies quite heavily on spending Hit Dice and using temporary hit points. The Smart Hero, particularly the Scientist, is the best for the latter, although for making people make the most of the former a DC 10 Medicine check made during a short rest lets a character roll each spent Hit Die twice and take the better value. Beyond that, there are 2 minor feats, Battlefield Medic and Great Cook, with abilities that let allies regain spent Hit Dice.</p><p></p><p>Boxing is easily handled through the Multiclass feats later. Depending on how impactful you want the boxing vs moral support to be, his primary class could be Charismatic Hero Leader or Strong Hero MMA Fighter, taking Multiclass feats for the other one.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9005826, member: 6750502"] To start things off, there aren't any rules for fire extinguishers or fire truck hoses. There is a brief mention that immersion in water or using a fire extinquisher automatically extinguishes a fire in regards to the Burning condition. Beyond this, a fire axe is an advanced melee weapon, and there's a fire suit that grants you DR 10 against fire. To give a sense of things, a salon flamer or molotov cocktail deals 1d4 fire damage, and those with the Burning condition take 1d4 fire damage per round. So the average firefighter's suit makes them not have to worry about most conventional heat sources. Incendiary grenades don't deal damage, given that they're easy to avoid and don't explode but instead are designed to weaken the protection of structures and equipment (PV 5, takes 1 round per AV to burn through). The Emergency Services profession is most appropriate for a firefighter, in that it grants appropriate profiencies, iconic equipment, and its special feature lets an ally spend 1 Hit Die to recover hit points when you use first aid to stabilize them. As for being strong enough to carry people out of burning buildings, the average person would be 4 Bulk (an infant or very small child may be 3 Bulk). The Pack Rat feat adds +5 to your Bulk limit, so a hearty 14 Strength firefighter with that feat (12 Bulk unaffected, 13-23 Encumbered, Restrained at 24) can easily carry a grown adult (4 bulk), a fire axe (2 bulk), a fire suit (2 bulk), and a first aid kit (2 bulk) without having to worry about losing speed. Moving on to party buffs, I covered in the above archetypes that work well for this. In terms of moral support the Leader seems to fit best. There is both a Religious Tradition background and a Faith profession, and the background has a special feature where once per long rest you can spend a reaction to grant advantage to an ally's saving throw. There's a minor feat called Lead by Example that can grant allies advantage on a group check if you roll and succeed on the check first. As for healing, ED relies quite heavily on spending Hit Dice and using temporary hit points. The Smart Hero, particularly the Scientist, is the best for the latter, although for making people make the most of the former a DC 10 Medicine check made during a short rest lets a character roll each spent Hit Die twice and take the better value. Beyond that, there are 2 minor feats, Battlefield Medic and Great Cook, with abilities that let allies regain spent Hit Dice. Boxing is easily handled through the Multiclass feats later. Depending on how impactful you want the boxing vs moral support to be, his primary class could be Charismatic Hero Leader or Strong Hero MMA Fighter, taking Multiclass feats for the other one. [/QUOTE]
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