Tinker Gnome
Adventurer
The Hero From Another World
Hero's from another world are individuals who for whatever reason, be it by a magical portal, or any other reason, are people from Earth who have been transported to a Fantasy world.
A Hero from Another World uses his Luck score(detailed below) for many things.
The Luck Stat: You roll for the luck stat like you would any other stat, and the modifiers are the same as for the other stats.
Abilities: Luck is the Hero From Another Worlds main stat. He adds his luck modifier to his saves. He uses his Luck modifier insead of his Strength score for purposes of attacking. The Hero from Another World also adds his luck modifier to his Armor Class. The Hero From Another World also adds his luck modifier to all his saves. The Hero From Another World also adds his luck modifier to his hit points, in addition to their constitution modifier.
Race: Human
Alignment: Any
Hit Die: d6
BAB: 3/4
Saves: Good Fort, Ref, And Will
Armor and Wepaons Proficieny: The Hero From Another Worlds are proficient with one Simple or Martial Wepaon of their choosing. They are also proficient with Light Armor and Shields.
Class Skills: The Hero From Another World Class skills are Craft (Int), Hea l(Wis), Tumble (Dex), Balance (Dex), Bluff (Cha), Disguise (Cha), Diplomancy (Cha), Jump (Str), Escape Artist (Dex), Listen (Wis), Innuendo (Wis), Move Silently (Dex), Use Magic Device (Luck), Use Rope (Dex), and Knowledge (Earth) (Int)
Skill points at first level: (4 + Int modifier) X4
Skill pints at each additional level: 4 + Int Modifier
Luck Points: A Hero From Another World receives 1d10 + his Luck modifier in Luck points every day. He may add these to a skill roll, or to an attack roll, as well as a saving thow roll. He may also intersperse the use of these points throughout the day. Meaning, he may use two pints for one thing, then later in the day, use another five points.
As fate may have it: Starting at fifth level the Hero From Another World may choose to re-roll a failed skill check or saving thow once a day. This ability increases to twice a day at tenth level, three times a day at fifteenth level, and four times a day at twentieth level.
Defining Trait: All Heros from Another World have a defining trait that can usually help them in some way. They receive a defining trait at first level, and receive an additional one at every five levels thereafter. Here are some defining traits for a Hero From Another World.
Voluminous Trenchcoat - character has a unique trench coat whose pockets contain many mysterious objects which the character himself may be unaware of until he draws them forth. In a stressful situation, the character may absentmindedly sift through his pockets and accidentally find something to aid him.
Improvised Replacement Limb - the character had an "accident" which deprived him of one of his limbs (for instance, his hand became possessed by the Forces of Darkness and had to be exorcised from his body) and was forced to hastily find a replacement. This crude replacement isn't capable of feats of fine manual dexterity... blah, blah, blah.
Prophecy of Coincidence - the character seems to have a knack for matching the description of a key figure in any given prophecy. Of course, this means that those who believe the prophecy will expect him to live up to his side of it.
This is all i was able to come up with for right now. So, what can I do to improve on it?
Hero's from another world are individuals who for whatever reason, be it by a magical portal, or any other reason, are people from Earth who have been transported to a Fantasy world.
A Hero from Another World uses his Luck score(detailed below) for many things.
The Luck Stat: You roll for the luck stat like you would any other stat, and the modifiers are the same as for the other stats.
Abilities: Luck is the Hero From Another Worlds main stat. He adds his luck modifier to his saves. He uses his Luck modifier insead of his Strength score for purposes of attacking. The Hero from Another World also adds his luck modifier to his Armor Class. The Hero From Another World also adds his luck modifier to all his saves. The Hero From Another World also adds his luck modifier to his hit points, in addition to their constitution modifier.
Race: Human
Alignment: Any
Hit Die: d6
BAB: 3/4
Saves: Good Fort, Ref, And Will
Armor and Wepaons Proficieny: The Hero From Another Worlds are proficient with one Simple or Martial Wepaon of their choosing. They are also proficient with Light Armor and Shields.
Class Skills: The Hero From Another World Class skills are Craft (Int), Hea l(Wis), Tumble (Dex), Balance (Dex), Bluff (Cha), Disguise (Cha), Diplomancy (Cha), Jump (Str), Escape Artist (Dex), Listen (Wis), Innuendo (Wis), Move Silently (Dex), Use Magic Device (Luck), Use Rope (Dex), and Knowledge (Earth) (Int)
Skill points at first level: (4 + Int modifier) X4
Skill pints at each additional level: 4 + Int Modifier
Luck Points: A Hero From Another World receives 1d10 + his Luck modifier in Luck points every day. He may add these to a skill roll, or to an attack roll, as well as a saving thow roll. He may also intersperse the use of these points throughout the day. Meaning, he may use two pints for one thing, then later in the day, use another five points.
As fate may have it: Starting at fifth level the Hero From Another World may choose to re-roll a failed skill check or saving thow once a day. This ability increases to twice a day at tenth level, three times a day at fifteenth level, and four times a day at twentieth level.
Defining Trait: All Heros from Another World have a defining trait that can usually help them in some way. They receive a defining trait at first level, and receive an additional one at every five levels thereafter. Here are some defining traits for a Hero From Another World.
Voluminous Trenchcoat - character has a unique trench coat whose pockets contain many mysterious objects which the character himself may be unaware of until he draws them forth. In a stressful situation, the character may absentmindedly sift through his pockets and accidentally find something to aid him.
Improvised Replacement Limb - the character had an "accident" which deprived him of one of his limbs (for instance, his hand became possessed by the Forces of Darkness and had to be exorcised from his body) and was forced to hastily find a replacement. This crude replacement isn't capable of feats of fine manual dexterity... blah, blah, blah.
Prophecy of Coincidence - the character seems to have a knack for matching the description of a key figure in any given prophecy. Of course, this means that those who believe the prophecy will expect him to live up to his side of it.
This is all i was able to come up with for right now. So, what can I do to improve on it?
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