The Hero From Another World

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?
 
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Is this based on any particular source material? I know you had to have at least one story specifically in mind. When I read this, due to the "The Hero From Another Worlds are proficient with one Simple or Martial Wepaon of their choosing." bit I think of either The Dragon and the George[/i[ (well, the Dragon Knight series, at any rate, since in The Dragon and the George the hero spends most of his time inhabiting the body of a dragon, and only returns human at the end) or alternatively, Michael Criton's Timeline (haven't seen the movie, don't intend to, I liked the book very much).

I'm not sure how I like basing things off a Luck stat. But then, I tried pulling that on my players once, and afterwords, the consensus was "We already have a luck stat... it's innate with US when we roll the dice" but then, groups vary.

I wonder if it would be possible to work in some kind of advantage this earth human might have with his knowledge of science (assuming modern earth and that he comes from a 1st world country)... I mean, it's not like he'd be able to predict an eclipse like in A Conneticut Yankee in King Arthur's Court but I'd assume he's seen a bicycle and knows at least the theory of how to make one... and if he then talked to a suficiantly skilled blacksmith...
 

Fieari said:
Is this based on any particular source material? I know you had to have at least one story specifically in mind. When I read this, due to the "The Hero From Another Worlds are proficient with one Simple or Martial Wepaon of their choosing." bit I think of either The Dragon and the George[/i[ (well, the Dragon Knight series, at any rate, since in The Dragon and the George the hero spends most of his time inhabiting the body of a dragon, and only returns human at the end) or alternatively, Michael Criton's Timeline (haven't seen the movie, don't intend to, I liked the book very much).

I'm not sure how I like basing things off a Luck stat. But then, I tried pulling that on my players once, and afterwords, the consensus was "We already have a luck stat... it's innate with US when we roll the dice" but then, groups vary.

I wonder if it would be possible to work in some kind of advantage this earth human might have with his knowledge of science (assuming modern earth and that he comes from a 1st world country)... I mean, it's not like he'd be able to predict an eclipse like in A Conneticut Yankee in King Arthur's Court but I'd assume he's seen a bicycle and knows at least the theory of how to make one... and if he then talked to a suficiantly skilled blacksmith...


Nothing really, i just sort of made it up out of my head. I made the luck stat because i honestly could not think of any other stat to use for luck. I dont like the idea of using Charisma for it.
 

Are they required to wear a school uniform at all times?
There are several anime shows about characters from modern earth ending up in a fantasy setting.

Also, be very careful about what technological knowledge they can use. They would be able to remember ideas, but are unlikely to remember enough details for tech to be really effective; they might remember the formula for gunpowder, but a useful gun requires good metallurgy and gun design.
Sea Wasp on rec.games.frp.dnd has often gloated about he bull:):):):)ted his DM into allowing low-level spells to create nuclear weapons when he played 'an American in Gondor' as he called it; so be careful.

Geoff.
 

Geoff Watson said:
Are they required to wear a school uniform at all times?
There are several anime shows about characters from modern earth ending up in a fantasy setting.

GAH, ok you got me. Two animes that influenced me to make this class were El Hazard, and Fushigi Yugi. I just posted a much more updated version of the class. Well, i just edited the post actually.

And no, they do not have to wear a school uniform. ;)
 

I like Prophesy of Coincidence... but, well... the others seem really... weird. A trenchcoat that has random stuff in it? The heck? No NOSE? These people are comming from EARTH, right? I'm guessing Improvised Limb is inspired by Army of Darkness... but while that's cool and all, I wouldn't really put it as a class thing.

Put Knowledge(Earth) as a class skill. Geoff is right, it wouldn't enable them to make guns, but perhaps gunpowder if they can get the parts (and make the successful Knowledge check to remember the formula). Unless they were themselves a nuclear physicist, they aren't going to know jack about nuclear weapons. But simple machines... maybe a unique perspective on tactics... that sort of thing.
 



LazarusLong42 said:
Someone's been reading from "Tales From the Floating Vagabond." Or needs to :)

Seriously, though, I like the Army of Darkness theme going on.

I have never read it. Where can i find it? Is it a book as i can guess from your post.
 

Actually, it's a separate RPG system--basically the closest you can get to a Hitchhiker's Guide RPG. I couldn't tell you the publisher for the life of me, but I'm sure you could find a copy on eBay.
 

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