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Magical Hero 魔法の英雄

Most children and teens harbor the same goals in life: survive school, make great friends, and avoid embarrassment. Unfortunately, fate doesn’t always agree and decides to place the burden of protecting the universe on some poor soul who feels both unqualified and unprepared, but who very often steps up when it means doing what’s right.

These individuals are known as magical heroes. Once a normal person with normal worries, the magical hero is whisked into a life of adventure by a strange companion and a powerful tool meant to be wielded against the forces of darkness.

With just a taste of this power, the magical hero is transformed into a hero for the ages.

Characteristics

All magical heroes begin with a companion to mentor them. These creatures guide and advise the magical heroes in their new role as protectors. As might be expected of kids, this can be a challenging task at times.

Depending on the source of their powers, magical heroes display special attacks that vary greatly for each individual, usually linked to the relic or special tool that unlocked their powers in the first place. Battling against enemies from their worst nightmares, magical heroes learn many tricks, eventually being able to fly and tap into even stronger attributes thanks to their artifacts and the watchful eye of their mentors.

Table: Magical Hero
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Cantrips +1, cohort +3, fantasy spells +1, item of power +1
2nd +1 +0 +0 +3 Cantrips +1, special movement (jump)
3rd +2 +1 +1 +3 Cantrips +1, item of power +1
4th +3 +1 +1 +4 Fantasy spells +1, rejuvenation +1
5th +3 +1 +1 +4 Spell-like ability +1
6th +4 +2 +2 +5 Item of power +1
7th +5 +2 +2 +5 Fantasy spells +1
8th +6/+1 +2 +2 +6 Spell-like ability +1
9th +6/+1 +3 +3 +6 Item of power +1
10th +7/+2 +3 +3 +7 Fantasy spells +1, rejuvenation +1
11th +8/+3 +3 +3 +7 Fighter training, spell-like ability +1
12th +9/+4 +4 +4 +8 Item of power +1
13th +9/+4 +4 +4 +8 Fantasy spells +1
14th +10/+5 +4 +4 +9 Spell-like ability +1
15th +11/+6/+1 +5 +5 +9 Item of power +1
16th +12/+7/+2 +5 +5 +10 Fantasy spells +1, rejuvenation +1
17th +12/+7/+2 +5 +5 +10 Spell-like ability +1
18th +13/+8/+3 +6 +6 +11 Item of power +1
19th +14/+9/+4 +6 +6 +11 Greater spell access
20th +15/+10/+5 +6 +6 +12 Flight +2, rejuvenation +1

Other Classes

Pet monster trainers understand the magical hero’s plights as they too have been chosen by fate, and the two get along well. Dynamic sorcerers also make reasonable companions since they usually share the same goals and methods.

Magical heroes admire the strengths of martial artists, ninjas, and samurai who fight without the use of magic or a companion to guide them, but they don’t always see eye- to-eye with hot rods, mech pilots, and tech geniuses with an aptitude for mechanical attributes.

Class Features Point Cost
Hit Die: d8 2 per rank (40)
Skill Ranks: 4 + Int modifier 2 per rank (40)
Base Attack: Moderate 2 + 2 per rank (32)
Bonus Attacks: 2 4 per rank (8) 81
Saves: Will 2 per rank (48)
Weapon Proficiencies: Simple (6)
Armor Proficiencies: Light (3)
Shield Proficiencies: Shields (3)
Cohort 2 per rank (6)
Item of Power 1 +4 per rank (33)
Fantasy Spells 6 per rank (36)
Cantrips 1 + 1 per rank (5)
Greater Spell Access 12 points (12)
Fighter Training 2 points (2)
Rejuvenation 1 per rank (4)
Special Movement Jump (2)
Flight 6 points (6)
Spell-Like Ability: fly, overland flight (20)
Defects & Restrictions
Code of Conduct: Alignment (–2)
Special Requirement Focus* (–2)
Spell List: Witch (–2) —
Total 300 points

Class Skills: Acrobatics (Dex), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

* The character must have his item of power active as a focus to cast spells or use rejuvenation.

Magical Hero Favored Class Bonuses

Aasimar: Add +1/4 to the magical hero’s caster level when casting spells of the abjuration school.

Android:

Catfolk: Gain a +1/3 bonus on all Reflex saves.

Dhampir: Add +1/4 to the magical hero’s caster level when casting spells of the necromancy school.

Dwarf: Gain a +1/3 bonus on all Fortitude saves.

Elf: Add +1/4 to the magical hero’s caster level when casting spells of the conjuration school.

Gnome: Gain a +1/2 bonus on Knowledge (arcana) and Spellcraft checks.

Goblin: Add +1/4 to the magical hero’s caster level when casting spells of the evocation school.

Human: Gain a +1/3 bonus on concentration checks. This does not stack with Combat Casting.

Ogre: Gain a +1/3 bonus on all Fortitude saves.

Orc: Gain +1/6 of a witch’s hex.

Rabbitfolk: Gain a +1/3 bonus on all Reflex saves.

Ratfolk: Gain +1/6 of a rogue talent.

Slime: Add +1/4 to the magical hero’s caster level when casting spells of the transmutation school.

Tiefling: Add +1/4 to the magical hero’s caster level when casting spells of the enchantment school.

Turtlefolk: Add +1/4 to the magical hero’s caster level when casting spells of the divination school.

Magical Hero Archetypes