Accidental Hero by Joseph Mashuga

When most humans think about the heroes of Krynn, they remember the tales of Huma Dragonbane, Cathan Twice-Born, Caramon Majere, or his son Palin. Dwarven clans tell of Kharas and Flint Fireforge, while elven minds drift to Laurana, Silvanos, or even Silvanoshei. If these same races were asked about kender heroes, they often pause uncomfortably before mumbling the name Tasslehoff Burrfoot. Knowledgeable audiences may know of Kronin Thistleknot, but it is a sad fact that most kender are overlooked.

Kender heroes are more common than one would think, but most races simply overlook the small folk. They are often the unsung heroes of a band, yet their actions prove to be as noteworthy as their larger friends. These heroes are often thrust into this role by chance, thus the misnomer of the “accidental hero” was born.
Hit Die: d6.

Requirements
To qualify to become an accidental hero, a character must fulfill all the following criteria:
Race: Must be a kender
Alignment: Any non-evil
Bluff: 9 ranks
Diplomacy: 4 ranks
Pick Pocket: 4 ranks
Tumble: 6 ranks
Feats: Alertness, Skill Focus (Bluff, Pick Pocket, or Tumble)
Special Ability: Evasion

Class Skills
The accidental hero’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Read Lips (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 6 + Int modifier.

TABLE 1-1: THE ACCIDENTAL HERO
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +2 +2 Big pockets, kender tales
2nd +1 +0 +3 +3 Kender pouches 1/day, sneak attack +1d6
3rd +2 +1 +3 +3 Lucky topknot 1/day
4th +3 +1 +4 +4 Rogue ability
5th +3 +1 +4 +4 Kender pouches 2/day
6th +4 +2 +5 +5 Lucky topknot 2/day, sneak attack +2d6
7th +5 +2 +5 +5 Rogue ability
8th +6 +2 +6 +6 Kender pouches 3/day
9th +6 +3 +6 +6 Lucky topknot 3/day
10th +7 +3 +7 +7 Rogue ability, sneak attack +3d6

Class Features
Weapon and Armor Proficiency: An accidental hero is proficient with all simple weapons. If you use “kender weapons,” the accidental hero is proficient with all kender weapons. In addition, he is proficient with light armor.

Big Pockets (Su): Most kender’s possessions are in a constant state of flux, and are shuffled about the kender’s person. At 1st level, an accidental hero’s pouches can hold a total of 100 pounds worth of contents, while retaining their own weight and size. No single item can be longer than 12 inches (30 cm) in any direction in order for the accidental hero’s pouches to carry it. If the accidental hero’s pouches are removed, they immediately lose their extra carrying capacity, spilling any excess contents (much to the chagrin of city guards).

Kender Tales: An accidental hero has a chance to know nearly anything, either from his own experience or from the tales of fellow kender. This ability functions exactly like bardic knowledge (see the Bard section in Chapter 3 of the Player’s Handbook), except that the check modifier equals the character’s accidental hero level + his Intelligence modifier. If the character has bard levels as well, these stack with accidental hero levels for the purpose of determining this modifier. If the character fails his kender tales check, he remembers a false or imagined piece of information. The player should feel free to make up his own piece of knowledge.

Kender Pouches (Su): At 2nd level, an accidental hero’s pouches can come through for a kender in crisis. An accidental hero can reach into his pouches as a move-equivalent action and pull out a special item. The accidental hero can use this ability once per day, with an additional daily use at levels 6 and 10.

The character uses his accidental hero’s class levels, adds 1d4, and consults the following table.

TABLE 1-2: KENDER POUCHES
Level + 1d4 Special Item
3
Masterwork thieves’ tools
4
Alchemical item from the Player’s Handbook (randomly-determined)
5
Potion (randomly-determined)
6
Small or Tiny simple weapon of +1 enchantment
7
Silver item (randomly-determined) that allows the accidental hero to turn undead once
8
Quaal’s feather token (randomly-determined, disappears after one use)
9
Small or Tiny simple weapon of +2 enchantment (the enchantment is randomly determined)
10
Ring of shapechanging (randomly-determined Small or Tiny animal)
11
Figurine of wondrous power (randomly-determined, disappears after one use)
12
Small or Tiny simple weapon of +3 enchantment (the enchantment is randomly determined)
13
Magical amulet, brooch, or periapt (item is randomly-determined)
14+
Ioun stone (randomly-determined)

Other items may be added or substituted as necessary. The accidental hero may only have one special item at a time. If the item is ever dropped, lost, traded, or placed in a container (such as the accidental hero’s pouches), it immediately loses all properties.

Sneak Attack: As the rogue ability. If the accidental hero already has this ability from a previous class, the damage bonuses stack.

Lucky Topknot (Ex): At 3rd, 6th, and 9th level, the accidental hero gains extraordinary good luck. He may reroll a single die roll that he has just made, but he must take the result of the reroll even if it is worse than the original result. This ability stacks with itself as shown above, and also stacks with the granted power of the Luck domain.

Rogue Ability: At 4th level, the accidental hero can choose one ability from the special abilities heading of the rogue class (as described on page 48 of the Player’s Handbook). The accidental hero cannot choose an ability that he already possesses, with the exception of skill mastery (in which case the hero must select different skills to master). He may choose another special ability at levels 7 and 10.

Wander Home