”I don't fight this war for king or country. I don't fight because of some vaunted ideal or oath sworn on holy texts. I fight because I know – because I have always known – that this is the only path to finding my destiny.” - Cedric Torirad, Destined Hero

Adventures: Destined Heroes adventure for as many reasons as there are heroes, though one and all they are drawn by a force behind their understanding to seek their destiny, some knowingly, others unwittingly. Where one Destined Hero might spend a life seeking out ever mightier foes to challenge, another could just as easily desire a life of ease and relaxation but constantly find himself pulled from one fateful event to another, like a leaf drawn inexorably down the river of destiny.

Characteristics: Destined Heroes are capable physical combatants that rely on sudden bursts of insight, luck, or divine inspiration to make the most of their abilities. A Destined Hero's precise role in an adventuring group varies based on his destiny; Devoted Guardians inspire their allies to greater glory while shielding them from harm, whereas Fated Warriors deliver precise, debilitating strikes, and Charming Scoundrels turn seemingly inconsequential attacks into deadly blows by twisting luck to their advantage.

Alignment: Destined Heroes may be of any alignment. While the majority of Destined Heroes are good-aligned, evil ones (typically called Antiheroes) spring up to champion darker causes with some regularity. Devoted Guardians tend toward lawful alignments, while Charming Scoundrels tend to be chaotic in nature.

Religion: Destined Heroes are not constrained by religion in any way, though Devoted Guardians tend towards membership in a church organization. Many Destined Heroes favor the gods of luck or destiny, such as Istus and Olidammara.

Background: Destined Heroes can come from any background. Sons of farmers are as likely to discover their destiny calling as are daughters of nobility. All share one similarity however: a sudden, intense calling to take up arms and seek their destiny, even if they had never held a weapon before.

Races: Any race can give birth to a Destined Hero, and all have their own champions. Humans are the most likely to become Destined Heroes, given their tenacity and ability to adapt. Surprisingly, Warforged also possess a large number of Destined Heroes, the very nature of their existence driving them to seek their true place in the world.

GAME RULE INFORMATION
Destined Heroes have the following game statistics.
Abilities: As primarily physical combatants, Strength, Dexterity, and Constitution are all important for a Destined Hero. Many class features rely on a Destined Hero's force of will, so a respectable Charisma score is always a boon. 
Alignment: Any. Evil Destined Heroes are typically referred to as Antiheroes, and replace any mention of sacred bonuses or damage with profane bonuses or damage.
Hit Die: d10
Starting Age: Simple.
Starting Gold: 4d4x10

Class Skills
The Destined Hero's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis)
Skills Points at Each Level: 4 + int

 

Level BAB Fort Ref Will Special AP
1st +0 +2 +0 +2 Heroic Archetype 1
2nd +1 +3 +0 +3 To Raise the Sword 2
3rd +2 +3 +1 +3 The Body of a Hero, The Mind of a Hero 2
4th +3 +4 +1 +4 To Seek the Heavens 2
5th +3 +4 +1 +4 Archetype Ability 2
6th +4 +5 +2 +5 To Forge a Legend 3
7th +5 +5 +2 +5 To Shatter the Mountains 3
8th +6/+1 +6 +2 +6 To Strike Down the Wicked 3
9th +6/+1 +6 +3 +6 To Avenge the Fallen 3
10th +7/+2 +7 +3 +7 Archetype Ability 3
11th +8/+3 +7 +3 +7 To Seek the Answers 4
12th +9/+4 +8 +4 +8 To Persevere 4
13th +9/+4 +8 +4 +8 To Endure the Trials 4
14th +10/+5 +9 +4 +9 To Inspire the Meek 4
15th +11/+6/+1 +9 +5 +9 Archetype Ability 4
16th +12/+7/+2 +10 +5 +10 To Transcend Mortal Limitations 5
17th +12/+7/+2 +10 +5 +10 To Deny Fate 5
18th +13/+8/+3 +11 +6 +11 To Change a Destiny 5
19th +14/+9/+4 +11 +6 +11 To Challenge the Gods 5
20th +15/+10/+5 +12 +6 +12 Nexus of Many Lives 6

Class Features: All of the following are class features of the Destined Hero.

Weapon and Armor Proficiencies: Destined Heroes are proficient with all simple weapons and with the longsword and shortbow, and one other martial weapon of their choice. Destined Heroes are proficient with light and medium armor and with light and heavy shields (but not tower shields).

Action Points: At the start of each combat encounter or other dangerous encounter, a Destined Hero gains a number of temporary action points according to his class level, as shown on the table above. If you still have temporary action points from this ability previously, you are reset to your normal maximum. In addition to the normal uses for action points, several Destined Hero abilities require them to be expended for use. If your campaign features action points normally, a Destined Hero can use either his pool of temporary action points or the action points he receives for his level to use his abilities. Activating a Destined Hero ability does not count against the one action point per round use limitation.

For every 10 points of Charisma a Destined Hero possesses, he receives an additional action point per encounter.

Heroic Archetype: Upon taking the first level of Destined Hero, you choose which of the following five destinies you will follow. Once made, this choice is permanent. Your choice of destiny determines your starting talents, as well as the ability granted by your archetype ability at levels 5th, 10th, and 15th.

To Raise the Sword (Ex and Su): Beginning at 2nd level, any melee weapon, armor, or shield that the Destined Hero wears is treated as being of at least masterwork quality.

Further, by spending at least eight hours in study, prayer, or other such activity with a weapon, shield, or suit of armor, you may forge a bond with that item to grant it an enhancement bonus or enchantment based on your class level, as shown on the table below. You may only have one item bonded at a given time, though you may repeat this process with a new item if you wish, losing the bond with the first item as you do so. Bonding with an item requires a sacrifice of gold or valuable objects based on the desired enhancement level.

Class Level Item Bonus Gold Cost**
1-2 MW -
3-4 +1 400
5-6 +2 1,600
7-8 +3 3,600
9-10 +4 6,400
11-12 +5 10,000
13-14 +6* 14,400
15-16 +7* 19,600
17-18 +8* 25,600
19 +9* 32,400
20 +10* 40,000

*A bonded item can't actually have an enhancement bonus higher than +5, but it can have special abilities that are the equivalent of additional bonuses. Use these lines on the table to determine the GP cost when special abilities are added to a bonded item.
**The GP cost shown here assumes that the bonded item does not already have an enhancement bonus. If it does, the cost to enhance it is reduced. For example, if a Destined Hero has a +1 longsword and wants to increase its enhancement bonus to +3, he may do so by paying the difference in GP cost between +1 and +3 on the table above (3,600 minus 400, or 3,200 gold).

The Body of a Hero (Ex): Starting at 3rd level, a Destined Hero gains a permanent +1 bonus to his Strength score, and a permanent +1 bonus to the lowest of either Constitution or Dexterity. At 6th level, and again every 3 levels beyond, this bonus increases by an additional point, each time applying the secondary bonus to the lowest score at that level.

The Mind of a Hero (Ex): Starting at 3rd level, a Destined Hero gains a permanent +1 bonus to his Charisma score, and a permanent +1 bonus to the lowest of either Intelligence or Wisdom. At 6th level, and again every 3 levels beyond, this bonus increases by an additional point, each time applying the secondary bonus to the lowest score at that level.

To Seek the Heavens (Ex): At 4th level, a Destined Hero gains Leap of the Heavens as a bonus feat. The Destined Hero gains a class bonus checks to jump equal to his class level, and never takes falling damage from vertical jumps.

To Forge a Legend: Starting at 6th level, the Destined Hero's influence in the world begins to show in ever growing numbers of followers. The Destined Hero attracts NPC class followers as if he possessed the Leadership feat, though he never gains a cohort.

Further, at this level, the Destined Hero's destiny becomes important enough to manifest as a bubble in the weaves of fate. Despite his best efforts to avoid such a fate, should the Destined Hero ever find death, that is not the end. His destiny lives on, seeking a new host to see it to completion. 1d4 days after the Destined Hero's death, one of his followers is struck by the same sudden, intense calling that led the original hero down his path. The follower immediately loses all other class levels it may have possessed, and gains a number of Destined Hero levels equal to the original hero's level in life (thus, a Fighter 10/Destined Hero 6 would be reborn as a Destined Hero 16). The player is under no obligation to continue playing the newly risen Destined Hero, but should he do so, the new hero is a member of the original hero's race (or, at the DM's discretion, another race of the same ECL), with the same base ability scores. The new hero might instinctively know where to find the body of the fallen Destined Hero, or they might already possess equipment equivalent in value to the possessions the Destined Hero previously had, at the DM's discretion.

To Shatter the Mountains (Ex): Starting at 7th level, the Destined Hero may expend one action point to overcome a number of points of damage reduction equal to his class level with all attacks for one round.

To Strike Down the Wicked (Ex): Starting at 8th level, the Destined Hero gains a +1 competence bonus on all attack rolls, damage rolls, and saving throws against a creature with an alignment opposed to his own on the good/evil axis. A neutral Destined Hero must choose whether to be opposed to either good or evil when he gains this ability.

To Avenge the Fallen (Ex): Starting at 9th level, whenever one of the Destined Hero's companions is slain, rendered unconscious, or permanently incapacitated within the range of his detection, he gains a morale bonus to attack and damage rolls and saving throws equal to his Charisma bonus for the duration of the encounter.

To Seek the Answers (Su): Starting at 11th level, once per week the Destined Hero may question Fate itself. The Destined Hero may use commune as a supernatural ability, with a caster level equal to his class level. The answers the Destined Hero receives are always as accurate as possible, but only so long as they pertain directly to him or his destiny; otherwise, Fate twists the answers in such a way as to lead the Destined Hero toward his destiny while revealing as little as possible on the subject of the actual questions asked (though the Destined Hero never receives a directly false answer).

To Persevere (Ex): Starting at 12th level, by expending an action point as a nonaction whenever he fails a Will save, the Destined Hero may delay the effects of the failed save by one round. He can keep expending action points this way each round to delay the effect for one more round each time.

To Endure the Trials (Ex): Starting at 13th level, by expending an action point as a nonaction whenever he fails a Fortitude save, the Destined Hero may delay the effects of the failed save by one round. He can keep expending action points this way each round to delay the effect for one more round each time.

To Inspire the Meek (Ex): Starting at 14th level, the Destined Hero may instill previously unrealized capability within an ally. By expending an action point as a swift action, the Destined Hero may grant an ally within line of sight the use of a single feat he possesses. The chosen ally gains the ability to use the selected feat as if he naturally possessed it, ignoring any prerequisites the feat might require. This effect persists until the beginning of the Destined Hero's next turn, at which point the ally loses the ability to make use of the feat.

To Transcend Mortal Limitations (Ex): Starting at 16th level, the Destined Hero no longer loses consciousness until he reaches -1/2 his HP, and may continue fighting without penalty until he reaches that point. Further, whenever an attack or ability would reduce him to -1/2 HP or lower, the Destined Hero may expend an action point as a nonaction to remain alive and conscious for one more round; he is not healed, he simply refuses to surrender to his injuries. Each round after the first, up to a maximum number of rounds equal to half his Constitution bonus (minimum of 2 total rounds), the Destined Hero may expend another action point to remain alive, provided he has not been healed by that time. If the Destined Hero runs out of action points (or has consumed all of his available rounds of this ability) while below his threshold for death, he dies.

To Deny Fate (Ex): Starting at 17th level, once per encounter the Destined Hero may expend an action point to reroll a roll – any roll, including attack rolls, saving throws, skill checks, or so on – twice and take the highest of the three results. He must do this before the result of the roll is revealed.

To Change a Destiny (Su): Starting at 18th level, once per day the Destined Hero may, as an immediate action, undo the events of a single creature for one round. When you activate this ability, you undo all the events of the turn of whichever creature is currently acting, and they begin their turn again. This includes moving yourself and any other creatures back to the positions they occupied at the start of the turn, removing any damage or other conditions (harmful or beneficial) that have occurred during the turn, and in all other ways “resetting” events. All affected creatures are aware of the events of the now nonexistent turn, but they are free to make entirely different choices from the ones they originally made.

To Challenge the Gods: Starting at 19th level, all weapons the Destined Hero uses are considered Epic for the purpose of overcoming epic damage reduction. The actual enhancement bonuses of wielded weapons do not increase, but the Destined Hero can bypass DR/epic as if he were wielding weapons with a +6 or greater enhancement bonus. If the Destined Hero uses To Shatter the Mountains he also gains half his class level to all damage rolls for one round.

Nexus of Many Lives: At 20th level, the Destined Hero fully awakens, gaining access to the knowledge of each of his past lives. He may use each of the following abilities once per day, but he can not gain additional uses by spending an action point.

The Warrior (Ex): As a standard action, you may make a full attack with a +20 base attack bonus. All attacks in the full attack are made at your highest attack bonus, without suffering a penalty for iterative attacks.

The Arcanist (Sp): You may replicate the effects of any Sorcerer/Wizard spell of 6th level or lower, provided the spell has a casting time no greater than 1 round. This uses your level as caster level and Charisma as your casting stat.

The Disciple (Sp): You may replicate the effects of any Cleric spell of 6th level or lower, provided the spell has a casting time no greater than 3 rounds, and does not have an alignment descriptor opposed to your alignment. This uses your level as caster level and Charisma as your casting stat.

The Savant (Ex): You may make a single skill check with a skill in which you are trained with a +60 insight bonus.