Hero of the First Age

**Skill Points**: 4 + Int
**Hit Die**: d8

## Requirements

* **Alignment**: ---
* **BAB**: +5
* **Skills**: Craft (Alchemy) 5 ranks, Knowledge (Religion) 5 ranks, Knowledge (Arcana) 2 ranks
* **Feats**: Knowledge Devotion
* **Special**: Arcane Channeling, Ancient First Men Blood

## Class Skills

Climb, Concentration, Craft, Decipher Script, Intimidation, Jump, Knowledge, Ride, Sense Motive, Spellcraft, Swim.

## Class Features

**Spellcasting**: At each new Hero level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in a spellcasting class to which you belonged before adopting the prestige class. If you had more than one spellcasting class before becoming a Hero of the First Age, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

**Legacy in Bronze (Ex):** The signature of those exalted few, a weapon or set of armour made out of bronze gains life their hands. Throughout their path to becoming a legend, a Hero will unlock more and more of the ancient powers contained in the metal.

-Inconceivable Strenght: At first level, any bronze wielded by a Hero is as strong as steel. At fifth level, it takes the properties of Darksteel. At tenth level, it also takes all the properties of Starmetal. The effective hardness and HP is the highest available.

-Path to Legend: At first level, a Hero gains +1 to hit and +2 to damage with any weapon made out of bronze, or which has significant parts made out of it. Those bonuses change to +2/+4 at third level, +3/+6 at fifth, +4/+8 at seventh and +5/+10 at ninth.

-Ancient Channel: When using Arcane Channeling with a bronze weapon, the Hero gains one extra CL at second level, two at fourth and three at eight.

-Bronze Skin: At first level, any armour made predominantly out of bronze counts as one category of weight lighter than it would otherwise be. At fourth level, its maximum dexterity bonus is raised by 2. At eighth, it has no armour penalties and actually increases the user's speed by 10ft.

**Ancient Lore:** Not only famous for their epic strenght and martial prowess, they were famed for their guile and wits. Making use of several wondrous substances, be they oils, remedies or tonics, between many others, the Heros of the First Age knew the value of using the right tool for the job and never discarded any option out of hand.

-At second level, a Hero employs the ancient wisdom of his people and may make the DC of any Craft (Alchemy) 5 points lower for the purposes of difficulty without altering the amount of work he does in any given session, and he also gains +2 to Alchemy checks.

-At fourth level, he learns how to make the most out of what he has, and only needs half as much materials to create anything with a unmodified DC of 25 or less. His bonus to Alchemy is now of +4.

-At sixth level, he learns how to finish his concoctions in less time than it should have ever been possible. He may raise the DC by 5 for the purposes of determining how much work was done. His bonus to Alchemy is now of +8.

**Skyfire:** That most primordial of forces is the Hero's to try and tame.

-At first level, the epic nature of this power is made manifest. The *Hero* may now subtract his class levels from any foe's Resist Electricity, and treat Immunity as Resist 30. That goes down to Resist 25 and then Resist 20 at levels three and six.

-At fourth level, he learns *Dalamar's Lightning Lance* as a third level spell and doubles his bonus from Ancient Channel for any spell with the Electricity descriptor (may break damage/CL caps on spells one level lower than what is he able to cast). He may also cast it once per day as an extraordinary ability.

-At sixth level, he learns how to Channel the *Lightning Lance.*

-At eight level, he earns the Born of Three Thunders feat, and may use it without being dazed.

**Epic Deeds:** At tenth level, the Hero of the First Age gains +10 to any checks involving Strengh, Dexterity or Constitution and may Take 10 on them regardless if he normally couldn't.