Noctis Vigil
2012-09-07, 05:24 AM
I know that some part of this will need editing, simply because of how complex/powerful the class is, so please PEACH.
Annihilator
Prerequisites:
Class Abilities: Ki Strike (Magic)
Skills: Knowledge (Arcana) 25 Ranks
Special: Must have taken all five levels of the Obliterater (http://www.giantitp.com/forums/showthread.php?t=255045) prestige class.
Special: Must have willingly touched an orb of annihilation and been brought back somehow.
Class Skills: As Wizard + Monk
Skillpoints: As Monk
Hit Die: D4
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|
+0|
+2|
+2|
+2|Monk Abilities, Annihilating Fist|
-
2nd|
+1|
+3|
+3|
+3|Annihilating Disintegration|+1 level of spellcasting
3rd|
+1|
+3|
+3|
+3|Annihilation Orb|+1 level of spellcasting
4th|
+2|
+4|
+4|
+4|Annihilation Control|+1 level of spellcasting
5th|
+2|
+4|
+4|
+4|Annihilation Dominion|+1 level of spellcasting[/table]
Proficiencies: An Annihilator gains no new weapon or armor proficiencies.
Spellcasting: At each level except 1st, an Annihilator gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class in which he could cast Disintegrate and Orb of Obliteration to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a Wizard). If he (somehow) had more than one spellcasting class in which he could cast Disintegrate and Orb of Obliteration before becoming an Annihilator, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Monk Abilities: Your levels in Annihilator stack with your levels in Monk to determine your unarmed attack damage, unarmored bonus to AC, unarmored speed bonus, flurry of blows progression, and your slow fall progression. Your levels of Annihilator also count as Monk levels to determine how many uses of stunning fist you have per day.
Annihilating Fist: You have unlocked the power of true annihilation at last. As a full round action that provokes attacks of opportunity, you may imbue your fist with this power, causing it to turn pure black; your fist stays empowered for a number of rounds equal to your Monk level plus your Annihilator level, or until you hit something, whichever comes first. Upon striking a foe with your empowered fist, it is treated as being struck by an orb of annihilation. Using this ability uses up a stunning fist use for the day.
Annihilating Disintegration: At 2nd level, you may apply your power of annihilation to the Disintegrate spell. By spending two daily uses of stunning fist as you cast the spell, a target struck by your spell is treated as having touched by an orb of annihilation instead of the usual effects of the spell.
Annihilating Orb: At 3rd level, you may apply your power of annihilation to the Orb of Obliteration spell. By spending five daily uses of stunning fist as you cast the spell, any target caught in the blast radius of the spell is treated as having touched an orb of annihilation instead of the usual effects of the spell.
Annihilation Control: At 4th level, you know the intricacies of creating annihilation. By expending three daily uses of stunning fist, you may punch a hole in reality as a full round action that provokes an attack of opportunity, thereby creating an orb of annihilation in a space adjacent to you. This orb is considered controlled by you for 1d6 minutes, at which time it becomes a regular orb of annihilation. Further, you gain a bonus to control checks on any orb of annihilation equal to 2 per class level. This bonus is doubled if you gain possession of a Talisman of the Sphere.
Annihilation Dominion: At 5th level, you have gained total dominion over annihilation. Reduce the cost of all class abilities by one stunning fist attempt (to a minimum of 0). In addition, you and become immune to the power of orbs of annihilation (this power does not extend to your gear). From now on, orbs of annihilation are considered balls of admantium to you for the purpose of moving them physically (although they are still indestructible physically). Finally, you may channel the power of annihilation in your whole being. You may draw any orb of annihilation into yourself as a full round action that provokes attacks of opportunity (this destroys any gear you are holding or wearing as if it had touched the orb). Upon completion of this, you turn into a black shell of your former self. You gain a fly speed equal to your land speed, and all your physical attacks become touch attacks. For all other intents and purposes, you are treated as an orb of obliteration for the duration of this ability, which lasts as long as you wish it to, but costs 10HP a round to maintain. Upon ending this duration, the orb of obliteration is expelled from your body into the space immediately behind you, and you become exhausted for a number of minutes equal to the number of rounds spent in that form.
Annihilator
Prerequisites:
Class Abilities: Ki Strike (Magic)
Skills: Knowledge (Arcana) 25 Ranks
Special: Must have taken all five levels of the Obliterater (http://www.giantitp.com/forums/showthread.php?t=255045) prestige class.
Special: Must have willingly touched an orb of annihilation and been brought back somehow.
Class Skills: As Wizard + Monk
Skillpoints: As Monk
Hit Die: D4
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|
+0|
+2|
+2|
+2|Monk Abilities, Annihilating Fist|
-
2nd|
+1|
+3|
+3|
+3|Annihilating Disintegration|+1 level of spellcasting
3rd|
+1|
+3|
+3|
+3|Annihilation Orb|+1 level of spellcasting
4th|
+2|
+4|
+4|
+4|Annihilation Control|+1 level of spellcasting
5th|
+2|
+4|
+4|
+4|Annihilation Dominion|+1 level of spellcasting[/table]
Proficiencies: An Annihilator gains no new weapon or armor proficiencies.
Spellcasting: At each level except 1st, an Annihilator gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class in which he could cast Disintegrate and Orb of Obliteration to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a Wizard). If he (somehow) had more than one spellcasting class in which he could cast Disintegrate and Orb of Obliteration before becoming an Annihilator, he must decide to which class to add each level for the purpose of determining spells per day and spells known.
Monk Abilities: Your levels in Annihilator stack with your levels in Monk to determine your unarmed attack damage, unarmored bonus to AC, unarmored speed bonus, flurry of blows progression, and your slow fall progression. Your levels of Annihilator also count as Monk levels to determine how many uses of stunning fist you have per day.
Annihilating Fist: You have unlocked the power of true annihilation at last. As a full round action that provokes attacks of opportunity, you may imbue your fist with this power, causing it to turn pure black; your fist stays empowered for a number of rounds equal to your Monk level plus your Annihilator level, or until you hit something, whichever comes first. Upon striking a foe with your empowered fist, it is treated as being struck by an orb of annihilation. Using this ability uses up a stunning fist use for the day.
Annihilating Disintegration: At 2nd level, you may apply your power of annihilation to the Disintegrate spell. By spending two daily uses of stunning fist as you cast the spell, a target struck by your spell is treated as having touched by an orb of annihilation instead of the usual effects of the spell.
Annihilating Orb: At 3rd level, you may apply your power of annihilation to the Orb of Obliteration spell. By spending five daily uses of stunning fist as you cast the spell, any target caught in the blast radius of the spell is treated as having touched an orb of annihilation instead of the usual effects of the spell.
Annihilation Control: At 4th level, you know the intricacies of creating annihilation. By expending three daily uses of stunning fist, you may punch a hole in reality as a full round action that provokes an attack of opportunity, thereby creating an orb of annihilation in a space adjacent to you. This orb is considered controlled by you for 1d6 minutes, at which time it becomes a regular orb of annihilation. Further, you gain a bonus to control checks on any orb of annihilation equal to 2 per class level. This bonus is doubled if you gain possession of a Talisman of the Sphere.
Annihilation Dominion: At 5th level, you have gained total dominion over annihilation. Reduce the cost of all class abilities by one stunning fist attempt (to a minimum of 0). In addition, you and become immune to the power of orbs of annihilation (this power does not extend to your gear). From now on, orbs of annihilation are considered balls of admantium to you for the purpose of moving them physically (although they are still indestructible physically). Finally, you may channel the power of annihilation in your whole being. You may draw any orb of annihilation into yourself as a full round action that provokes attacks of opportunity (this destroys any gear you are holding or wearing as if it had touched the orb). Upon completion of this, you turn into a black shell of your former self. You gain a fly speed equal to your land speed, and all your physical attacks become touch attacks. For all other intents and purposes, you are treated as an orb of obliteration for the duration of this ability, which lasts as long as you wish it to, but costs 10HP a round to maintain. Upon ending this duration, the orb of obliteration is expelled from your body into the space immediately behind you, and you become exhausted for a number of minutes equal to the number of rounds spent in that form.