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LordErebus12
2013-02-12, 05:13 PM
Solar Avatar
"I feel like I live in a world made of... cardboard, always taking constant care not to break something, to break someone. Never allowing myself to lose control even for a moment, or someone could die. But you can take it, can't you, big man? What we have here is a rare opportunity for me to cut loose and show you just how powerful I really am."
-Superman-

GAME RULE INFORMATION
Solar Avatars have the following game statistics.

Alignment: Any
Hit Die: d12.

Class Skills
The Solar Avatar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) ◊ 4.
Skill Points at Each Additional Level: 4 + Int modifier.




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Speed Bonus
Damage Reduction


1st
+0
+2
+2
+0
Body of Steel, Enhanced Speed, Unarmed Strike
+10 ft.
1/Kryptonite


2nd
+1
+3
+3
+0
Heatvision 1d6, Solar Dependency
+10 ft.
2/Kryptonite


3rd
+2
+3
+3
+1
Keen Senses
+10 ft.
3/Kryptonite


4th
+3
+4
+4
+1
Heatvision 2d6, Physique +2
+10 ft.
4/Kryptonite


5th
+3
+4
+4
+1
Flight, Solar Rejuvenation
+20 ft.
5/Kryptonite


6th
+4
+5
+5
+2
Heatvision 3d6
+20 ft.
6/Kryptonite


7th
+5
+5
+5
+2
Physique +4, X-Ray Vision
+20 ft.
7/Kryptonite


8th
+6/+1
+6
+6
+2
Awesome Blow, Heatvision 4d6
+20 ft.
8/Kryptonite


9th
+6/+1
+6
+6
+3
Solar-Powered
+30 ft.
9/Kryptonite


10th
+7/+2
+7
+7
+3
Heatvision 5d6, Physique +6
+30 ft.
10/Kryptonite


11th
+8/+3
+7
+7
+3
Accelerated Flight
+30 ft.
11/Kryptonite


12th
+9/+4
+8
+8
+4
Heatvision 6d6
+30 ft.
12/Kryptonite


13th
+9/+4
+8
+8
+4
Physique +8, Solar Regeneration
+40 ft.
13/Kryptonite


14th
+10/+5
+9
+9
+4
Heatvision 7d6
+40 ft.
14/Kryptonite


15th
+11/+6/+1
+9
+9
+5
Arctic Breath
+40 ft.
15/Kryptonite


16th
+12/+7/+2
+10
+10
+5
Heatvision 8d6, Physique +10
+40 ft.
16/Kryptonite


17th
+12/+7/+2
+10
+10
+5
Mach Flight
+50 ft.
17/Kryptonite


18th
+13/+8/+3
+11
+11
+6
Heatvision 9d6
+50 ft.
18/Kryptonite


19th
+14/+9/+4
+11
+11
+6
Physique +12
+50 ft.
19/Kryptonite


20th
+15/+10/+5
+12
+12
+6
Avatar of the Stars, Heatvision 10d6
+50 ft.
20/Kryptonite



Class Features
All of the following are class features of the Solar Avatar.

Weapon and Armor Proficiency:
Solar Avatars are proficient with all simple weapons but with no type of armor.

1st - Body of Steel (Su):
The Solar Avatarís Body is highly resistant to damage, their skin seems as if it is tougher than steel. The Solar Avatar has natural armor equal to one quarter of the Solar Avatar's level (minimum 0) and damage reduction equal to the Solar Avatarís class level (bypassed by Kryptonite).

1st - Enhanced Speed (Su):
The Solar Avatarís body is incredibly fast, capable of moving at intense speeds. The Solar Avatar gains run as a bonus feat and a +10 enhancement bonus to all movement speed types. This speed bonus increases to +20 ft. at 5th, +30 ft. at 9th, +40 ft. at 13th, and finally +50 ft. at 17th.

1st - Unarmed Strike (Su):
A Solar Avatar gains Improved Unarmed Strike as a bonus feat. A Solar Avatarís attacks may be with fists, elbows, knees, feet, and forehead. This means that a Solar Avatar may make unarmed strikes with his hands full.

There is no such thing as an off-hand attack for a Solar Avatar striking unarmed. A Solar Avatar may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a Solar Avatarís unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Solar Avatar unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A Solar Avatar also deals more damage with his unarmed strikes than a normal person would. A Medium Solar Avatar deals 1d10 damage with his unarmed strikes instead of 1d3, while Small Solar Avatars deal 1d8 and Large Solar Avatars deal 1d12.

At 6th level, a Solar Avatarís unarmed strike is considered to be magical for the purposes of overcoming damage reduction.

At 12th level, a Solar Avatarís unarmed strike overcomes all damage reduction.

Note: This ability is based off of an ability found in the Olympian (http://www.giantitp.com/forums/showpost.php?p=13322347&postcount=11) Class.

2nd - Heatvision (Su):
Within close range (25 ft. + 5 ft./2 levels) a Solar Avatar can create twin beams from his eyes to strike a target with a ranged touch attack, dealing more damage as the Solar Avatar increases in level at each even level. The damage dealt is half fire damage (rounding up) and half force damage (rounding down). The Solar Avatarís Heatvision is usable at will, but can only be used every 1d4 rounds, functioning as a standard action.

3rd - Keen Senses (Su):
The Solar Avatarís vision and hearing is so acute that he can hear the faintest noises and see from greater distances than would be normal. The Solar Avatar adds his Solar Avatar class level to all listen and spot checks.

4th - Physique (Su):
The Solar Avatarís body has grown incredibly strong while under the effects of sunlight. You receive a permanent +2 increase to Strength. This bonus increases to +4 at 7th, +6 at 10th level, +8 at 13th, +10 at 16th and finally +12 at 19th level. Carrying Capacity is also vastly increased, the Solar Avatar is never encumbered or slowed by heavy loads. Also, the Solar Avatar's carrying capacity is x2 at 4th, x3 at 7th level, x4 at 10th, x5 at 13th, x6 at 16th and finally x7 at 19th level.

5th - Flight (Perfect) (Su):
The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 100 ft., plus the bonus from his Enhanced Speed ability (See above).

5th - Solar Rejuvenation (Su):
Whenever in direct sunlight or within a magical effect such as the daylight spell, the Solar Avatar gains fast healing 5. This effect lasts as long as the Solar Avatar remains in the sunlight, plus an additional three rounds afterwards.

7th - X-Ray Vision (Su):
This ability allows the solar avatar to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

Using this ability requires a standard action to activate, but then can be maintained with a swift action each round. This ability can be used a number of times per day equal to half of the solar avatar levels plus Con modifier. This ability can be used for a number of consecutive rounds equal to three plus con modifier.

8th - Awesome Blow (Su):
As a standard action, the solar avatar may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the solar avatar hits a corporeal opponent equal to or smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking solar avatarís choice and fall prone.

The attacking solar avatar can only push the opponent in a straight line, and the opponent canít move closer to the attacking solar avatar than the square it started in. If an obstacle prevents the completion of the opponentís move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

9th - Solar-Powered (Su):
The Solar Avatar does not need to eat, drink or sleep to sustain himself, nor does he need air to breath. Simply standing within sunlight for a few minutes provides the Solar Avatar all the energy he needs to survive for days. The vacuum of space now has no effect on the Solar Avatar. The Solar Avatar also gains immunity to poisons and non-magical diseases.

However, if the Solar Avatar is not exposed to any form of sunlight for a number of days equal to his constitution modifier, he becomes fatigued until he receives some source of sunlight. The solar avatar must eat, drink and breathe again until he recharges in the sunlight. Should he continue to fail at receiving sunlight for a number of days equal to twice his constitution modifier, he becomes exhausted and loses his supernatural powers until he spends at least one minute within sunlight.

11th - Accelerated Flight (Perfect) (Su):
The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 200 ft., plus the bonus from his Enhanced Speed ability (See above).

13th - Solar Regeneration (Su):
While in direct sunlight or another similar effect, the Solar Avatar instead gains Regeneration 5, instead of fast healing.

15th - Arctic Breath (Su):
As a full round action, the Solar Avatar can exhale a freezing gale of frost in one of two shapes: a 60 ft. cone or a 120 ft. line. This deals 10d6 cold damage (no save) and possibility paralyzing the foe in a layer of frost if those caught within the gale fail a reflex save (DC 15 + Solar Avatarís Con modifier). If they fail, they are paralyzed for 1d4+1 rounds and is encased in ice (Hardness 5; HP 10; Brake DC 20). This ability can be used a number of times per day equal to one plus the Solar Avatarís Con modifier.

In addition, This ability also snuffs out all non-magical fires within the radius of effect.

17th - Mach Flight (Perfect) (Su):
The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 300 ft., plus the bonus from his Enhanced Speed ability (See above). If the Solar Avatar spends a "run action" while flying in a straight line, the next round his fly speed is multiplied by x10 (in addition to the x5 running bonus), as long as he continues moving at full speed in a straight line.

20th - Avatar of the Stars (Ex):
The Solar Avatar gains a permanent +4 bonus to Constitution and Intelligence. He also becomes effectively immortal, ceasing to age further. The Solar Avatar loses any age penalties he currently possesses. Mental ability bonuses still apply and are still gained. The Solar Avatarís Heatvision and arctic breath abilities can now be used at will. A Solar Avatar who has died of wounds can be revived by exposing his body to sunlight for at least a day.

================================================== =====================================
Epic Solar Avatar


Level
Special
Speed Bonus
Damage Reduction


21st
Living Solar Battery
+60 ft
21/Kryptonite


22nd
Action Before Thought, Physique +16
+60 ft
22/Kryptonite


23rd
Always a Way
+60 ft
23/Kryptonite


24th
Heatvision 11d6
+60 ft
24/Kryptonite


25th
Lost Some of it's Punch, Physique +20
+70 ft
25/Kryptonite


26th
Powerful Grappler
+70 ft
26/Kryptonite


27th
Symbol of Hope
+70 ft
27/Kryptonite


28th
Heatvision 12d6, Physique +24
+70 ft
28/Kryptonite


29th
Foresight
+80 ft
29/Kryptonite


30th
Justice League
+80 ft
30/Kryptonite


31st
Physique +28
+80 ft
31/Kryptonite


32nd
Heatvision 13d6
+80 ft
32/Kryptonite


33rd
Break The Time Barrier
+90 ft
33/Kryptonite


34th
Physique +32
+90 ft
34/Kryptonite


35th
Man of Tomorrow
+90 ft
35/---


36th
Heatvision 14d6
+90 ft
36/---


37th
Physique +36
+100 ft
37/---


38th
Bend Time
+100 ft
38/---


39th
Solar God
+100 ft
39/---


40th
Heatvision 15d6, Physique +40
+100 ft
40/---



Living Solar Battery
At 21st level, the length of time the Solar Avatar can go without sunlight is doubled.

Action Before Thought
At 22nd level, When a spell or other attack strikes the Solar Avatar, the Solar Avatar moves a split second before he's are even aware of the threat. The Solar Avatar's mind, rather than his raw reflexes, dictates his defenses. You can use this ability any time the Solar Avatar would be required to make a Reflex save. Roll a Concentration check instead of the Reflex save and use the result of that check to determine the saveís success. You must use this ability before you roll the Reflex save. A result of a natural 1 on the Solar Avatar's Concentration check is not an automatic failure.

Always a Way
At 23rd level, once a day a Solar Avatar can automatically remove any single effect from an adjacent ally. This includes ability damage, ability drain, energy drain, and any spell effect.

Lost Some of it's Punch
At 25th level, kryptonite only bypasses half of a Solar Avatar's damage reduction.

Powerful Grappler
At 26th level, whenever the Solar Avatar hits an opponent with either a melee weapon, natural attack or unarmed strike, the attack deals normal damage and the Solar Avatar may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. This functions as the improved grab special ability, except it works against opponents within one size category (or smaller) of the Solar Avatar.

Symbol of Hope
At 28th level, all allies within 40ft of a Solar Avatar are immune to all negative morals effects, ability damage, ability drain, and energy drain.

Foresight
At 29th level, a Solar Avatar is now under a constant Foresight effect.

Justice League
At 30th level, a Solar Avatar gains six level 15 cohorts.

Break the Time Barrier
At 33rd level, a Solar Avatar counts as rolling 20 for every initiative (though not a natural 20).

Man of Tomorrow
At 35th level, a Solar Avatar's damage reduction cannot be bypassed by any form of damage.

Bend Time
At 38th level, a Solar Avatar can use the Time Stop spell as a supernatural ability three times per day.

Solar God
At 39th level, a Solar Avatar gains Divine Rank 1 and all powers associated with it, with access to the Good and Protection domains.

LordErebus12
2013-02-12, 05:26 PM
Kryptonian

+2 Con, +2 Int, -2 Wis, -2 Cha. Kryptonians are an intelligent, warlike race of humanoids. Known for their vast knowledge, warrior traditions and endurance. They often are stubborn and quick to anger, acting without foresight in some cases.

Medium: As Medium creatures, Kryptonians have no special bonuses or penalties due to their size.

Kryptonian base land speed is 30 feet.

Skills: +2 Racial Bonus on all Knowledge checks.

Weakness to Kryptonite: kryptonite always bypasses all DR, from all sources. Exposure to different forms of kryptonite has different effects on the Kryptonian.

Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

Favored Class: Psion or Solar Avatar (if on a planet/plane with a yellow or blue sun)

LordErebus12
2013-02-12, 05:27 PM
Feats

Lastborn of Krypton (Kryptonian)
You were sent to your grew up before the destruction of your homeworld of Krypton. Being on an alien world complicates things, but due to your unique upbringing among humans, you have developed some of the traits of your adopted parents.

Prerequisites: Kryptonian, raised by humans, 1st level only.
Benefit: Treat the Kryptonian as a Human for all purposes. Gain 4 extra skill points at 1st level and 1 extra skill point at each additional level. Gains a +2 bonus on all charisma based skill checks with dealing with those of human blood.

LordErebus12
2013-02-12, 05:28 PM
Kryptonite
Whenever a meteorite chunk of kryptonite is brought within 10 ft. of a Solar Avatar (with the exception of red; see below), the Solar Avatar begins suffering from the effects of the chunk.

<|||> Blue Kryptonite:
Whenever a shard of blue kryptonite is brought near a Solar Avatar, the Solar Avatar loses some of its abilities. Until the shard is taken away, it suppresses all supernatural abilities currently active on the Solar Avatar.

<|||> Green Kryptonite:
Whenever a shard of green kryptonite is brought near a Solar Avatar, the Solar Avatar falls prone and begins taking 1d4 points of constitution damage per round of exposure. If the Solar Avatar remains in direct contact with a shard, he becomes helpless and must succeed a DC 14 fort save or fall unconscious.

<|||> Red Kryptonite:
The weaker shards of red kryptonite cause a temporary alignment shift to Neutral Evil. This shard must either be worn, held, embedded or otherwise in constant contact with the Solar Avatar for the alignment change to manifest.

<|||> Gold Kryptonite:
This is stupid and should never be introduced into a game. it basically removes all class levels and abilities permanently. The worst possible thing to do as a DM is to introduce it. It works good on a threat but never as an actual obtainable item. You might just end up losing a player over the loss of the character.

LordErebus12
2013-02-13, 02:08 AM
Evolving Experiment
"It's what I am. I don't care why."
-Doomsday-

GAME RULE INFORMATION
Evolving Experiments have the following game statistics.

Alignment: Any
Hit Die: d12.

Class Skills
The Evolving Experiment's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Psionic Device (Cha).

Skill Points at 1st Level: (4 + Int modifier) ◊ 4.
Skill Points at Each Additional Level: 4 + Int modifier.




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Speed Bonus
Evolving Body


1st
+0
+2
+0
+0
Evolving Body, Enhanced Speed, Damage Pool
+10 ft.
1


2nd
+1
+3
+0
+0
Titan Strike 1d6, Cellular Sustenance
+10 ft.
2


3rd
+1
+3
+1
+1
Physique +2
+10 ft.
3


4th
+2
+4
+1
+1
Titan Strike 2d6, Toughened +2
+10 ft.
4


5th
+2
+4
+1
+1
Mighty Leap, Cellular Recovery
+20 ft.
5


6th
+3
+5
+2
+2
Titan Strike 3d6
+20 ft.
6


7th
+3
+5
+2
+2
Toughened +4, Physique +4
+20 ft.
7


8th
+4
+6
+2
+2
Awesome Blow, Titan Strike 4d6
+20 ft.
8


9th
+4
+6
+3
+3
Eternal Existence
+30 ft.
9


10th
+5
+7
+3
+3
Titan Strike 5d6, Toughened +6
+30 ft.
10


11th
+5
+7
+3
+3
Leaping Charge
+30 ft.
11


12th
+6/+1
+8
+4
+4
Titan Strike 6d6
+30 ft.
12


13th
+6/+1
+8
+4
+4
Toughened +8, Physique +6
+40 ft.
13


14th
+7/+2
+9
+4
+4
Titan Strike 7d6
+40 ft.
14


15th
+7/+2
+9
+5
+5
Powerful Build
+40 ft.
15


16th
+8/+3
+10
+5
+5
Titan Strike 8d6, Toughened +10
+40 ft.
16


17th
+8/+3
+10
+5
+5
Physique +8
+50 ft.
17


18th
+9/+4
+11
+6
+6
Titan Strike 9d6
+50 ft.
18


19th
+9/+4
+11
+6
+6
Toughened +12
+50 ft.
19


20th
+10/+5
+12
+6
+6
Evolving Abomination, Titan Strike 10d6
+50 ft.
20




Class Features
All of the following are class features of the Evolving Experiment.

Weapon and Armor Proficiency:
Evolving Experiments are proficient with all simple weapons but with no type of armor.

1st - Evolving Body (Ex):
The Evolving Experimentís body adapt's extremely quickly. When damaged by an attack, its body begins to adapt to that form of attack while healing the wounds. The Evolving Experiment gains Fast Healing X, as shown on the table above. The damage is collected into a damage pool, used to fuel some of its abilities (see below). Unless stated otherwise, all abilities are supernatural abilities, usable at will as a standard action.

1st - Damage Pool (Ex):
The damage pool holds up to a total of one hundred points. gained one for one for each one point of damage regenerated. These points are stored for one hour per Evolving Experiment level and can be used at any time to use abilities.

1st - Enhanced Speed (Ex):
The Evolving Experimentís body is incredibly fast, capable of moving at intense speeds. The Evolving Experiment gains run as a bonus feat and a +10 enhancement bonus to all movement speed types. This speed bonus increases to +20 ft. at 5th, +30 ft. at 9th, +40 ft. at 13th, and finally +50 ft. at 17th. The Enhanced Speed class feature also grants a jump bonus, based on the movement speed. See the Jump skill for more details.

2nd - Cellular Sustenance (Ex):
The Evolving Experiment does not need food or water to survive. The Evolving Experiment doesn't need oxygen to survive, no longer needs to breathe and can survive in an airless environment.

2nd - Titan Strike (Ex):
The Evolving Experiment has the ability to strike with so much force behind the blow that it deals additional damage. This bonus damage is +1d6 for each two Evolving Experiment levels you have. This damage only applies to the first successfully landed melee attack each round. Even if additional attacks are successful that round, only the first strike gains the extra damage. This damage is not multiplied on a successful critical hit. This affects all creatures equally. Creatures immune to critical hits and precision damage have no special resistance to this bonus damage.

3rd - Physique (Ex):
The Evolving Experimentís body has grown incredibly strong from constant evolution. You receive a permanent +2 increase to Strength. This bonus increases to +4 at 7th, +6 at 13th level, and finally +8 at 19th level. Carrying Capacity is also vastly increased, the Evolving Experiment is never encumbered or slowed by heavy loads. Also, the Evolving Experiment's carrying capacity is x2 at 3rd, x3 at 7th level, x4 at 13th, and finally x5 at 17th.

4th - Toughened (Ex):
The Evolving Experimentís body has grown incredibly tough from constant evolution. You receive a permanent +2 increase to Constitution. This bonus increases to +4 at 7th, +6 at 10th level, +8 at 13th, +10 at 16th and finally +12 at 19th level.

5th - Mighty Leap (Ex):
The Evolving Experiment has a +30 untyped bonus on Jump checks, is considered having a running start for all jump checks, and all jump check DCs are halved.

5th - Cellular Recovery (Ex):
As an immediate action, the Evolving Experiment can become immune to one single type of damage that was just dealt to the Evolving Experiment (with the exception of force, untyped or divine damage). The Evolving Experiment's body adapts and grants immunity to that damage type for 24 hours. This damage immunity does not apply to the initial damage that triggered this ability. Damage dealt to it that is already immune is added directly to the damage pool. The Evolving Experiment can become immune to a number of damage types equal to its Constitution modifier.

8th - Awesome Blow (Ex):
As a standard action, the Evolving Experiment may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the Evolving Experiment hits a corporeal opponent equal to or smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking Evolving Experimentís choice and fall prone. The attacking Evolving Experiment can only push the opponent in a straight line, and the opponent canít move closer to the attacking Evolving Experiment than the square it started in. If an obstacle prevents the completion of the opponentís move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

9th - Eternal Existence (Ex):
The Evolving Experiment has evolved beyond death. After being killed, the Evolving Experiment resurrects itself from death in 1d10+4 minutes, beginning its fast healing to repair the damage dealt. The Evolved Experiment does not lose experience or a level for this form of resurrection.

11th - Leaping Charge (Ex):
The Evolving Experiment gains pounce, allowing it to full attack at the end of a charge.

15th - Powerful Build (Ex):
The physical stature of the Evolving Experiments lets them function in many ways as if they were one size category larger. Whenever an Evolving Experiment is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Evolving Experiment is treated as one size larger if doing so is advantageous to him. A Evolving Experiment is also considered to be one size larger when determining whether a creatureís special attacks based on size (such as improved grab or swallow whole) can affect him. A Evolving Experiment can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this special ability stack with the effects of powers, abilities, and spells that change the subjectís size category.

20th - Evolving Abomination (Ex):
The Evolving Experiment gains Regeneration X, instead of fast healing X, bypassed by force/untyped/divine damage only.

nonsi
2013-02-13, 06:26 AM
any comments on what is not currently spoilered?

Freezing breath.
Physical stats increase.
Energy resistance.

Midwoka
2013-02-13, 10:41 AM
The Kryptonian really needs some ability that sets it apart from other races (I mean one that isn't a weakness :P ), but I'm not very familiar with non-Superman Kryptonians so I don't have any suggestions at the moment. I know of General Zod, and... Power-Girl, I think?

The feat looks fine to me, except for the end where you accidentally wrote that they get a bonus to persuade human blood. "Hey, you get back in that guy's veins before he starts dying! Don't make me tell you again!" :D I wouldn't mind seeing similar feats for being raised by other races, too.

I made a base class for superheroes and mythical strong-guys (http://www.giantitp.com/forums/showpost.php?p=13322347&postcount=11) a while back, by the way, though it's for Pathfinder and isn't Superman-specific.

LordErebus12
2013-02-13, 11:00 AM
The Kryptonian really needs some ability that sets it apart from other races (I mean one that isn't a weakness :P ), but I'm not very familiar with non-Superman Kryptonians so I don't have any suggestions at the moment. I know of General Zod, and... Power-Girl, I think?

The feat looks fine to me, except for the end where you accidentally wrote that they get a bonus to persuade human blood. "Hey, you get back in that guy's veins before he starts dying! Don't make me tell you again!" :D I wouldn't mind seeing similar feats for being raised by other races, too.

I made a base class for superheroes and mythical strong-guys (http://www.giantitp.com/forums/showpost.php?p=13322347&postcount=11) a while back, by the way, though it's for Pathfinder and isn't Superman-specific.

the thing is, non-yellow sun kryptonians are about the same as humans.

LordErebus12
2013-02-15, 04:09 AM
still working the invocations. they will all apply to the laser eyes class ability.

Southern Cross
2013-02-15, 05:22 AM
Actually they introduced Gold Kryptonite in Season Ten of Smallville. It had the same effect as Blue Kryptonite, only worse, in that it permanently negated a Kryptonian's powers.

Omnicrat
2013-02-15, 06:13 AM
The damage reduction should be magic, not --. Superman is vulnerable to magic. This also makes him MUCH more vulnerable in D&D. Magic damage should also probably not be healable by fast healing or regeneration.

At first level, it should have a class ability that takes away all other class abilities if not exposed to yellow sunlight for x amount of time.

More feats for being raised by other races. (Gods help us from the orc-raised kryptonian :smalleek:)

Red kryptonite should temporarily reverse the alignment of a kryptonian, not make them neutral evil. Neutral Good Clark Kent became Neutral Evil.

You should have two prerequisites for the class. 1) Kryptonian race and 2) Raised in a yellow-sun environment.

Also, how exactly does the fly skill work?

edit: You do not have an invocation list.

LordErebus12
2013-02-15, 09:15 AM
Actually they introduced Gold Kryptonite in Season Ten of Smallville. It had the same effect as Blue Kryptonite ,only worse, in that it permanently negated a Kryptonian's powers.

i dont care, no one will play if gold exists. its stupid to remove the powers permanently.

LordErebus12
2013-02-15, 09:16 AM
The damage reduction should be magic, not --. Superman is vulnerable to magic. This also makes him MUCH more vulnerable in D&D. Magic damage should also probably not be healable by fast healing or regeneration.


no, not how i picture it. DR/Magic is worthless

Omnicrat
2013-02-15, 09:33 AM
no, not how i picture it. DR/Magic is worthless

I understand that, but it doesn't change the fact that superman is incredibly vulnerable to magic. Also, all the other stuff I said.

Grod_The_Giant
2013-02-15, 11:01 AM
I'd take UMD/UPD off the class list-- why on earth (or Krypton) is it there?

I'd put heath vision and arctic breath on breath weapon-style cooldowns, rather than x/day. It does a better job of preventing high-damage ability spamming without making players horde uses.

Keen Hearing could be rewritten to apply to search and spot as well as listen (general super-senses).

X-ray vision is enough of a plot-hurting ability that it should probably go later in the class.

The strength bonus could stand to be much higher-- possibly/probably at the expense of some of the unarmed damage growth.

Solar rejuvenation could be pushed back a bit. Conversely, solar powered could be brought forwards, given how rarely games care about that sort of thing.

I'd like to see flight show up earlier (somewhere in the 6-12 range)-- warlocks and dragonfire adepts get it at 6, after all, and it's a pretty distinctive part of the class.


Still, generally not bad at all.

Amechra
2013-02-15, 11:05 AM
The thing is, spells already bypass DR.

And the thing is, this is not supposed to copy Supes (I don't think), but to emulate. I might be off on this one.

LordErebus12
2013-02-15, 05:07 PM
having just finished smallville (and long since finished the comics), i have a good working knowledge of when he got each powers in comparison to each other.

the xray vision and super hearing came shortly before heat vision, but i made the change in swapping them.

LordErebus12
2013-02-15, 05:13 PM
I'd take UMD/UPD off the class list-- why on earth (or Krypton) is it there?

Much of kryptonian science is based off a slightly psionic principles, such as telepathic crystals and other non-magical... well magic.

I'd put heat vision and arctic breath on breath weapon-style cooldowns, rather than x/day. It does a better job of preventing high-damage ability spamming without making players horde uses.

its possible, 1d3+1 rounds? 1d4+1?

Keen Hearing could be rewritten to apply to search and spot as well as listen (general super-senses).

nope, he never had super sight, beyond the xray and heat (if i remember correctly)

X-ray vision is enough of a plot-hurting ability that it should probably go later in the class.

Screw the plot, im superman

The strength bonus could stand to be much higher-- possibly/probably at the expense of some of the unarmed damage growth.

Meh. ill think on it. any suggestions on what the damage should be? for what trade in strength?

Solar rejuvenation could be pushed back a bit. Conversely, solar powered could be brought forwards, given how rarely games care about that sort of thing.

depends on your preference as dm/players. ive played games where this is at the forefront of your mind.

I'd like to see flight show up earlier (somewhere in the 6-12 range)-- warlocks and dragonfire adepts get it at 6, after all, and it's a pretty distinctive part of the class.

Smallville finished almost 10 seasons without flight... he had like every power but the "make up powers" power he had in the later comics.

Still, generally not bad at all.

thanks, ive given it a lot of thought.

LordErebus12
2013-02-15, 05:14 PM
I understand that, but it doesn't change the fact that superman is incredibly vulnerable to magic. Also, all the other stuff I said.

where are you basing this off of? lol.

if it was DR magic, any 5th level schmuck could beat him down with a magical sword. I dont even think DR/ magic is even good enough option as is, ignoring this whole homebrew entirely. Its almost always worthless after mid levels.

Southern Cross
2013-02-15, 05:20 PM
Actually, if Kryptonian flight worked like Arcana Evolved's fly like an arrow spell ( normal flight speed unless you fly at top speed in a straight line then you start moving at 10 times normal speed), I'd suggest still getting it at 10th level.

Grod_The_Giant
2013-02-15, 05:32 PM
Much of kryptonian science is based off a slightly psionic principles, such as telepathic crystals and other non-magical... well magic.
Still, Superman does not, generally, use technology, semi-magical or otherwise. Also, from a balance issue, these are insanely strong skills, on top of an already-strong class.


its possible, 1d3+1 rounds? 1d4+1?
d4+1 sounds good for a start, decreasing perhaps to d4, d4-1, and d4-2 at later levels (with a result of zero or below being "usable again this round if you get the actions somehow)


nope, he never had super sight, beyond the xray and heat (if i remember correctly)
Check your source material-- microscopic/telescopic vision have been mainstays of the character for decades-- all the way back to the original golden age comics, in fact. (Developed to see through the "denser atmosphere of krypton")


Screw the plot, im superman
Well, yes, but...I mean, it's not an unreasonable ability,


Meh. ill think on it. any suggestions on what the damage should be? for what trade in strength?
Give him a starting unarmed strike damage of 1d6 or 1d8, never upgrade it, and... heck, you might as well give +1 or +2 strength every level. (Might drop the BAB to medium if you do this-- Superman is competent but not top-line in terms of fighting skill) Maybe add a note that when wielding a weapon, it has to make a save of some sort or break every time you hit someone with it to prevent too much power attack abuse.


depends on your preference as dm/players. ive played games where this is at the forefront of your mind.
And would those gritty, survival-focused games allow a class like this? :smalltongue:


Smallville finished almost 10 seasons without flight... he had like every power but the "make up powers" power he had in the later comics.
If we're going by continuity, I'd check this (http://en.wikipedia.org/wiki/Superman:_Birthright), which I think is the most up-to-date (non-new 52) origin story. If we're going by iconicness... why on earth would I play a Superman-type character if I couldn't fly? And if we're going for balance... the wizard's been floating around up there for almost 10 levels. The warlock and dragonfire adept for about the same amount of time.

If you make no other changes, I strongly urge you to a reasonable level.

On another note, what are invocations going to look like?

LordErebus12
2013-02-15, 06:47 PM
On another note, what are invocations going to look like?

rather like Metamagic effects for his heat vision. havent begun them yet.

Grod_The_Giant
2013-02-15, 06:51 PM
rather like Metamagic effects for his heat vision. havent begun them yet.

Mmm. If I may... the class is looking pretty good even without them. If you want a few "meta-heat-vision" abilities, I'd say feats would be a good way to go. If you want more powers, I'd focus on more out-of-combat stuff, like carrying massive loads, cross-country speed and suchlike-- the combat aspect is quite solid already.

LordErebus12
2013-02-15, 06:56 PM
Fly like an arrow...

Basically, while the spell is in effect, you can increase your fly speed. If you spend one full round moving your full fly speed in a straight line, the next round your fly speed is multiplied by x10, as long as you continue moving at full speed in a straight line.

200ft base fly speed, for 8000ft per round running action while flying. That's a little over three miles in 12 seconds, about 900 MPH if my calculations aren't horribly messed up. a bit slow for superman, but it may do...

LordErebus12
2013-02-15, 07:42 PM
Mmm. If I may... the class is looking pretty good even without them. If you want a few "meta-heat-vision" abilities, I'd say feats would be a good way to go. If you want more powers, I'd focus on more out-of-combat stuff, like carrying massive loads, cross-country speed and suchlike-- the combat aspect is quite solid already.

what do you think would be best now that ive changed things?

LordErebus12
2013-02-15, 07:53 PM
a 20th Solar Avatar can reach a speed of 14,000 feet per round at maximum.
Mach 2.145

bobthe6th
2013-02-15, 10:18 PM
oh dear sweet baby Jesus that flight is stupid fast. Lands speed and good is the best you should get at 5, possibly 10ft and perfect.

Generally, this class should be a monster class. It is advancing a race, and is giving set benefits.

Otherwise it would be better to ease up on the "being superman" philosophy. Base classes should be general enough that you could make a few different characters.

inuyasha
2013-02-15, 10:22 PM
are you going to include any other colors of kryptonite?

Grod_The_Giant
2013-02-15, 10:23 PM
Flight is now ridiculously, stupidly fast, yeah. Also, on reflection, DR 20/-- is probably too high, even for level 20.

bobthe6th
2013-02-15, 10:30 PM
DR is a easy thing to break. to low and it is useless(see babraian), to high and it is broken. The difference is a hair thin line. Like DR 2/-- is solid for level 4, but broken at level 2 were attacks are still using just base damage+stat mod, and weak at 8. The progression should probably be more stagered, Like 1 at level one, 2 at level 4, 4 at level 6, 6 at level 8, 10 at level 10 or something.

DR 20/-- at 20 is a pain... but can be worked around.

inuyasha
2013-02-15, 11:33 PM
hmm lil off topic but if you have dr 20/-- and have diabetes...how do you prick your finger to check blood sugar?

Grod_The_Giant
2013-02-15, 11:45 PM
hmm lil off topic but if you have dr 20/-- and have diabetes...how do you prick your finger to check blood sugar?

Power attack.

inuyasha
2013-02-16, 12:33 AM
good answer (sorry for going off topic but I just needed to know)

Omnicrat
2013-02-16, 04:48 AM
where are you basing this off of? lol.

if it was DR magic, any 5th level schmuck could beat him down with a magical sword. I dont even think DR/ magic is even good enough option as is, ignoring this whole homebrew entirely. Its almost always worthless after mid levels.

Here is a forum thread confirming what I am saying about his weakness.

http://forums.comicbookresources.com/showthread.php?343697-Superman-and-Magic-Extent-of-Weakness

Also, I haven't read all the posts yet, but if you are sticking with when Smallville gave Clark flight (which only took so long because they flat out said when they started the show he wouldn't be flying) then the dr should be magic. If you are changing things to fit more with D&D and be less strictly superman, then dr/-- works fine.

Omnicrat
2013-02-16, 04:53 AM
hmm lil off topic but if you have dr 20/-- and have diabetes...how do you prick your finger to check blood sugar?

Kryponite.

LordErebus12
2013-02-16, 10:48 AM
Kryponite.

agreed, (green) kryptonite would take all the supernatural abilities away.

Racially, the DR/--- is still overcome by Kryptonite. and i did mention that making it DR/Kryptonite for non-kryptonians would be smart. Aberrations of Eberron have a weakness like this, a material called Byshek or something like that.

LordErebus12
2013-02-17, 02:59 AM
edited the heat vision

miniviewer
2013-02-18, 02:16 AM
Hi all, I seldom post, but I lurk around. Have always love the work done by this community.

Anyway, here is the wiki link superman's powers:
http://en.wikipedia.org/wiki/Powers_and_abilities_of_Superman

I particularly like John Bryne's explanation of a force field (Wiki>Modern Age>John Bryne>Para 3). Perhaps his physique is comparable to that of a normal human (d4 and low saves?) but his kryptonian metabolism generates a bio-force-field that provides incremental increases to flight, fast healing, DR, boosts to Str, Dex and Con, etc. that scales with his level, and increase also some of his base saves to good.

Grod_The_Giant has the right idea of dropping some unarmed dmg growth for str bonus. For me, just give him improved unarmed strike and no further increase to unarmed dmg. He also have some sort of feat that mitigates his full melee damage.

Vulnerability to magic: this will pose a problem in DnD campaign as magic is quite common unlike in DC comics where magic is limited to certain characters, eg. In DnD buying a dagger+1 is like buying a Casio G-shock.
Vulnerability to kryptonite: as it is extremely rare in DC, it should be just as rare in DnD. I also agree with LordErebus12 on the issue of gold kryptonite making the character unplayable.

Supes should also have an ability to penetrate all (most) forms of DR with his unarmed dmg Ė Superman is never seen using swords or weapons.
If Supes have higher than normal Int, I suggest it being independent from his forcefield.

Supesí powers are dependent on Sunlight so it might be represented as Sunlight Dependency or Sunlight Empowerment. His powers will gradually drop from a prolonged absence to Sunlight.

Also of consideration is Red Sun radiation Ė which negates his powers/bio-field.

As a race, Kryptonian, I suggest prohibiting them from gaining any class abilities that use magic for favour reasonsÖ although they might have some connection to Ďmagi-techí artefacts that duplicates the abilities of highly advanced technology.

Looking forward to the final version of Superman.

LordErebus12
2013-02-18, 02:26 AM
Hi all, I seldom post, but I lurk around. Have always love the work done by this community.

Anyway, here is the wiki link superman's powers:
http://en.wikipedia.org/wiki/Powers_and_abilities_of_Superman

I particularly like John Bryne's explanation of a force field (Wiki>Modern Age>John Bryne>Para 3). Perhaps his physique is comparable to that of a normal human (d4 and low saves?) but his kryptonian metabolism generates a bio-force-field that provides incremental increases to flight, fast healing, DR, boosts to Str, Dex and Con, etc. that scales with his level, and increase also some of his base saves to good.

Grod_The_Giant has the right idea of dropping some unarmed dmg growth for str bonus. For me, just give him improved unarmed strike and no further increase to unarmed dmg. He also have some sort of feat that mitigates his full melee damage.

Vulnerability to magic: this will pose a problem in DnD campaign as magic is quite common unlike in DC comics where magic is limited to certain characters, eg. In DnD buying a dagger+1 is like buying a Casio G-shock.
Vulnerability to kryptonite: as it is extremely rare in DC, it should be just as rare in DnD. I also agree with LordErebus12 on the issue of gold kryptonite making the character unplayable.

Supes should also have an ability to penetrate all (most) forms of DR with his unarmed dmg Ė Superman is never seen using swords or weapons.
If Supes have higher than normal Int, I suggest it being independent from his forcefield.

Supesí powers are dependent on Sunlight so it might be represented as Sunlight Dependency or Sunlight Empowerment. His powers will gradually drop from a prolonged absence to Sunlight.

Also of consideration is Red Sun radiation Ė which negates his powers/bio-field.

As a race, Kryptonian, I suggest prohibiting them from gaining any class abilities that use magic for favour reasonsÖ although they might have some connection to Ďmagi-techí artefacts that duplicates the abilities of highly advanced technology.

Looking forward to the final version of Superman.

i agree with some of this. in the case of the bit about the race's tech, ive always seen it very psionic in nature. Crystalline and highly magical/ pseudo-technological in nature.

LordErebus12
2013-02-18, 02:32 AM
altered it a bit. lost the increased damage size. its now 1d10 for unarmed strike. it also ignores all DR after 12th level (thanks miniviewer).

LordErebus12
2013-02-18, 02:46 AM
few more edits. now he begins to lose his powers after lack of exposure to sunlight after he reaches the solar-powered stage.

LordErebus12
2013-02-18, 02:59 AM
first problem: major issue in planar travel, as their abilities are tied to sunlight.

miniviewer
2013-02-18, 03:21 AM
first problem: major issue in planar travel, as their abilities are tied to sunlight.

Maybe sunlight can be changed to pure positive energy which exists on any plane that can sustain life except for the Negative Energy Plane. Negative Energy should not do extra damage to him as it is absence of positive. Enterprising and high level enemy spellcasters might develop unique spells to exploit this vulnerability.

Just a thought: If we move away from Krypton the destroyed planet from the star Rao, then the traditional Red Sun Radiation can be the twisted energy from the Far Realm?

LordErebus12
2013-02-18, 03:45 AM
Maybe sunlight can be changed to pure positive energy which exists on any plane that can sustain life except for the Negative Energy Plane. Negative Energy should not do extra damage to him as it is absence of positive. Enterprising and high level enemy spellcasters might develop unique spells to exploit this vulnerability.

Just a thought: If we move away from Krypton the destroyed planet from the star Rao, then the traditional Red Sun Radiation can be the twisted energy from the Far Realm?

entirely possible. how would you go about this?

LordErebus12
2013-02-18, 06:12 AM
i think telekinesis needs to be added somewhere... maybe some slight psionic abilities or something..

Omnicrat
2013-02-18, 06:25 AM
i think telekinesis needs to be added somewhere... maybe some slight psionic abilities or something..

Do you mean tactile telekinesis?

LordErebus12
2013-02-18, 06:58 AM
Do you mean tactile telekinesis?

not sure....

Omnicrat
2013-02-18, 07:38 AM
not sure....

How superman can pick up a falling chunk of building without it breaking around his hands and stuff like that is tactile telekinesis.

Grod_The_Giant
2013-02-18, 08:10 AM
i think telekinesis needs to be added somewhere... maybe some slight psionic abilities or something..

Superboy (the post-Crisis version) had "tactical telekinesis," which helped his strength, but he was half-human. I think adding any sort of psionic power stuff here is wholly unnecessary, though.

Omnicrat
2013-02-18, 08:46 AM
Superboy (the post-Crisis version) had "tactical telekinesis," which helped his strength, but he was half-human. I think adding any sort of psionic power stuff here is wholly unnecessary, though.

Superman also has tactile telekinesis.

Rakoa
2013-02-18, 09:26 AM
Excellent class. I don't see DR 20 at level 20 as an insane thing to overcome, really. I think that is fine where it is. It is good to see a powerful melee class like this.

One thing I would suggest changing is Awesome Blow, so that it is not based on the size of the creature that he whacking. I mean, come on, he is freaking Superman. If he can't launch an Ogre a measly ten feet, he is in sad shape. I would suggest having it based off of Strength, such as he can perform an Awesome Blow on any creature that has less Strength than he does.

Grod_The_Giant
2013-02-18, 10:09 AM
Superman also has tactile telekinesis.

Only by implication, that implication being "otherwise it'd be impossible to pick up the stuff he does without it breaking under its own weight." Comic book physics as a counterpoint to that works just fine.

Omnicrat
2013-02-18, 10:13 AM
Only by implication, that implication being "otherwise it'd be impossible to pick up the stuff he does without it breaking under its own weight." Comic book physics as a counterpoint to that works just fine.

I would have sworn it was expressly stated somewhere...

Grod_The_Giant
2013-02-18, 10:27 AM
I would have sworn it was expressly stated somewhere...

Are you sure you're not thinking of Superboy? (The post-crisis one, who was cloned with half of his DNA from Superman and half from Lex Luthor)

Omnicrat
2013-02-18, 10:37 AM
Are you sure you're not thinking of Superboy? (The post-crisis one, who was cloned with half of his DNA from Superman and half from Lex Luthor)

Yeah. That superboy power is because of the superman power, I thought. It predates that version of superboy, unless I'm just misremembering. Which is possible.

miniviewer
2013-02-18, 03:08 PM
entirely possible. how would you go about this?

Perhaps:
Krypton was an inaccessible, distance and relatively unknown demi-plane from which the xenophobic race of Kryptonians hail from. It was destroyed in a self-contained planar catastrophe. Based on surviving records which somehow made its way onto other planes, Kryptonians do not posses any special abilities and lived in a society that entirely forswear planar travel.

LordErebus12
2013-02-19, 12:34 AM
Perhaps:
Krypton was an inaccessible, distance and relatively unknown demi-plane from which the xenophobic race of Kryptonians hail from. It was destroyed in a self-contained planar catastrophe. Based on surviving records which somehow made its way onto other planes, Kryptonians do not posses any special abilities and lived in a society that entirely forswear planar travel.

Artifacts from krypton should exist.

LordErebus12
2013-06-16, 06:14 PM
Revived for discussion.

got some ideas.

Omnicrat
2013-06-16, 07:41 PM
Maybe the ability to move while holding a weight above the Solar Avatars head as a normal person would move under a heavy load?

Tanuki Tales
2013-06-16, 09:17 PM
For the record, Superman wouldn't be injured by a +1 dagger unless the enchantment on it was of a sufficient magnitude of damaging someone of his durability level.

It really varies between writers, but unless he's jobbing he doesn't have a vulnerability to magic, he just doesn't have any specific resistance to it that a normal person wouldn't have.

LordErebus12
2013-06-18, 03:40 AM
Maybe the ability to move while holding a weight above the Solar Avatars head as a normal person would move under a heavy load?

What advantage would that grant? i could see the ability to fly with a medium and heavy load, but not that. Elaborate, please.


For the record, Superman wouldn't be injured by a +1 dagger unless the enchantment on it was of a sufficient magnitude of damaging someone of his durability level.

It really varies between writers, but unless he's jobbing he doesn't have a vulnerability to magic, he just doesn't have any specific resistance to it that a normal person wouldn't have.

I figured it wouldn't matter. Unless it is made of kryptonite, it doesn't bypass its DR, even if its +10. Doesn't matter. I could see the ruling that Epic could still bypass it but im thinking no.

Tanuki Tales
2013-06-18, 09:21 AM
I figured it wouldn't matter. Unless it is made of kryptonite, it doesn't bypass its DR, even if its +10. Doesn't matter. I could see the ruling that Epic could still bypass it but im thinking no.

I was more just throwing in an aside. I think the class is looking fine so far.

Kristofthegreat
2013-06-18, 03:51 PM
where are you basing this off of? lol.

I'm just going to throw out that Superman is one of the oldest comic book heroes; I'm 31 and have read a fair amount of 1960's Superman until the DOOMSDAY & aftermath in the mid-90s. There are some things that making him just the Smallville / recent Superman ignores...

1) Superman DID use technology. He was at STAR Labs every 20 seconds and/or in every other book for a while. Based on some of the books I read, he also had an extensive lab and zoo in his fortress of solitude.

2) Superman was very VERY vulnurable to magic. Yes, in D&D, that makes him slightly underpowered, but really? A dude who can fly, see through nearly anything, and punch you into next year?

LordErebus12
2013-06-18, 04:01 PM
I'm just going to throw out that Superman is one of the oldest comic book heroes; I'm 31 and have read a fair amount of 1960's Superman until the DOOMSDAY & aftermath in the mid-90s. There are some things that making him just the Smallville / recent Superman ignores...

1) Superman DID use technology. He was at STAR Labs every 20 seconds and/or in every other book for a while. Based on some of the books I read, he also had an extensive lab and zoo in his fortress of solitude.

2) Superman was very VERY vulnurable to magic. Yes, in D&D, that makes him slightly underpowered, but really? A dude who can fly, see through nearly anything, and punch you into next year?

1) i've always saw it as more of a psionic crystal type of technology, based off of Djore/cognizant crystal type items.

2) no real defense against spells and low will saves.

Imbasel
2013-06-18, 09:53 PM
So I decided to have a go into making the Solar Avatar into a Pathfinder class. I changed some things to make it more friendly to have it not necessarily be weakened to Kryptonite. I traded this off with having a lower DR. The DR however is /- which represents a powerful benefit. I also, added some other class features and changed others to make it more in theme with Superman in my eyes.

GAME RULE INFORMATION
Solar Avatars have the following game statistics.

Alignment: Any
Hit Die: d12.

Class Skills
The Solar Avatar's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Perception (Wis), Sense Motive (Wis), Swim (Str).

Skill Ranks per Level: 2+ Int modifier.

{table=head]{colsp=8}Table: Solar Avatar Class
Level| BAB | Fort| Ref |Will| Special Abilities| Speed Bonus| Damage Reduction

1st |+0 |+2 |+2 |+0 | Body of Steel, Enhanced Speed, Solar Powered, Unarmed Strike |+10 | 1/-
2nd |+1 |+3 |+3 |+0 | Heatvision 1d6, |+10 | 1/-
3rd |+2 |+3 |+3 |+1| Keen Senses |+10 | 2/-
4th |+3 |+4 |+4 |+1 | Heatvision 2d6, Physique +2 |+10 | 2/-
5th |+3 |+4 |+4 |+1 | Flight, Solar Rejuvenation |+20 | 4/-
6th |+4 |+5 |+5 |+2 | Awesome Strength,Heatvision 3d6 |+20 | 5/-
7th |+5 |+5 |+5 |+2 | Physique +4, X-Ray Vision |+20 | 6/-
8th |+6/+1 |+6 |+6 |+2 | Awesome Blow, Heatvision 4d6 |+20 | 6/-
9th |+6/+1 |+6 |+6 |+3 | |+30 | 6/-
10th |+7/+2 |+7 |+7 |+3 | Heatvision 5d6, Physique +6 |+30 | 8/-
11th |+8/+3 |+7 |+7 |+3 | Accelerated Flight |+30 | 8/-
12th |+9/+4 |+8 |+8 |+4 | Heatvision 6d6 |+30 | 10/-
13th |+9/+4 |+8 |+8 |+4 | Physique +8, Solar Regeneration |+40 | 10/-
14th |+10/+5 |+9 |+9 |+4 | Heatvision 7d6 |+40 | 10/-
15th |+11/+6/+1 |+9 |+9 |+5 | Arctic Breath |+40 | 12/-

16th |+12/+7/+2 |+10 |+10 |+5 | Heatvision 8d6, Physique +10 |+40 | 12/-
17th | +12/+7/+2 |+10 |+10 |+5 | Mach Flight |+50 | 12/-
18th |+13/+8/+3 |+11 |+11 |+6 | Heatvision 9d6 |+50 | 15/-
19th |+14/+9/+4 |+11 |+11 |+6 | Physique +12 |+50 | 15/-
20th |+15/+10/+5 |+12 |+12 |+6 | Avatar of the Stars, Heatvision 10d6 |+50 | 15/-
[/table]

Class Features
All of the following are class features of the Solar Avatar.

Weapon and Armor Proficiency:
Solar Avatars are proficient with all simple weapons but with no type of armor.

1st - Body of Steel (Su):
The Solar Avatarís Body is highly resistant to damage, their skin seems as if it is tougher than steel. The Solar Avatar has natural armor equal to 1+ one quarter of the Solar Avatar's level (minimum 0) and damage reduction as noted in the table above.

1st - Enhanced Speed (Su):
The Solar Avatarís body is incredibly fast, capable of moving at intense speeds. The Solar Avatar gains run as a bonus feat and a +10 enhancement bonus to all movement speed types. This speed bonus increases to +20 ft. at 5th, +30 ft. at 9th, +40 ft. at 13th, and finally +50 ft. at 17th.

1st - Solar-Powered (Su):

The Solar Avatar relies upon sunlight for their power. If a Solar Avatar is not exposed to any form of sunlight for a number of days equal to his constitution modifier, he becomes fatigued until he receives some source of sunlight. Should he continue to fail in receiving sunlight for a number of days equal to twice his constitution modifier, he becomes exhausted, losing his supernatural powers until he spends at least one minute within sunlight.

At 3rd level the Solar Avatar also gains immunity to poisons and non-magical diseases.

At 7th level the Solar Avatar becomes immune to the effects of Severe Cold and Severe Heat.

At 11th level the Solar Avatar becomes immune to the effects of Extreme Cold and Extreme Heat.

At 11th level the Solar Avatar does not need to eat, drink or sleep to sustain himself, nor does he need air to breathe. Simply standing within sunlight for a few minutes provides the Solar Avatar all the energy he needs to survive for the day. If it comes up within a game, the vacuum of space now has no effect on the Solar Avatar.

1st - Unarmed Strike (Su):
A Solar Avatar gains Improved Unarmed Strike as a bonus feat. A Solar Avatarís attacks may be with fists, elbows, knees, feet, and forehead. This means that a Solar Avatar may make unarmed strikes with his hands full.

There is no such thing as an off-hand attack for a Solar Avatar striking unarmed. A Solar Avatar may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a Solar Avatarís unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Solar Avatar unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A Solar Avatar also deals more damage with his unarmed strikes than a normal person would. A Medium Solar Avatar deals 1d10 damage with his unarmed strikes instead of 1d3, while Small Solar Avatars deal 1d8 and Large Solar Avatars deal 1d12.

At 6th level, a Solar Avatarís unarmed strike is considered to be magical for the purposes of overcoming damage reduction.

At 12th level, a Solar Avatarís unarmed strike overcomes all damage reduction.

2nd - Heatvision (Su):
Within close range (25 ft. + 5 ft./2 levels) a Solar Avatar can create twin beams from his eyes to strike a target with a ranged touch attack, dealing more damage as the Solar Avatar increases in level at each even level. The damage dealt is half fire damage (rounding up) and half force damage (rounding down). The Solar Avatarís Heatvision is usable at will, but can only be used every 1d4 rounds, functioning as a standard action.

3rd - Keen Senses (Su):
The Solar Avatarís vision and hearing is so acute that he can hear the faintest noises and see from greater distances than would be normal. The Solar Avatar adds his Solar Avatar class level to all listen and spot checks.

In addition at 8th level the Solar Avatar can make Perception checks at 25 feet before taking -1 penalties to Perception checks now made every 25 feet. At level 13 this increases to 50 feet. At level 18 this increases to 100 feet.

4th - Physique (Su):
The Solar Avatarís body has grown incredibly strong while under the effects of sunlight. You receive a permanent +2 increase to Strength. This bonus increases to +4 at 7th, +6 at 10th level, +8 at 13th, +10 at 16th and finally +12 at 19th level.

Carrying Capacity is also vastly increased, the Solar Avatar is never encumbered or slowed by heavy loads. Also, the Solar Avatar's carrying capacity is vastly improved.

At level 4 the Solar Avatar is treated as a Large size creature in terms of carrying capacity.

At level 9 the Solar Avatar is treated as a Huge size creature in terms of carrying capacity.

At level 14 the Solar Avatar is treated as a Gargantuan size creature in terms of carrying capacity.

At level 19 the Solar Avatar is treated as a Colossal size creature in terms of carrying capacity.

5th - Flight (Perfect) (Su):
The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 100 ft., plus the bonus from his Enhanced Speed ability (See above).

5th - Solar Rejuvenation (Su):
Whenever in direct sunlight or within a magical effect such as the daylight spell, the Solar Avatar gains fast healing 5. This effect lasts as long as the Solar Avatar remains in the sunlight, plus an additional three rounds afterwards.

6th - Awesome Strength (Su):
Starting at 6th level the Solar Avatar has a bonus to break open doors and objects equal to half of his Solar Avatar levels rounded down.

7th - X-Ray Vision (Su):
This ability allows the solar avatar to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

Using this ability requires a standard action to activate, but then can be maintained with a swift action each round. This ability can be used a number of times per day equal to half of the solar avatar levels plus Con modifier. This ability can be used for a number of consecutive rounds equal to three plus con modifier.

8th - Awesome Blow (Su):
As a standard action, the solar avatar may choose apply a -5 penalty from its melee attack roll and deliver an awesome blow. If the solar avatar hits a corporeal opponent equal to or smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking solar avatarís choice and fall prone.

The attacking solar avatar can only push the opponent in a straight line, and the opponent canít move closer to the attacking solar avatar than the square it started in. If an obstacle prevents the completion of the opponentís move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

At 14th level this ability improves as the Solar Avatar is treated as a Large creature in terms of applying its Awesome Blow. Creatures of Medium size and smaller are now sent flying back 20 feet in a direction of the attacking solar avatar's choice and fall prone.

At 20th level this ability improves as the Solar Avatar is treated as a Huge creature in terms of applying its Awesome Blow. Creatures of Medium size and smaller are now sent flying back 30 feet in a direction of the attacking solar avatar's choice and fall prone. Large size creatures are sent flying back 20 feet in a direction of the attacking solar avatar's choice and fall prone.


11th - Accelerated Flight (Perfect) (Su):
The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 200 ft., plus the bonus from his Enhanced Speed ability (See above).

13th - Solar Regeneration (Su):
While in direct sunlight or another similar effect, the Solar Avatar instead gains Regeneration 5, instead of fast healing.

15th - Arctic Breath (Su):
As a full round action, the Solar Avatar can exhale a freezing gale of frost in one of two shapes: a 60 ft. cone or a 120 ft. line. This deals 10d6 cold damage (Reflex for half damage) and possibility paralyzing the foe in a layer of frost if those caught within the gale fail a reflex save (DC 15 + Solar Avatarís Con modifier). If they fail, they are paralyzed for 1d4+1 rounds and is encased in ice (Hardness 5; HP 10; Brake DC 20). This ability can be used a number of times per day equal to one plus the Solar Avatarís Con modifier.

In addition, This ability also snuffs out all non-magical fires within the radius of effect

17th - Mach Flight (Perfect) (Su):
The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 300 ft., plus the bonus from his Enhanced Speed ability (See above). If the Solar Avatar spends a "run action" while flying in a straight line, the next round his fly speed is multiplied by x10 (in addition to the x5 running bonus), as long as he continues moving at full speed in a straight line.

20th - Avatar of the Stars (Ex):
The Solar Avatar gains a permanent +4 bonus to Constitution and Strength . He also becomes effectively immortal, ceasing to age further. The Solar Avatar loses any age penalties he currently possesses. Mental ability bonuses still apply and are still gained. The Solar Avatarís Heatvision and arctic breath abilities can now be used at will. A Solar Avatar who has died of wounds can be revived by exposing his body to sunlight for at least a day.

Overall my focus with this build was to break up the abilities of the Avatar a bit more. Some of his other abilities have been improved to help him keep up with the power that other people of his level will be reaching. Will he ever be a Tier 1 or 2? No he won't he has no spellcasting and while he does have extremely fast movement this is mostly limited to non combat situations to reach maximum speeds.

Anyway, I would appreciate comments.

EDIT: I have not finished updating the table. I have to go in for a brain biopsy tomorrow and am headed off to bed. Once I am able I will correct the table.

Imbasel
2013-06-18, 09:56 PM
Reserved for feats and the like.

Improved Solar Avatar Spell Resistance
Prerequisites: Solar Avatar Spell Resistance, Solar Avatar level 15
Benefit: You have increased Spell Resistance against one of the following schools of magic: Conjuration (Only spells that deal damage), Evocation, or Necromancy. Your spell resistance increases to 11+ Solar Avatar level. You may gain this feat multiple times. Each time applies to a different school of magic.

Tanuki Tales
2013-06-18, 11:18 PM
2) no real defense against spells and low will saves.

Superman...had one of the strongest wills amongst the main DC heroes. He's resisted warpings from Blaze in her own realm (she's a Skyfather level being comparable to Shazam), bested Dominus in the mental realm even though he had just learned mental kung fu (I can't remember his Tier off the top of my head, but he's at least Skyfather) and resisted being manipulated by Emperor Joker once he remembered who he was (who had 99% of Mxyzptlk's power at the time).

The whole "vulnerability to magic" thing is more a false statement. He has no special resistance to magic, but he's still ridiculously powerful and durable and can resist most magic through willpower alone.

LordErebus12
2013-06-18, 11:26 PM
Superman...had one of the strongest wills amongst the main DC heroes. He's resisted warpings from Blaze in her own realm (she's a Skyfather level being comparable to Shazam), bested Dominus in the mental realm even though he had just learned mental kung fu (I can't remember his Tier off the top of my head, but he's at least Skyfather) and resisted being manipulated by Emperor Joker once he remembered who he was (who had 99% of Mxyzptlk's power at the time).

The whole "vulnerability to magic" thing is more a false statement. He has no special resistance to magic, but he's still ridiculously powerful and durable and can resist most magic through willpower alone.

well, having a high wisdom might help. Superman often got mind-controlled throughout several different series, so he shouldn't have too high of a resistance to it. that being said, the class would not benefit much from cranking up will saves or granting any resistances in that department. Id say all that extra training with the mind would be an example of multiclassing, not from the core concept.

For instance, Zod would be most likely a solar avatar purely, while superman would be only partially a solar avatar and would have other classes taken.

Grod_The_Giant
2013-06-18, 11:36 PM
Looking back...


Basic flight is way, way too fast for 5th level. I'd start it at 10+Enhanced Speed and Average maneuverability-- Good, tops-- and upgrade maneuverability later on.
For the x/day abilities, perhaps they can be recharged by spending a certain amount of time (1 hour/charge?) in sunlight? Just for fun.
I'd drop Reflex to a low progression-- Supes tanks attacks, he doesn't dodge them.


Also, I'd look at Imbasel's treatment for some wording improvements. And steal Awesome Strength; that ability is really fitting.


(For what it's worth, the offical DC Adventures RPG has his Fortitude and Will defenses equal to each other. Reflex/AC is much lower)

Melcar
2013-06-19, 03:16 AM
I understand that, but it doesn't change the fact that superman is incredibly vulnerable to magic. Also, all the other stuff I said.

Would he be vulnerable to a fireball? no

Would he be vulnerable to Feeblemind yes

I think that superman might be vulnerable to magic, but im thinking that most evocation spell would simple bounce of him.

Perhaps he could have some improved saves and some special vulnerability towards magic, but its difficult, because its not correct just to have all spells affect him fully.


BUT... I do like the class

LordErebus12
2013-06-19, 05:21 AM
Would he be vulnerable to a fireball? no

Would he be vulnerable to Feeblemind yes

I think that superman might be vulnerable to magic, but im thinking that most evocation spell would simple bounce of him.

Perhaps he could have some improved saves and some special vulnerability towards magic, but its difficult, because its not correct just to have all spells affect him fully.


BUT... I do like the class

which is why i figured higher reflex saves over will saves. while it mechanically means its better at dodging AoE spells, i view it as simply being so tough that you can simply deflect some of the damage off of you with the right save. reflex calls to mind a dodge of some sort, but since you dont actually move to avoid it, you simply brush it off. Will save effects are problematic for a reason.

If i give it some huge bonus to magic, its gonna beyond broken. its a lot stronger than some roles as is, without going over the top with covering every detail. Superman is nearly a god in the old comics, i dont like that concept in a D&D game.

The fly speed is super high so it can actually make mach 2.something at max levels. Comic Superman could fly so fast in space that he could obliterate a star and its planets by simply passing too close by (faster than light travel creates infinite mass and energy). Not something that transitions well to D&D. :smallbiggrin:

You're never gonna be superman with this class, the point is to be like him without simply saying "screw the rules and balance, it must be 100% accurate".

That being said, i need to go through what the pathfinder version has, still.

Tanuki Tales
2013-06-19, 10:10 AM
well, having a high wisdom might help. Superman often got mind-controlled throughout several different series, so he shouldn't have too high of a resistance to it. that being said, the class would not benefit much from cranking up will saves or granting any resistances in that department. Id say all that extra training with the mind would be an example of multiclassing, not from the core concept.

For instance, Zod would be most likely a solar avatar purely, while superman would be only partially a solar avatar and would have other classes taken.

I guess the issue is that this class is trying to represent Superman instead of representing Kryptonians in general.

And for the record, the few times he's been mind-controlled was either by ridiculously powerful entities (like Dominus) or through context. And even then, the best they generally did was tweak his perceptions and not do full blown control.

Melcar
2013-06-19, 01:30 PM
which is why i figured higher reflex saves over will saves. while it mechanically means its better at dodging AoE spells, i view it as simply being so tough that you can simply deflect some of the damage off of you with the right save. reflex calls to mind a dodge of some sort, but since you dont actually move to avoid it, you simply brush it off. Will save effects are problematic for a reason.

If i give it some huge bonus to magic, its gonna beyond broken. its a lot stronger than some roles as is, without going over the top with covering every detail. Superman is nearly a god in the old comics, i dont like that concept in a D&D game.

The fly speed is super high so it can actually make mach 2.something at max levels. Comic Superman could fly so fast in space that he could obliterate a star and its planets by simply passing too close by (faster than light travel creates infinite mass and energy). Not something that transitions well to D&D. :smallbiggrin:

You're never gonna be superman with this class, the point is to be like him without simply saying "screw the rules and balance, it must be 100% accurate".

That being said, i need to go through what the pathfinder version has, still.

How about giving him improved evation?

Rhyvurg
2013-06-20, 08:55 AM
A few suggestions:

A high-level feat to make a super-breath alternative to cold breath, maybe using the Tornado Blast psi power as a template.

Maybe something to make taking 10 on certain skills easier, to represent having fast hands.

I agree with the Will save thing. 9 times out of 10, Will saves are against magic. But I think there should be something to improve your chances against psionics.

Perhaps Kryptonians should be an innately psionic race, post-52 Krypton had the entire populace equipped with telepathic technology.

Imbasel
2013-06-20, 06:42 PM
Having read some responses for magic I looked over the lore. Traditionally Superman has shown specific vulnerability to spells that are more mental in nature rather than physical. So what about the following class feature.


9th - Solar Avatar Spell Resistance(Su):

Solar Avatar's have now developed Spell Resistance equal to 6+ their Solar Avatar class level. However, the Spell Resistance only applies to spells from one of the following schools of magic: Conjuration (Only spells that deal damage), Evocation, or Necromancy. One the school is picked their decision is final.

At 14th level the Solar Avatar may now pick another school of magic from the above mentioned list.

At 20th level the Solar Avatar may now pick another school of magic from the above mentioned list.

And how about a feat:

Improved Solar Avatar Spell Resistance
Prerequisites: Solar Avatar Spell Resistance, Solar Avatar level 15
Benefit: You have increased Spell Resistance against one of the following schools of magic: Conjuration (Only spells that deal damage), Evocation, or Necromancy. Your spell resistance increases to 11+ Solar Avatar level. You may gain this feat multiple times. Each time applies to a different school of magic.

I feel that this helps to address the type of magic that Superman shrugs off for the most part. It makes him tough against physically damaging and slowing spells. However, he is quite vulnerable to the other schools of magic.

What do you all think?


EDIT: As a side note my brain biopsy went well. I have to update the table sometime tonight or early tomorrow. In addition I will be changing both the speed of flight as well as the maneuverability as well.

Melcar
2013-06-21, 01:46 PM
Conjuration magic, that does damage does normally not allow spell resistance, because its not magical damage. AFAIK!

Grod_The_Giant
2013-06-21, 02:12 PM
Spell Resistance doesn't fit the comic-book inspiration, and it's not necessary for balance purposes.

Imbasel
2013-06-21, 02:32 PM
Grod_The_Giant: I agree that it doesn't necessarily fit the comic-book inspiration and for balance purposes may not be the best suited. However, there are physical manifestation of magic that Superman doesn't seem too phased by.

What do you think of having the option of having energy resistance in the class features. It wouldn't cover all of them, but each Solar Avatar would pick ones at appropriate levels and increase their power.

Melcar: There are a few spells (not a ton) in the core that deal damage, but do allow a SR save. However, with the expansion of the spells list from other books I felt it was worth noting. However, thematically spell resistance is not what I was going for and was more of an attempt to make him resistant. I would much rather go for energy resistance and possible immunity at a high enough level.

Overall Comments: When analyzing the base class for both Pathfinder and 3.5 I've been struck by a couple of things. While the class can heal quickly and has a good amount of damage reduction he will be getting hit a lot. Due to no armor class proficiency and a low natural armor bonus he will be having to rely on items to boost his AC. Another option is to give the Solar Avatar energy resistances to help make up for this. What do you think?

Grod_The_Giant
2013-06-21, 03:11 PM
The best way to explain magic and Kryptonians in D&D terms, I think, is that magic bypasses his DR. He's still got tons of health, so he can soak hits, but he can't ignore it like he could potentially ignore an equally-strong mundane attack.

Since DR/Magic is utterly useless in D&D, he gets a courtesy power boost and an upgrade to DR/--. (Or DR/Kryptonite, perhaps).

Energy Resistance, especially to fire, might be OK. Or perhaps energy resistance to all non-magic energy forms? So he'd have Resistance 20 (let's say) to lava, but not to a fireball spell.

Rhyvurg
2013-06-21, 04:51 PM
Guys, it's simple. Give him power resistance. It's SR that only works against psionics. As for how he deals with magic, I think it's perfect as-is. Remember, he's not vulnerable to it, he just has no special defense against it. And that's what the class is now anyway.

Imbasel
2013-06-21, 05:06 PM
I think the problem with PR is that for 3.5 and Pathfinder Psionics is something that is not in core and has to be determined for the DM for usage. As a result I would think that not giving him PR is appropriate.

For the Pathfinder version I know that I will be removing spell resistance from the class feature. I think I am also going to post an individual thread of its own since with my latest revisions (not on site yet) I would rather have a dedicated thread.

Grod_The_Giant
2013-06-21, 05:34 PM
Power Resistance would be just as goofy. Maybe even more goofy-- usually only psionic creatures have that.

Imbasel
2013-06-21, 05:40 PM
I'm definitely with you there on that one. On a side note I should have a new thread posted by tomorrow morning. My brain biopsy recovering is taking it out of me a bit I'm just getting tired earlier.

eftexar
2013-06-21, 06:04 PM
I'm confused at the argument that superman didn't have a weak will.

He's been mind controlled by Granny Goodness, that parasite thing in the fortress of solitude, and, if I remember correctly, Braniac. And he's been telepathically stunned by Gorilla Grod for long periods of time. And don't forget the time he was locked in an endless dream by earth technology.

As far as magic goes, didn't he have trouble fighting Solomon Grundy because he was born of magic? In fact I'm pretty sure he specifically stated his weakness himself.

Grod_The_Giant
2013-06-21, 07:02 PM
Yeah, but name me one super-hero who hasn't been mind-controlled a dozen times. (The magic weakness is pretty firm cannon, though)

eftexar
2013-06-21, 07:15 PM
Batman has almost always escaped as a far as I am aware. When the joker tried to trap him in a dream, as well as his first exposure to fear toxin, are the only real instances I can think of it took him a while to escape and those still didn't completely control him.

Also keep in mind that superman almost always needs help, usually in the form of another hero interrupting it somehow. Other heroes have been more apt to break it on their own than he is.

I am a little shocked the class doesn't offer straight up fear immunity. I don't think I've ever seen him afraid of something, let alone flee. Kryptonite maybe, but not really...

LordErebus12
2014-04-24, 01:39 PM
Reviving my old thread, fixed the table.

Xuldarinar
2014-04-24, 05:14 PM
It looks interesting all in all, though not how I would personally approach it.


1: As previously stated, since this is advancing a race it would make sense to combine the kryptonian race with the solar avatar class. This would be a considerable change, but if you are going out of your way (in some regards) to include various things regarding the man o' steel, it is a thought.

2: I know you are opposed to this, but it bares repeating. DR x/Magic, and have (at least green) Kryptonite's presence negate this. If you are going to say its superman, might as way be true the whole way.

3: The class feature structure. Given superman's wide array of abilities, i'd personally give the class a system, a pool if you will to draw upon, of psi-like abilities. Now, my approach would then basically turn this into a unique monster class based somewhat on the psionic warrior, but thats how it is. Perhaps as a passive psi-like ability, so long as they are in the light of a yellow sun and for x amount of time thereafter as most of their class features should, they gain a scaling version of Bull's Strength. Keep in mind, the man of steel's strength score... Considering at one point he is recorded at lifting 200,000,000,000,000,000,000 tons.. its arbitrarily high.


Superman's list of abilities: Super Breath, Freeze Breath, Telekinesis (Usually on self for flight but can be used on other things; see the great wall of china in Superman IV), Super Strength, Super Speed, Perfect control over his muscles, Telepathy, Trapping people (...Superman II), Self Duplication (Superman Red and Superman Blue), Illusionary Duplication (Again, Superman II), Creating small copies of himself that have his powers when he does not, Kissing to wipe memories (Starting to find Superman II kinda stupid), Time Travel, Super Intelligence, Hypnosis, Telepathic Will Control (its different, i swear), Ventriloquism, Shapeshifting, "Super Makeup" (..The comics were stupid too), Heat Vision, Super Weaving (I wish I were joking... hello perfect class to optimize Craft (Basketweaving)), Immunity to bullets (But still has to dodge guns being thrown at him.). Im sure there is more, I just decided it was too stupid to continue.

Grod_The_Giant
2014-04-24, 06:56 PM
Keep in mind, the man of steel's strength score... Considering at one point he is recorded at lifting 200,000,000,000,000,000,000 tons.. its arbitrarily high.

Superman's list of abilities: ...
Yeah, umm, let's not take the Silver Age "make up powers whenever we feel like it" Superman as our inspiration, shall we? Ditto All Star Superman (at the time that number came up, his powers had been boosted to the point where they were killing him). Stick to the iconic powers: Strength, flight, invulnerability, speed, senses, heat vision, and arctic breath.

What? No, I'm not a massive comic book nerd with a particular fondness for Superman, why do you ask?

Rhyvurg
2014-04-24, 07:49 PM
Posted with LordErebus12's approval.

Feats of Steel
To qualify for these feats, a character must have levels in the Solar Avatar class.

Martian Physiology (Steel)
Prerequisites: Solar Avatar level 1, must be taken at level 1
Benefit: Your race changes to Martian, all racial traits remain the same. Damage reduction gained from Solar Avatar changes from /kryptonite to /flaming weapons. The second paragraph of Solar Powered is replaced with:



Fires of Passion:
If a Martian Solar Avatar is exposed to fire for a number of rounds equal to their Constitution modifier, they lose all class features until the fire is gone or the Solar Avatar moves away from it.


Justice Bringer (Steel)
Prerequisites: Solar Avatar level 3
Benefit: As a full-round action, you may make a Heat Vision attack in a cone rather than a ray. The reflex DC is equal to (Class level + Con modifier +10). At 10th level, evasion can't reduce the damage from this attack. At 15th level, improved evasion can't reduce the damage from this attack.

Larger Than Life (Steel)
Prerequisites: Solar Avatar level 6
Benefit: You gain the Powerful Build ability, and the damage for your unarmed strikes increases as if you had gone up in size 1 category, though you do not become larger. At 13th level, your effective size category (as well as unarmed damage) increases to Huge.

Tactile Telekinesis (Steel)
Prerequisites: Solar Avatar level 6
Benefit: You may move any number of objects who's combined weight does not equal your heavy load limit without any means of holding them together, that they touch each other is enough (example: by touching one coin of a pile of gold, the entire pile can be lifted without additional support). In addition, you no longer suffer any encumbrance penalties.

Super Breath (Steel)
Prerequisites: Solar Avatar level 9
Benefit: You may expel a torrent of air that can push foes away. Everything in a 40 ft cone in front of you must make an opposed Bull Rush check against you or be pushed to the far end of the cone. Creatures that fail the check by 5 or more are knocked prone. At 15th level, you gain a +4 bonus on your Bull Rush check. You may use this feat a number of times per day equal to your Constitution modifier.

Faster Than a Speeding Bullet (Steel)
Prerequisites: Solar Avatar level 12
Benefit: Once per day equal to your Strength modifier, you may use a burst of speed so fast, you seem to vanish. You can teleport, as the Dimension Door spell, with a caster level equal to your class level.

More Powerful Than a Locomotive (Steel)
Prerequisites: Solar Avatar level 15, Faster than a Speeding Bullet
Benefit: You gain Improved Grapple, Improved Bull Rush, Improved Sunder, Power Attack, and Endurance as bonus feats. If you already have any of these feats, you are refunded those feat slots and may choose new feats immediately.

In a Single Bound (Steel, Tactical)
Prerequisites: Solar Avatar level 18, More powerful Than a Locomotive
Benefit: Your vast strength and speed allow you to perform amazing feats. In a Single Bound allows you to use three tactical maneuvers.
I'm Just Here to Help: Once per round, you may move adjacent to an ally you can perceive, no matter the distance or barriers, and interpose yourself between them and an oncoming attack, regardless of turn, initiative order, and actions used the previous round.
This is a Job for a Superman: You are always aware of which enemy has the most HD, highest Strength, highest caster level, and the most HP. As a move action, you may force any one of those enemies to target only you for a number of rounds equal to your Charisma modifier. There is no saving throw to resist, and this effect works on enemies immune to mind-affecting effects.
World of Cardboard: All attacks made against inanimate objects count as critical hits, and ignores all hardness.

Infinite Mass Punch (Steel, Epic)
Prerequisites: Solar Avatar level 21, In a Single Bound
Benefit: As part of a charge, you may make a single unarmed attack at your full attack bonus. This attack deals damage as if your fist were Colossal, plus three times your strength modifier. This attack can strike incorporeal targets, and ignores all forms of miss chance from any source.

Vibrational Frequency (Steel, Epic)
Prerequisites: Solar Avatar level 24, Infinite Mass Punch
Benefit: For a number of minutes per day equal to your class level, you may become ethereal. You retain your full sensory range, and are not revealed by See Invisibility or True Seeing unless the caster level is higher than your class level. X-Ray Vision still works normally.
================================================== =====================================

Epic Solar Avatar


Level
Special
Speed Bonus
Damage Reduction


21st
Living Solar Battery
+60 ft
21/Kryptonite


22nd

+60 ft
22/Kryptonite


23rd
Always a Way
+60 ft
23/Kryptonite


24th

+60 ft
24/Kryptonite


25th
Lost Some of it's Punch
+70 ft
25/Kryptonite


26th

+70 ft
26/Kryptonite


27th
Symbol of Hope
+70 ft
27/Kryptonite


28th

+70 ft
28/Kryptonite


29th

+80 ft
29/Kryptonite


30th
Justice League
+80 ft
30/Kryptonite



Living Solar Battery
At 21st level, the length of time the Solar Avatar can go without sunlight is doubled.

Always a Way
At 23rd level, once a day a Solar Avatar can automatically remove any single effect from an adjacent ally. This includes ability damage, ability drain, energy drain, and any spell effect.

Lost Some of it's Punch
At 25th level, kryptonite only bypasses half of a Solar Avatar's damage reduction.

Symbol of Hope
At 27th level, all allies within 40ft of a Solar Avatar are immune to all negative morals effects, ability damage, ability drain, and energy drain.

Justice League
At 30th level, a Solar Avatar gains six level 15 cohorts.

Tanuki Tales
2014-04-24, 08:27 PM
Yeah, umm, let's not take the Silver Age "make up powers whenever we feel like it" Superman as our inspiration, shall we? Ditto All Star Superman (at the time that number came up, his powers had been boosted to the point where they were killing him). Stick to the iconic powers: Strength, flight, invulnerability, speed, senses, heat vision, and arctic breath.

What? No, I'm not a massive comic book nerd with a particular fondness for Superman, why do you ask?

That strength number is canonical to both Post-Crisis and Nu52 Clark though.

Edit: Not the exact number, but that ballpark is what I mean.

Grod_The_Giant
2014-04-24, 09:32 PM
That strength number is canonical to both Post-Crisis and Nu52 Clark though.
The exact number is All-Star Superman, though:
http://img.photobucket.com/albums/v621/IantistarI/as1xf1.jpg
In any case, exact strength would have to be limited by game balance stuffs.

Although... 20 starting strength +5 level-up + 12 physique +6 belt + 5 tomes is 48 Strength at 20th level, which is a max load of almost 45 tons before the multiplication. The Physique bonus increases that to 315 tons-- 630 tons to lift and stagger with, or 1575 to push or drag... that's a hell of a lot of weight by... well, by the standards of any game besides Exalted or M&M, I suppose.

Tanuki Tales
2014-04-24, 09:38 PM
The exact number is All-Star Superman, though:

Huh, so it is.


In any case, exact strength would have to be limited by game balance stuffs.

Oh, I know. I'm just here for the source material perspective. :smalltongue:

Rhyvurg
2014-04-24, 10:31 PM
Strength is important, but there was also a wealth of abilities and thematic stuff that wasn't present, that's what the feats I wrote help to cover.

LordErebus12
2014-04-25, 08:05 AM
Posted with LordErebus12's approval.

Justice League
At 30th level, a Solar Avatar gains six level 15 cohorts.

I just sprayed coffee all over laughing. yes!

LordErebus12
2014-04-25, 08:11 AM
Realize that the point of building this was never to make Superman 100%... it cannot be done, plain and simple... Comic Book Superman is beyond godly and is ENTIRELY BROKEN in all regards. This class was just meant to mimic superman a little, without being 100% accurate.

Rhyvurg
2014-04-25, 08:41 AM
I just sprayed coffee all over laughing. yes!

People have made ringslinger and speedster classes too, this could totally be a thing.

Grod_The_Giant
2014-04-25, 10:35 AM
People have made ringslinger and speedster classes too, this could totally be a thing.

Batman is an epic factotum, using this variant (http://www.giantitp.com/forums/showthread.php?212864-3-5-Factotum-Variant-Martial-Dilettante).
Flash (http://www.giantitp.com/forums/showthread.php?216746-The-Speedster-3-5-base-class-PEACH&p=11922343#post11922343).
Green Lantern (http://www.giantitp.com/forums/showthread.php?222500-The-Ringslinger-%28AKA-the-Green-Red-Orange-Yellow-Blue-Indigo-Violet-Lantern%29-PEACH&p=12209683#post12209683).
Zatanna could be a Truenamer using one of the two good fixes.
Hawkman and Hawkwoman would be easy enough to model as standard melee builds with appropriate magic items.
Martian Manhunter... umm... Doppleganger Psion/Slayer, with some custom high-level Strength boosting power?


On the Marvel side, we've got Iron Man (http://www.giantitp.com/forums/showthread.php?176276-3-5-Magitech-Templar-Iron-Man) and Hulk (http://www.giantitp.com/forums/showthread.php?222962-The-Beast-Twice-the-Power-Half-the-Brainpower!-3-5-Base-Class-PEACH), if you want to mix your universes. (You could probably use the Iron Man class to make Steel)

Tanuki Tales
2014-04-25, 12:53 PM
I did a comic book theme for one of the PGBCs, so you could look at that too.

J'onn is way more broken than some gish build. And Zatanna approaches Pun-Pun levels of power, depending on the comic. :smalltongue:

Xuldarinar
2014-04-25, 01:45 PM
Most characters in comics try to stick to their frame work, but they all have permanency on Plot Armor and Script Approval, which can only be dispelled (temporarily usually) by the DM (the writer of the comic and their company).

Durazno
2014-04-25, 03:37 PM
J'onn could be represented with some ACFs for changelings taking this class, perhaps.

Tanuki Tales
2014-04-25, 04:25 PM
J'onn could be represented with some ACFs for changelings taking this class, perhaps.

I was thinking that. J'onn is like Superman, Lobo, Charles Xavier and The Vision rolled into one.

Rhyvurg
2014-04-25, 07:37 PM
Martian Manhunter... umm... Doppleganger Psion/Slayer, with some custom high-level Strength boosting power?


Manhunter is a changeling Solar Avatar, he has literally all of Superman's mojo, plus shapeshifting and telepathy, and this fits that perfectly. Just need to give him the cold subtype...

EDIT: Or add this feat I just wrote.


Martian Physiology (Steel)
Prerequisites: Solar Avatar level 1, must be taken at level 1
Benefit: Your race changes to Martian, all racial traits remain the same. Damage reduction gained from Solar Avatar changes from /kryptonite to /flaming weapons. The second paragraph of Solar Powered is replaced with:



Fires of Passion:
If a Martian Solar Avatar is exposed to fire for a number of rounds equal to their Constitution modifier, they lose all class features until the fire is gone or the Solar Avatar moves away from it.

LordErebus12
2014-04-25, 08:33 PM
Manhunter is a changeling Solar Avatar, he has literally all of Superman's mojo, plus shapeshifting and telepathy, and this fits that perfectly. Just need to give him the cold subtype...

EDIT: Or add this feat I just wrote.

doesn't he get weaker in the sun?

Rhyvurg
2014-04-25, 09:59 PM
doesn't he get weaker in the sun?

I have never heard of that before.

LordErebus12
2014-04-25, 10:14 PM
I have never heard of that before.

I remember something about him taking superman into the sun to heal him, but in the process it weakened himself. It might have been the flames of the sun (although its not really fire, is it?)

Edit: Smallville episode... thats where this happened.

Grod_The_Giant
2014-04-25, 10:59 PM
J'onn is weak to fire, of pretty much any type. The sun is a giant ball of fire, or close enough as makes no difference. (It's a mental block installed by the Guardians of the Universe when they split the Martians from one barbaric, chaotic evil race into Green and White Martians. The old version, the Burning, reproduced asexually through a process that involved setting things on fire).

Mith
2014-04-26, 07:57 AM
|||> Blue Kryptonite:
Whenever a shard of green kryptonite is brought near a Solar Avatar, the Solar Avatar loses some of its abilities. Until the shard is taken away, it suppresses all supernatural abilities currently active on the Solar Avatar.

Might want to change that typo.

LordErebus12
2014-04-26, 08:22 AM
Advancing the class to 40 levels. any suggestions for abilities above 27th level?

LordErebus12
2014-04-26, 08:23 AM
Might want to change that typo.

thanks for catching that! I'm heading to fix it now.

Grod_The_Giant
2014-04-26, 12:30 PM
Advancing the class to 40 levels. any suggestions for abilities above 27th level?
More improved sensory stuff, more superspeed stuff (extra actions, etc), more Strength boosting, halted aging (The DC 1,000,000 crossover had Superman alive in the year 800-some thousand)... basically, start cranking his power up from "balanced D&D character" to "actual ****ing superhero" because balance is gone by epic levels anyway. So far, everything you've got could come online 10-20 levels earlier without any issue.

Rhyvurg
2014-04-26, 02:14 PM
Advancing the class to 40 levels. any suggestions for abilities above 27th level?

The comics have four sources of inspiration we could use. Superman Prime, Superman One Million, All-Star, and Kingdom Come. I think taking one epic class feature from each of them will be enough for another ten levels.

LordErebus12
2014-04-26, 02:31 PM
More improved sensory stuff, more superspeed stuff (extra actions, etc), more Strength boosting, halted aging (The DC 1,000,000 crossover had Superman alive in the year 800-some thousand)... basically, start cranking his power up from "balanced D&D character" to "actual ****ing superhero" because balance is gone by epic levels anyway. So far, everything you've got could come online 10-20 levels earlier without any issue.


The comics have four sources of inspiration we could use. Superman Prime, Superman One Million, All-Star, and Kingdom Come. I think taking one epic class feature from each of them will be enough for another ten levels.

Agreed. I don't know much about the comics, so I'm kind of lost there.

I just downloaded all 5 seasons of the Justice League, so I'm gonna be brushing up on my superman lore.

Tanuki Tales
2014-04-26, 03:35 PM
The comics have four sources of inspiration we could use. Superman Prime, Superman One Million, All-Star, and Kingdom Come. I think taking one epic class feature from each of them will be enough for another ten levels.


Wait, why KC Superman? His base levels should be comparable to a current sundipped Superman. And man do I miss him as a member of the Justice Society. :smallfrown:

Rhyvurg
2014-04-26, 04:28 PM
KC Superman is basically Golden Age, vastly more powerful than modern, 52 or arguably All-Star. Most notably, he was immune to kryptonite, something not even Prime can boast. Also, Physique should continue to increase into epic levels not that I think about it. For what the others could give him, just off the top of my head...

Superman One Million: Break the Time Barrier. At 32nd level, a Solar Avatar counts as rolling 20 for every initiative (though not a natural 20).

Kingdom Come: Man of Tomorrow. At 34th level, a Solar Avatar's damage reduction cannot be bypassed by any form of damage.

All Star: One of my New Powers. At level 36, select one 9th level spell, besides Wish and Miracle. You may use this spell as an extraordinary ability a number of times per day equal to your Constitution modifier.

Prime: Solar God. At level 38, a Solar Avatar gains Divine Rank 1 and all powers associated with it, with access to the Good and Protection domains.

Tanuki Tales
2014-04-26, 05:22 PM
KC Superman is basically Golden Age, vastly more powerful than modern, 52 or arguably All-Star. Most notably, he was immune to kryptonite, something not even Prime can boast. Also, Physique should continue to increase into epic levels not that I think about it. For what the others could give him, just off the top of my head...

What?

He was more powerful than Post-Crisis Superman because he was older than him and he was maybe more powerful than the current New 52 one. I'd need to re-read All Star to really weigh in on that, but I'd think Pre-Crisis Superman should be on a list for inspiration before any of the "Superman but Older" versions. Besides, doesn't Red Son Superman have better feats? And what about Mr. Majestic?

Rhyvurg
2014-04-26, 05:39 PM
Red Son wasn't more powerful, he was just more...motivated to act in a certain way. Less restraint. Normal Superman just wanted to be a normal person, Red Son lived in a world where nobody wore seat belts because they were so sure he'd save them. I don't think Pre-Crisis should be considered for two reasons. One, his universe was unmade so he's not "out there" somewhere, and two, because he was so outrageously powerful I don't think anything can represent him in DnD.

Tanuki Tales
2014-04-26, 07:52 PM
Red Son wasn't more powerful, he was just more...motivated to act in a certain way. Less restraint. Normal Superman just wanted to be a normal person, Red Son lived in a world where nobody wore seat belts because they were so sure he'd save them. I don't think Pre-Crisis should be considered for two reasons. One, his universe was unmade so he's not "out there" somewhere, and two, because he was so outrageously powerful I don't think anything can represent him in DnD.

He's comparable to Superman One Million and weaker than Superman Prime. :smallannoyed:

Rhyvurg
2014-04-26, 08:44 PM
I wouldn't go that far, Million had force vision, super-esp, ten additional senses, was strong enough to punch through time and could calculate billions of scenarios per second.

Grod_The_Giant
2014-04-26, 09:35 PM
He's comparable to Superman One Million and weaker than Superman Prime. :smallannoyed:
Wha? Red Son Superman was just a dictator. Superman One Million... well, depends which one you're talking about, but I'd say they're both waaay about any standard Superman. The Superman native to that time (Kal Kent) had all the powers Rhyvurg mentioned below. Original flavor Superman, the one who'd spent hundreds of thousands of years wandering the universe, and a hundred thousand years inside the sun? That dude was a straight-up god. He was pretty much worshipped throughout the system, granted vastly increased powers to his descendants, the whole nine yards.

So, power-wise, I'd say:

Superman Prime (original flavor)
<A huge gap in power levels>
Superman One Million (Kal Kent)
All-Star Superman, Superman-Prime (the crazy one)
Kingdom Come Superman
Modern Superman, Red Son Superman


On an unrelated note, this nomenclature is awful and I think I've typed the word "Superman" so many times in this one post that it's lost all meaning.

Tanuki Tales
2014-04-26, 11:10 PM
I was talking about PC Superman. He's the one comparable, not Red Son.

LordErebus12
2014-04-27, 01:59 AM
Well I got more abilities up on the table, although I think some of them need some work.

EDIT: What about a shout ability? or Gust of Wind ability?

Rhyvurg
2014-04-27, 02:25 AM
Looks good to me. A friend of mine has been talking about wanting to do a crazy-powerful epic game, I'll see about playtesting this.

LordErebus12
2014-04-27, 05:59 AM
Looks good to me. A friend of mine has been talking about wanting to do a crazy-powerful epic game, I'll see about playtesting this.

I'm curious what it would be like with a few levels of psychic warrior thrown in for the expansion power.

LordErebus12
2014-06-02, 07:32 PM
Doomsday... Work in Progress...

Hallmarks:

Self Damaging Special Attacks, super-strength, Bonus abilities when wounded, Regeneration, Immunity to death...

Edit: Ability to sense kryptonians, rage.

Durazno
2014-06-02, 09:41 PM
Ah! With a name like that, I thought it'd be a class that models Doomsday.

LordErebus12
2014-06-03, 10:55 PM
Ah! With a name like that, I thought it'd be a class that models Doomsday.

and you'd be correct in that assumption. doomsday is in the works.

LordErebus12
2014-06-06, 07:46 AM
Okay. The Evolved Experiment has been rough drafted. Its the fifth post in this topic (also, there is a link below). Let me know what you all think before I advance it into epic...

The Evolved Experiment (http://www.giantitp.com/forums/showsinglepost.php?p=14702375&postcount=5)

Rhyvurg
2014-06-06, 07:59 PM
Looks good to me, no complaints or conflicts with the character, but I do have a suggestion for the epic progression. In Hunter/Prey, Doomsday had the ability to evolve not only defenses, but attacks to exploit the weaknesses of his targets, including attacking Manhunter with spontaneous fire breath. Maybe give it an untyped damage bonus that changes to match whatever bypasses any regen and/or DR his target has.

Stycotl
2014-06-13, 09:38 PM
Doomsday... Work in Progress...

Hallmarks:

Self Damaging Special Attacks, super-strength, Bonus abilities when wounded, Regeneration, Immunity to death...

Edit: Ability to sense kryptonians, rage.

am i missing something, or are the abilities tied to his damage pool nonexistent or not marked?

LordErebus12
2014-06-13, 09:39 PM
am i missing something, or are the abilities tied to his damage pool nonexistent or not marked?

non-existent. I'm working on them... sorry.

Stycotl
2014-06-18, 12:59 AM
ok, just making sure i wasn't dumber than i thought i was. thanks.

Southern Cross
2014-06-22, 09:44 PM
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Speed Bonus
Damage Reduction


1st
+0

+2

+2

+0
Body of Steel, Enhanced Speed, Unarmed Strike
+10 ft.
1/Kryptonite


2nd
+1

+3

+3

+0
Heatvision 1d6, Solar Dependency

+10 ft.
2/Kryptonite


3rd
+2

+3

+3

+1Keen Senses

+10 ft.
3/Kryptonite


4th
+3

+4

+4

+1
Heatvision 2d6, Physique +2

+10 ft.
4/Kryptonite


5th
+3

+3
+3

+3
Flight, Solar Rejuvenation

+20 ft.
5/Kryptonite


6th
+4

+5

+5

+2
Heatvision 3d6

+20 ft.
6/Kryptonite


7th
+5

+5

+5

+2
Physique +4, X-Ray Vision

+20 ft.
7/Kryptonite


8th
+6/+1

+6

+6

+2
Awesome Blow, Heatvision 4d6

+20 ft.
8/Kryptonite


9th
+6/+1

+6

+6

+3
Solar-Powered

+30 ft.
9/Kryptonite


10th
+7/+2

+7

+7

+3
Heatvision 5d6, Physique +6

+30 ft.
10/Kryptonite


11th
+8/+3

+7

+7

+3
Accelerated Flight

+30 ft.
11/Kryptonite


12th
+9/+4

+8

+8

+4Heatvision 6d6

+30 ft.
12/Kryptonite


13th
+9/+4

+8

+8

+4
Physique +8, Solar Regeneration

+40 ft.
13/Kryptonite


14th
+10/+5

+9

+9

+4
Heatvision 7d6

+40 ft.
14/Kryptonite


15th
+11/+6/+1

+9

+9

+5
Arctic Breath

+40 ft.
15/Kryptonite


16th
+12/+7/+2
+10

+10

+5
Heatvision 8d6, Physique +10

+40 ft.
16/Kryptonite


17th
+12/+7/+2

+10

+10

+5
Mach Flight

+50 ft.
17/Kryptonite


18th

+13/+8/+3

+11

+11

+6
Heatvision 9d6

+50 ft.
18/Kryptonite


19th
+14/+9/+4

+11

+11

+6
Physique +12

+50 ft.
19/Kryptonite


20th
+15/+10/+5
+12

+12

+6
Avatar of the Stars, Heatvision 10d6

+50 ft.
20/Kryptonite

Niro
2014-06-26, 06:22 PM
quick question when playing a solar avatar at level 20+. Does the weight limit increase by 1 every 3rd level? lvl 21 is x8, lvl 24 is x9 etc?

Because if it does.. That would be awesome for me and my dreams of throwing the moon :smallamused:

Nanoblack
2014-06-26, 07:36 PM
The whole class is great, but I think my favorite comes at epic with the "Justice League" class feature. The implication that Supes is twice the level of any other member is hilarious despite how true it is.

nonsi
2014-06-27, 02:02 AM
Regarding Solar-Powered . . .
At 9th level this shouldn't happen too often, but sometimes a party might get stuck underground (or at some sun-less reality) for several days or even weeks (I was even in a campaign where this was the case fro years).
What then ?!

Rhyvurg
2014-06-27, 02:20 AM
The class is fairly powerful in a number of areas, this just makes it more interesting.

LordErebus12
2014-06-27, 08:36 AM
Regarding Solar-Powered . . .
At 9th level this shouldn't happen too often, but sometimes a party might get stuck underground (or at some sun-less reality) for several days or even weeks (I was even in a campaign where this was the case fro years).
What then ?!

Then the solar avatar must eat, drink and breathe.


The class is fairly powerful in a number of areas, this just makes it more interesting.

Indeed

nonsi
2014-06-27, 08:55 AM
Then the solar avatar must eat, drink and breathe.


Then you might want to specifically state this alternative in the description of Solar-Powered.

Dilozilla
2016-10-02, 01:59 PM
This is great, really great, but could you work on Evolving Experiment a bit more please?

Rhyvurg
2016-10-07, 04:34 AM
It's been a while since I looked at this thread, what do you think is missing?

Dilozilla
2017-10-21, 11:10 PM
Mostly what the damage pool does.