JNAProductions
2015-08-08, 08:03 PM
Goultard is the god Iop, which is why the title is Goultard-Iop and not Goultard The Iop. He's not any random Iop off the street-he is THE IOP, the god of warriors.
https://nicolasaviori.files.wordpress.com/2014/05/goultard-def3.jpg
Goultard has four forms-Monk, Fighter, Paladin, and Barbarian. He enters a new form as soon as the current form is slain.
All forms have the following statline, traits, and actions available:
Strength-30 (+10)
Dexterity-26 (+8)
Constitution-28 (+9)
Intelligence-10 (0)
Wisdom-20 (+5)
Charisma-26 (+8)
Skills
Athletics +28, Acrobatics +17, Deception +0
Special: Goultard can run up walls and across liquids as if they were solid. He may end his movement on vertical surfaces or liquids with no penalty, and does not fall.
Traits
Magical Weapons-All Goultards attacks count as magical for the purposes of overcoming resistances and immunities.
Bonus Action
Get Over Here!-Goultard uses his chainsword to draw an opponent nearer. Make an opposed Strength (Athletics) check-if Goultard wins, he draws the opponent adjacent to him or pulls himself adjacent to the opponent. This ability has a range of 120'.
Form One-Monk
AC-23
HP-283
Speed-100'
Saving Throws-Str+18, Dex+16, Con+17, Int+0, Wis+5, Charisma+8
Senses-Truesight 120', Passive Perception 21
Languages-All
Ki-30
Actions
Attack-Goultard makes two unarmed strikes. +18 to hit, 1d10+10 damage each.
Wholeness of Body-Goultard regains 90 HP. This is usable once per long rest.
Bonus Actions
Martial Arts-Goultard makes a single unarmed attack.
Flurry of Blows-Goultard makes two unarmed attacks. This consumes one point of Ki. In addition, for each unarmed strike that hits, choose one of the following:
-DC 21 Dexterity saving throw or be knocked prone
-DC 21 Strength saving throw or be pushed 15'
-DC 21 Constitution savin throw or be unable to take reactions until Goultard's next turn
Patient Defense-Goultard performs the Dodge action. This consumes one point of Ki.
Step of the Wind-Goultard performs the Disengage or Dash action. This consumes one point of Ki.
Reactions
Deflect Missiles-When targeted by a ranged attack, Goultard may choose to reduce the damage by 1d10+38. If the damage is reduced to 0, Goultard can throw or otherwise deflect the projectile back. Make an attack with a +16 attack bonus and damage equal to the damage of the original attack. This consumes one point of Ki.
Traits
Evasion-When making a Dexterity saving throw for half damage, Goultard instead takes no damage on a success.
Immunities-Frightened, charmed, poisoned, diseases, psychic damage.
Form Two-Fighter
AC-24
HP-304
Speed-100'
Saving Throws-Str+18, Dex+16, Con+17, Int+0, Wis+5, Charisma+8
Senses-Truesight 120', Passive Perception 21
Languages-All
Actions
Attack-Goultard makes four attacks-either unarmed strikes or chainsword attacks.
Unarmed Strike-+18 to hit, 1d10+12 damage
Chainsword-Reach 30', +18 to hit, 1d12+12 damage
Traits
Immunities-Frightened, charmed, poisoned, diseases, psychic damage.
Critical Range-Goultard scores critical hits on 18-20.
Double Turn-Roll initiative again for Goultard. He now has two turns in any round, one at his original initiative and one at his new initiative.
Form Three-Paladin
AC-24
HP-304
Speed-100'
Saving Throws-Str+26, Dex+24, Con+25, Int+8, Wis+13, Charisma+16
Senses-Truesight 120', Passive Perception 21
Languages-All
Actions
Attack-Goultard makes two attacks, either unarmed strikes or chiansword attacks.
Unarmed Strike-+18 to hit, 1d10+12 damage
Chainsword-Reach 30', +18 to hit, 1d12+12 damage
Spellcastin
Goultard casts spells as a 20th level Paladin. He knows all spells on the Paladin spell-list.
Traits
Immunities-Frightened, charmed, poisoned, diseases, psychic damage.
Triple Turn-Roll initiative again for Goultard. He now has three turns in any round, one at his original initiative, one at his second initiative, and one at his new initiative.
Smite-Goultard can choose to smite with any attack that successfully hits. To smite, he expends a single spell slot of any level, and does additional radiant damage equal to 2d8+an additional d8 for each spell slot level.
Form Four-Barbarian
AC-28
HP-325
Speed-100'
Saving Throws-Str+26, Dex+24, Con+25, Int+8, Wis+13, Charisma+16
Senses-Truesight 120', Passive Perception 21
Languages-All
Actions
Attack-Goultard makes two attacks with advantage, either unarmed strikes or chainsword attacks.
Unarmed Strike-+18 to hit, 1d10+14 damage.
Chainsword-30' reach, +18 to hit, 1d12+14 damage.
Bonus Action
Frenzy-Goultard makes one attack, either unarmed strike or chainsword attack.
Reactions
Reatalitation-When Goultard takes damage from someone within 30', he can retaliate with a single chainsword attack.
Traits
Immunities-Frightened, charmed, poisoned, diseases, psychic damage.
Resistance-All damage.
Quadruple Turn-Roll initiative again for Goultard, with advantage. He now has four turns in any round, one at his original initiative, one at his second initiative, one at his third initiative, and one at his new initiative.
Danger Sense-Goultard has advantage on all Dexterity saving throws.
Brutal Critical-On a critical hit, Goultard deals an extra three damage dice.
Relentlessness-Anytime Goultard is dropped to 0 HP, he must make a DC 10 Constitution saving throw. On a success, he instead drops to 1 HP. Each time this happens, the DC increases by 5. Whenever Goultard finishes a rest, the DC is reset.
Goultard is a massively powerful fighter, suitable for a party of four level 20 characters. Even then, he's liable to kick their butts unless they're very good.
Thoughts?
https://nicolasaviori.files.wordpress.com/2014/05/goultard-def3.jpg
Goultard has four forms-Monk, Fighter, Paladin, and Barbarian. He enters a new form as soon as the current form is slain.
All forms have the following statline, traits, and actions available:
Strength-30 (+10)
Dexterity-26 (+8)
Constitution-28 (+9)
Intelligence-10 (0)
Wisdom-20 (+5)
Charisma-26 (+8)
Skills
Athletics +28, Acrobatics +17, Deception +0
Special: Goultard can run up walls and across liquids as if they were solid. He may end his movement on vertical surfaces or liquids with no penalty, and does not fall.
Traits
Magical Weapons-All Goultards attacks count as magical for the purposes of overcoming resistances and immunities.
Bonus Action
Get Over Here!-Goultard uses his chainsword to draw an opponent nearer. Make an opposed Strength (Athletics) check-if Goultard wins, he draws the opponent adjacent to him or pulls himself adjacent to the opponent. This ability has a range of 120'.
Form One-Monk
AC-23
HP-283
Speed-100'
Saving Throws-Str+18, Dex+16, Con+17, Int+0, Wis+5, Charisma+8
Senses-Truesight 120', Passive Perception 21
Languages-All
Ki-30
Actions
Attack-Goultard makes two unarmed strikes. +18 to hit, 1d10+10 damage each.
Wholeness of Body-Goultard regains 90 HP. This is usable once per long rest.
Bonus Actions
Martial Arts-Goultard makes a single unarmed attack.
Flurry of Blows-Goultard makes two unarmed attacks. This consumes one point of Ki. In addition, for each unarmed strike that hits, choose one of the following:
-DC 21 Dexterity saving throw or be knocked prone
-DC 21 Strength saving throw or be pushed 15'
-DC 21 Constitution savin throw or be unable to take reactions until Goultard's next turn
Patient Defense-Goultard performs the Dodge action. This consumes one point of Ki.
Step of the Wind-Goultard performs the Disengage or Dash action. This consumes one point of Ki.
Reactions
Deflect Missiles-When targeted by a ranged attack, Goultard may choose to reduce the damage by 1d10+38. If the damage is reduced to 0, Goultard can throw or otherwise deflect the projectile back. Make an attack with a +16 attack bonus and damage equal to the damage of the original attack. This consumes one point of Ki.
Traits
Evasion-When making a Dexterity saving throw for half damage, Goultard instead takes no damage on a success.
Immunities-Frightened, charmed, poisoned, diseases, psychic damage.
Form Two-Fighter
AC-24
HP-304
Speed-100'
Saving Throws-Str+18, Dex+16, Con+17, Int+0, Wis+5, Charisma+8
Senses-Truesight 120', Passive Perception 21
Languages-All
Actions
Attack-Goultard makes four attacks-either unarmed strikes or chainsword attacks.
Unarmed Strike-+18 to hit, 1d10+12 damage
Chainsword-Reach 30', +18 to hit, 1d12+12 damage
Traits
Immunities-Frightened, charmed, poisoned, diseases, psychic damage.
Critical Range-Goultard scores critical hits on 18-20.
Double Turn-Roll initiative again for Goultard. He now has two turns in any round, one at his original initiative and one at his new initiative.
Form Three-Paladin
AC-24
HP-304
Speed-100'
Saving Throws-Str+26, Dex+24, Con+25, Int+8, Wis+13, Charisma+16
Senses-Truesight 120', Passive Perception 21
Languages-All
Actions
Attack-Goultard makes two attacks, either unarmed strikes or chiansword attacks.
Unarmed Strike-+18 to hit, 1d10+12 damage
Chainsword-Reach 30', +18 to hit, 1d12+12 damage
Spellcastin
Goultard casts spells as a 20th level Paladin. He knows all spells on the Paladin spell-list.
Traits
Immunities-Frightened, charmed, poisoned, diseases, psychic damage.
Triple Turn-Roll initiative again for Goultard. He now has three turns in any round, one at his original initiative, one at his second initiative, and one at his new initiative.
Smite-Goultard can choose to smite with any attack that successfully hits. To smite, he expends a single spell slot of any level, and does additional radiant damage equal to 2d8+an additional d8 for each spell slot level.
Form Four-Barbarian
AC-28
HP-325
Speed-100'
Saving Throws-Str+26, Dex+24, Con+25, Int+8, Wis+13, Charisma+16
Senses-Truesight 120', Passive Perception 21
Languages-All
Actions
Attack-Goultard makes two attacks with advantage, either unarmed strikes or chainsword attacks.
Unarmed Strike-+18 to hit, 1d10+14 damage.
Chainsword-30' reach, +18 to hit, 1d12+14 damage.
Bonus Action
Frenzy-Goultard makes one attack, either unarmed strike or chainsword attack.
Reactions
Reatalitation-When Goultard takes damage from someone within 30', he can retaliate with a single chainsword attack.
Traits
Immunities-Frightened, charmed, poisoned, diseases, psychic damage.
Resistance-All damage.
Quadruple Turn-Roll initiative again for Goultard, with advantage. He now has four turns in any round, one at his original initiative, one at his second initiative, one at his third initiative, and one at his new initiative.
Danger Sense-Goultard has advantage on all Dexterity saving throws.
Brutal Critical-On a critical hit, Goultard deals an extra three damage dice.
Relentlessness-Anytime Goultard is dropped to 0 HP, he must make a DC 10 Constitution saving throw. On a success, he instead drops to 1 HP. Each time this happens, the DC increases by 5. Whenever Goultard finishes a rest, the DC is reset.
Goultard is a massively powerful fighter, suitable for a party of four level 20 characters. Even then, he's liable to kick their butts unless they're very good.
Thoughts?