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    Ogre in the Playground
    Join Date
    Aug 2008
    Location
    Midwest, not Middle East
    Gender
    Male

    Default Re: Base Class Challenge - The Altar of Naught

    Pilot of Nothingness


    "Nothing is impossible. Summoning a giant robot with which to crush your foes is impossible. Therefore, you must make the giant robot out of nothingness." Ilya Tarvish, visionary and madwoman.

    A pilot of nothingness is an unusual front line fighter with strange defensive tricks and unexpected attack forms.

    Abilities: Str, Con, and Dex are as important to you as they are to any front line fighter. You also have some class abilities that key off of Str.

    Role: A pilot of nothingness is best off on the front lines, but after Rocket Punch and the related abilities are unlocked he can also serve as ranged support.

    Background: Everyone has the ability to call up a miniscule amount of nothingness. Occasionally someone notices that they have this skill, and so they train it. Fighting is dangerous, so it is only sensible to wrap something around yourself to make it less dangerous. This is where the mecha comes from.

    Organization: Pilots of Nothingness can work for any organization or be self-employed. It is possible to teach and tutor new pilots, but it is also possible to learn for yourself.

    Alignment: Any. Nothingness is merely a tool to the pilots, it can be wielded for good or evil, law or chaos.

    Races: Humans are the race most likely to try crazy new things, so many pilots are human. Any race has the capability to be a pilot of nothingness.

    Religion
    : Pilots know that nothing is real. This can shade their religious beliefs, but how exactly that works varies from person to person. There are pilots that revere and serve any god you can think of, and also those who do not.

    Other Classes: Pilots can have many differing views on other classes. For example, some regard fighters as poor unfortunates who try to make up for their lack of abilities with hard training while others see fighters as artisans of war who have simply chosen a different path to make their will manifest in the world.

    Adaptation
    : Pilots might instead shape quintessence, ether, aether, or other made up elements around themselves. Shaping more classical elements would also be possible but might require a more significant reworking of class features.

    Hit Die: d8

    Starting Gold: 6d4 x 10 gp.

    Skills: 4+int modifier. 4x that at first level Skill list: Climb(Str), Craft(Int), Gather Information(Cha), Intimidate(Cha), Jump(Str), Knowledge(Local)(Int), Knowledge(Planes)(Int), Listen(Wis), Martial Lore(Int), Profession(Wis), Spot(Wis)
    Level BAB Fort Ref Will Special
    1st +0 +2 +0 +0
    Summon Mecha (Medium), Shadow Fist, Nothing Can Hurt Me +1
    2nd +1 +3 +0 +0
    Bonus Feat, Void Touch +1d6
    3rd +2 +3 +1 +1
    Strength of Nothing +2
    4th +3 +4 +1 +1
    Rocket Fist
    5th +3 +4 +1 +1
    Sweeping Strike, Void Touch +2d6
    6th +4 +5 +2 +2
    Nothing Can Hurt Me +2, Void Shield 10
    7th +5 +5 +2 +2
    Summon Mecha (Large)
    8th +6/+1 +6 +2 +2
    Strength of Nothing +4, Rocket Fusillade
    9th +6/+1 +6 +3 +3
    Mecha Smash!, Void Touch +3d6
    10th +7/+2 +7 +3 +3
    Void Shield 20, Gravity Null
    11th +8/+3 +7 +3 +3
    Nothing Can Hurt Me +4, Rocket Barrage
    12th +9/+4 +8 +4 +4
    Nothing Defense
    13th +9/+4 +8 +4 +4
    Strength of Nothing +6, Void Touch +4d6
    14th +10/+5 +9 +4 +4
    Summon Mecha (Huge), Void Shield 30
    15th +11/+6/+1 +9 +5 +5
    Mettle
    16th +12/+7/+2 +10 +5 +5
    Nothing Can Hurt Me +6
    17th +12/+7/+2 +10 +5 +5
    Not Exist
    18th +13/+8/+3 +11 +6 +6
    Void Touch +5d6
    19th +14/+9/+4 +11 +6 +6
    Void Shield Immunity
    20th +15/+10/+5 +12 +6 +6
    Void Gate

    Proficiencies: A Pilot of Nothingness is proficient in all simple and martial weapons and light and medium armors. Also, they are proficient in all shields except the tower shield.

    Summon Mecha(Su): As a full round action, you wrap nothingness around yourself in a humanoid form. This is called your mecha, because as you gain skill and power you can make the wrapping larger until eventually it appears to be a huge battlesuit. At first level, when you are in your mecha you are medium size. At seventh level the mecha may be large sized, which gives you more reach and you take up more space. At fourteenth level you may call a huge sized mecha. You may still call a smaller mecha than your maximum, but never smaller than medium. The mecha lasts for a number of minutes equal to your class level.

    As a bonus, when you call your mecha you gain shadowy duplicates of your weaponry, armor and shield sized appropriately for your mecha to use. As a downside, the rest of your class features only work when you are in your mecha unless specifically noted otherwise in the class feature.

    Nothing Can Hurt Me(Su): Attacks against you sometimes are diverted by... nothing. You gain an enhancement bonus to your natural armor according to the value shown on the table.

    Shadow Fist: You are a martial initiator. Your only discipline known is Shadow Hand, but on the plus side you know every Shadow Hand maneuver and stance that you are allowed to use by your initiator level. Save DC's are based on your strength, not your wisdom. You are treated as having all maneuvers that you know readied, but there is a catch. The power of nothingness eats away at you as well: whenever you use a maneuver you take damage equal to the level of the manuever times 2. Stances do not damage you to initiate or continue.

    Bonus Feat(Ex): You may take any [fighter] feat you qualify for as a bonus feat. This applies even when you are not in your mecha.

    Void Touch(Su): Your attacks are wrapped in nothingness. This shouldn't hurt, but it does. Every melee (or Rocket Fist) attack you make may deal extra void type damage equal to the amount shown on the chart. Void touch bonus damage does not apply to martial strikes; if you use too much nothingness once you'll disappear.

    Strength of Nothing
    (Su): You gain a bonus to your strength score as shown on the table.

    Rocket Fist(Su): You may make a melee attack at a range equal to your class level times five in feet. This may be a martial strike or a trip or a disarm attempt or a sunder attempt or a standard attack. This is a standard action.

    Sweeping Strike(Ex): You may attack creatures in two adjacent squares that are both within your reach with the same attack. Resolve each attack roll separately. This may be done with attacks of opportunity, standard attacks, or full attacks. This may not be done in conjunction with Rocket Fist (but see Rocket Barrage). You may affect an additional square for every three levels you have, so at 8th level you may affect three squares, at 11th you may affect four, and so on.

    Void Shield(Su) As a standard action, you may adjust the harmonics of your mecha to better defend against an energy type. You gain resistance to one of the five energy types (fire, cold, acid, electric, or sonic) for the duration of your mecha, or until you change the resistance to a different type. This starts out as resistance 10 at 6th level, increases to 20 at 10th level, 30 at 14th level, and flat out immunity at 19th level.

    Rocket Fusillade(Su): You may make a full attack at a range equal to your class level times five in feet. This is a full round action.

    Mecha Smash(Ex): When you use Sweeping Strike, instead of making attack rolls you may force your opponents to make reflex saves to avoid your attack. The DC is 10+str modifier+effective BAB. A successful save halves the damage taken from the attack. You deal damage as though you hit the opponent with a melee attack. You may use power attack, but for every point of penalty you would take on your to-hit roll you instead reduce the DC by one. You may make iterative attacks with this as a full round action, but the saves get easier to make as you use iteratives. You may also use this to make one attack as a standard action. You affect the same amount of squares as you would with a Sweeping Strike. You may combine this with Rocket Punch or the other rocket abilities.

    Gravity Null(Su): Gravity pulls harder on things that are heavier. Nothing is weightless. You are covered in nothing. With this realization, you gain a fly speed equal to your land speed with good maneuverability.

    Rocket Barrage(Su): You may use Sweeping Strike on attacks that use Rocket Fist or Rocket Fusillade. Treat any square within range as the focal point, and all other squares affected by the attack must be adjacent to the focal point. The total number of squares you may affect is the same as the number you may affect with Sweeping Strike.

    Nothing Defense(Su): You only mostly exist... and sometimes not existing at the right time is very healthy. As immediate action, make a fort save against an effect. If you make the save, you ignore the effect. If the effect does not offer a save, the DC is 10+relevant ability mod+half the hitdice of the source. If the source has no hit dice, like a volcano, the DC is 10 + your fortitude modifier. You may do this a number of times per day equal to your class level.

    Mettle(Ex): When you are affected by an ability that offers a fortitude or will save for a lesser effect, if you make the saving throw you are instead not affected by the affect at all. This applies even when you are not in your mecha.

    Not Exist(Su): Attacks that target an area sometimes forget that you are in the area. If you are in the area affected by an area of effect attack (fireball, avalanche, cloudkill, but not force cage or wall of stone) it has a 70% chance of affecting you. For effects that last for several rounds, like cloudkill or black tentacles, check each round that you remain in the effect.

    Void Gate(Su): Nothingness within, nothingness without. You (as a standard action) open the chest plate of your mecha and expose the core, which is nothingness. This manifests as a 60' cone. Every creature within that cone must make a Fortitude save (DC 20+Str Modifier) or have their essence pulled out by your core and take 10d6 plus your strength modifier times three in void damage. Those that make the Fort save are unaffected. You may use this ability once per day, each additional use damages you for a cumulative five hit points; so the second use a day hurts you for 5 hp, the third use hurts for 10 hp, and so on linearly. This is just regular damage, it may be healed normally.
    Last edited by Glimbur; 2014-04-17 at 05:34 PM. Reason: Fixing Table