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    Titan in the Playground
     
    Lix Lorn's Avatar

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    Feb 2010
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    Usaki City, Syona
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    Default Re: Base Class Challenge - The Altar of Naught

    Antithesis

    Of course you canít kill me. I donít exist. Soon enough, neither will you.

    An Antithesis is a being that draw on nothingness, taking it into themselves and using it to fuel their various powers. Reality itself seems to prefer to pretend they donít exist-and they find it rather easy to make their enemies stop existing. Their unique status gives them several abilities that twist the laws of magic and existence. Unlike many forms of magic, they require no subtle movements (Unless the Antithesis enjoys melodrama), and therefore are unaffected by armour. Many Antitheses use this strength to suit up in a full harness of armour and get into the middle of the combat.

    Abilities: An Antithesis has put themself outside of reality, existing purely on the power of their own spirits. This willpower is best represented with Charisma, which fuels most of their abilities. Most of their abilities require an attack roll, making Strength an important secondary concern. Of course, Dexterity and Constitution are also of some importance, allowing them to serve as a ranged combatant, or to increase their survivability.

    Role: An Antithesis is a powerful short range fighter, with some supporting abilities. In a desperate situation, they can serve as a healer or a ranged fighter.

    Background: An Antithesis is most commonly the result of a great deal of personal study, and an excessive amount of belief in oneís ability to remain themself.

    Organization: While an Antithesis can sometimes get on in a mageís guild or even a military group, the only places where they truly fit in is with adventurers, who are regularly as strange or even stranger.

    Alignment: A willingness to use the power of nothingness is commonly a more neutral ideal on the good-evil axis, while it tends to appeal to either of the two extremes of chaotic and lawful-taking in the power of emptiness is either a reckless and spontaneous decision, or one thought through carefully. As with all things, however, there are exceptions.

    Races: Humans, with their infinite variety, make of most of the Antitheses. Other than them, long lived races are more likely to have both the curiosity and the knowledge to attempt to become such a being.

    Religion: An individual Antithesis has little reason to have different beliefs than they would have otherwise. Some claim that the powers of nothingness render religion unnecessary, but an equally large number believe that it merely makes it more important.

    Other Classes: The Antithesis appears strange to most magical classes, their nature rendering them completely wrong to their eyes. Druidís in particular consider them an abomination, and one who is willing to befriend them is as rare as a Druidic necromancer.

    Adaptation: Most abilities could be replaced with negative energy damage to avoid the references to nothingness, although a power increase would be necessary to compensate for the commonality of methods to avoid this damage.

    Hit Die: d8

    Starting Gold: As Cleric

    Class Features

    Class Skills: The Antithesis' class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Listen (Wis), Knowledge (The Planes) (Int), Move Silently (Dex), Perform (Cha) Spot (Wis), Tumble (Dex)

    Skill Points at First Level: (4 + Int Modifier) x4
    Skill Points at Each Additional Level: 4 + Int Modifier

    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Annihilating Touch, Annihilation
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Beyond Reality
    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    |Void Strength
    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Annihilating Blade
    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Speed of the Nonexistant
    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    |Bolt of Nothing
    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Universal Persistence
    8th|
    +6/+1
    |
    +2
    |
    +2
    |
    +6
    |Energised Annihilation
    9th|
    +6/+1
    |
    +3
    |
    +3
    |
    +6
    |Channeled Void
    10th|
    +7/+2
    |
    +3
    |
    +3
    |
    +7
    |Outside Looking In
    11th|
    +8/+3
    |
    +3
    |
    +3
    |
    +7
    |Void Overload
    12th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Far Beyond Reality
    13th|
    +9/+4
    |
    +4
    |
    +4
    |
    +8
    |Nothing-Storm
    14th|
    +10/+5
    |
    +4
    |
    +4
    |
    +9
    |Greater Persistence
    15th|
    +11/+6/+1
    |
    +5
    |
    +5
    |
    +9
    |Spirit Link
    16th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Void Burn
    17th|
    +12/+7/+2
    |
    +5
    |
    +5
    |
    +10
    |Knowledge Annihilation
    18th|
    +13/+8/+3
    |
    +6
    |
    +6
    |
    +11
    |Unreality
    19th|
    +14/+9/+4
    |
    +6
    |
    +6
    |
    +11
    |Permanence

    20th|
    +15/+10/+5
    |
    +6
    |
    +6
    |
    +12
    |Eradicate [/table]

    Weapon and Armour Proficiencies: An Antithesis is proficient with all simple weapons, and up to one martial weapon of their choice. They are also proficient in light, medium, and heavy armour, plus shields, including Tower Shields.

    Annihilating Touch (Su) :
    A weapon? Ha. Like I need one.
    An Antithesis can, as a normal attack action, make a Melee touch attack a number of times per encounter equal to their Charisma bonus. If it hits, this attack deals 1d4 untyped damage per class level, plus the Antithesisí charisma bon us. This attack ignores object hardness.

    This attack can be used as the weapon in a sunder attack using all the normal rules.

    A creature slain by any form of Annihilating Touch is completely destroyed, leaving no remains. They cannot be returned to life with any method short of True Resurrection, or several chained Wishes.

    Although, it certainly wouldnít hurt. Me, anyway.
    At 4th level, an Antithesis gains the ability to challenge this power through a melee weapon. If they do, it is no longer treated as a touch attack, but deals any damage that the weapon would in addition to that of Annihilating Touch.

    Or I could just remove you from here.
    At 6th level, and Antithesis can project this nothingness at range. They may use their Annihilating Touch attack as a ranged touch attack, with range equal to five foot per class level. Alternatively, they may channel the damage through a ranged weapon, with the same rules as for a melee weapon.

    Annihilate (Ex):
    Youíre going to kill me? Trust me on this... not a good idea.
    When an Antithesis is slain, the nothingness within them expands outwards in an explosion of soundless emptiness. Anything within 5 foot per class level is caught by the wave, although they are entitled to a reflex save for half damage. Everything that fails this save takes untyped damage equal to d3 damage per class level, multiplied by the Antithesisí Charisma bonus.

    This detonation is so powerful, it persists even within antimagic effects. However, it deals half as much damage.

    As a side effect of this ability, an Antithesis cannot be raised from death by any method short of True Resurrection, or several chained Wishes.

    Beyond Reality (Su):
    Next youíre going to try and mess with my head. Idiot.
    An Antithesis of at least 2nd level is strange and confusing to normal beings. They gain a morale bonus to resist any mind affecting effect equal to half their class level.

    Oh, I felt something there. A failure that bad must chafe.
    At 12th level, they become immune to mind affecting effects, unless it is caused by a creature with at least twice their hit dice, or by a character with at least two levels of Antithesis.

    Void Strength (Ex):
    Besides. You? Kill me? Not even in your dreams.
    As a side effect of the power of nothingness that runs through them, an Antithesis of 3rd level or higher is very difficult to kill. They gain a bonus on all saving throws which would result in their death if failed equal to their class level. In addition, they are immune to massive damage, and do not die from HP damage until their life total reaches (-10 Ė (Class level*Cha bonus)
    If an Antithesis is targeted by a mind affecting spell that will cause them to die on a failed save, the bonuses from Void Strength and Beyond Reality stack.

    Speed of the Nonexistant (Ex):
    I mean, you couldnít catch me with the entire military of the plane helping you.
    The flaring sensation of emptiness that an Antithesis draws upon lends wings to their feet. An Antithesis of at least 5th level gains their charisma modifier as a morale bonus to their reflex save and initiative. In addition, they gain a +5 morale bonus per two points of charisma modifier to their base land or swim speeds (Although they do not gain any movement modes they do not already possess), half this bonus to burrow, and twice this bonus to their fly speed (If they have one).

    This speed also allows them to chain attacks together smoothly. Whenever they hit with an unarmed strike or the melee touch attack granted by the Annihilating Touch ability, they may immediately attempt to trip their opponent, or start a grapple. This will not provoke an attack of opportunity.

    Universal Persistance (Su):
    Hey, look! You actually cut me! Itís three inches long, two, one all gone!
    An Antithesis of at least 7th level is healed by the energies within them, which are unwilling to allow a powerful host to fall. They gain Fast Healing equal to half their class level. In addition, they age at half the normal rate. (All age categories are doubled in size, as is the maximum age)

    And now I foresee an attempt at removing a limb. Look, for your egoís sake, donít try it.
    At 14th level, an Antithesis also gains Regeneration equal to half their class level. They are dealt lethal damage by psionic and magical powers and spells. The Fast Healing from 7th level does not stack with this ability to heal nonlethal damage faster, but does continue to heal even magical damage. In addition, they cease to age. They still die when their (Doubled from Universal Persistance) maximum age is reached.

    Energised Annihilation (Su):
    You realise, this is getting pretty dull. Maybe Iíll set you on fire...
    An Antithesis of 8th level can channel the empty power within them to fuel more conventional attacks. They can use any form of their Annihilating Touch ability to deal fire, electricity, acid or cold damage. If they do, then each die of damage is replaced by 2d4.
    Alternatively, they may deal subdual, Negative or Positive energy damage. (In this case, either negative or positive energy can be used to heal or harm any given creature.) If they do, each die of damage is replaced by a d8.
    Finally, they may choose to deal force damage. If they do, then each die is increased in size to a d6.

    If an opponent is slain by an Energised Annihilating Touch, they are not removed from existence. A normal Resurrection, Raise Dead or Reincarnate spell is enough to return them to life.

    Channeled Void (Su):
    ...aww, I feel sorry for you. Give me a hug...
    At 9th level, an Antithesis can force a huge amount of energy into a grappled enemies system. Any opponent grappled can be targeted as a Swift Action. They must make a Fortitude save with DC equal to 10 + half the Antithesisí class level. If they fail, they take damage equal to the Antithesisí class level times their Charisma bonus. If they pass, they take half this damage.

    Outside Looking In (Ex):
    I understand you, really, I do.
    A 10th level Antithesis has been outside the normal realm of mortals for a while. This separation allows them more understanding of how people work. They gain an insight bonus to Bluff, Diplomacy and Intimidate checks equal to their Charisma modifier.

    Void Overload (Su):
    ...well, okay. No I donít. Thatís why Iím about to destroy you utterly and completely!
    At 11th level, an Antithesis begins to fully understand what they are doing. They may Ďsuperchargeí their Annihilating Touch attack by using more than one of their per encounter uses in a single attack. (This remains a single attack action.) However, this causes backlash damage against them. They deal damage to the target as if they were hit with more than one use of the attack, but the Antithesis takes damage equal to twice the number of damage dice dealt.
    (If using Energised Annihilation to deal fire, electricity, acid or cold damage, treat each 2d4 as a single die)

    Nothing-Storm (Su):
    Well... dodge this then!
    At 13th level, an Antithesis can use their annihilating touch attacks as a cone or burst attack. If so, their range is halved, for a cone, or divided by four, for a burst. Every target within the range is dealt damage, but is entitled to a reflex save for half damage.

    This ability can be combined with Void Overload and/or Energised Annihilation.

    Spirit-Link (Su):
    Awah, youíre dying? Iím still bored... okay, let me just heal you up quick...
    An Antithesis of at least 15th level can absorb other peopleís injuries by reaching out with Ďnothingí and drawing in Ďsomethingí. They claim that this makes perfect sense.
    Treat this as a melee touch attack if the subject is unwilling, but otherwise it works automatically. They regain health equal to the amount of damage that you would deal with your Annihilating Touch. You take nonlethal damage equal to this amount. (Which will be regenerated due to your Universal Persistence class feature)

    Void Burn (Su):
    Thatís better! Now... donít want you to be able to fight back too well...
    A 16th level Antithesis can use their anti-power to weaken their enemies, sometimes permanently. They may give up dice of the untyped damage dealt by Annihilating Touch to deal ability damage. For each four dice of damage given up this way, they take 1d3 + Cha modifier ability damage to one stat of your choice. They may take a Fortitude save with DC equal to 10 + half your class level + your Charisma Modifier to negate this damage. If they fail, then they must take another save after a day has passed with the same DC. If this is failed, the damage becomes Ability Drain instead, but if passed the damage goes away.
    If any dice of normal damage remain, they can be exchanged with Energised Annihilation or used for damage as normal.

    Knowledge Annihilation (Su):
    Iíve had fun today, havenít you? Maybe if I burn away everything that defines you, youíll consider joining me.
    A 17th level Antithesis can destroy their opponents very memories and skills. This works much like Soul Burn, but is an exchange of 6d4 untyped damage for 1d2 negative levels. The fortitude save to avoid these negative levels is equal to 10 + half your class level + your Charisma Modifier. The same DC is used to stop these levels from becoming permanent after 24 hours.

    Unreality (Ex):
    After all, you never had a chance, really. The laws of nature themselves prostrate themselves before me.
    An 18th level Antithesis is treated as an Outsider as well as a member of their original race. Any future racial hitdie use the Outsider rules, and they gain Darkvison, do not need to eat or sleep (Although they still can) and, if they somehow die without the Annihilation ability activating, still require an effect such as True Resurrection to return to life.

    Permanence (Ex):
    For a start, Iím a fixed point. I will always be.
    A 19th level Antithesis cannot die. The Universe has decided that this being that so offends itís eyes will always be and must always be-and if something else disagrees, it will take steps to fix it. An Antithesis of this level will never die from old age. (They already do not age, due to Universal Persistence). In addition, whenever they are killed in any method, they will be resurrected after exactly one week as per the spell True Resurrection. They lose one level as per normal for a return to life.
    If for any reason True Resurrection cannot return them to life, it will try again after one week. This effect will continue to repeat every week until it is successful.

    Eradicate (Su):
    ...and I could always just have done this.
    A 20th level Antithesis can channel all of their power into a single strike. Once per encounter, as a full round action, they can make either a ranged or melee touch attack. If this attack hits, the target must make a Fortitude and a Will Save with DC equal to the Antithesisí class level plus their Charisma modifier. If either save is failed, they are destroyed with no remains, meaning that they require the equivalent of a True Resurrection spell to return to life. If both saves are passed, the attack deals damage equal to the Antithesisí class level times their charisma modifier.
    Last edited by Lix Lorn; 2010-08-22 at 02:38 PM.
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