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  1. - Top - End - #1
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    Jormengand's Avatar

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    Default The Avatar (Class in 30 minutes, PEACH)

    Another class made in just 30 minutes, apart from some copy-paste magic with the Shrug Off ability.

    Level BAB Fort Ref Will Special
    Fighter Soul Bonus
    Monk Heart Unarmed Strike
    Rogue Mind Sneak Attack
    1st +1 +2 +2 +2 Aspect of the Avatar, Shrug Off
    1
    1d6
    1d6
    2nd +2 +3 +3 +3 Combat Maneuver Master
    1
    1d6
    1d6
    3rd +3 +3 +3 +3 Impossible Speed
    2
    1d6
    2d6
    4th +4 +4 +4 +4 Extra Attack
    2
    1d8
    2d6
    5th +5 +4 +4 +4 Mobile Assault
    3
    1d8
    3d6
    6th +6/+1 +5 +5 +5 Invigourate
    3
    1d8
    3d6
    7th +7/+2 +5 +5 +5 Instinctive Vision
    4
    1d8
    4d6
    8th +8/+3 +6 +6 +6 Extra Attack
    4
    1d10
    4d6
    9th +9/+4 +6 +6 +6 Overpowering Presence
    5
    1d10
    5d6
    10th +10/+5 +7 +7 +7 Steel Heart
    5
    1d10
    5d6
    11th +11/+6/+1 +7 +7 +7 Invisible Mind
    6
    1d10
    6d6
    12th +12/+7/+2 +8 +8 +8 Extra Attack
    6
    2d6
    6d6
    13th +13/+8/+3 +8 +8 +8 Defy Death
    7
    2d6
    7d6
    14th +14/+9/+4 +9 +9 +9 Indomitable Soul
    7
    2d6
    7d6
    15th +15/+10/+5 +9 +9 +9 Instant Step
    8
    2d6
    8d6
    16th +16/+11/+6/+1 +10 +10 +10 Extra Attack
    8
    2d8
    8d6
    17th +17/+12/+7/+2 +10 +10 +10 Speed of Light
    9
    2d8
    9d6
    18th +18/+13/+8/+3 +11 +11 +11 Exalted Juggernaut
    9
    2d8
    9d6
    19th +19/+14/+9/+4 +11 +11 +11 Ultimate Defiance
    10
    2d8
    10d6
    20th +20/+15/+10/+5 +12 +12 +12 Paragon of Power, Extra Attack
    10
    2d10
    10d6

    Alignment: Any
    Hit Die: 1d10

    Class Skills:
    All skills are class skills of the Avatar
    Skill Points at 1st Level: (4 + Int modifier) 4
    Skill Points at Each Additional Level: 4 + Int modifier

    Weapon and Armour Proficiency
    The Avatar is proficient with all weapons and armour.

    Aspect of the Avatar (Ex)

    The Avatar chooses one of the following Aspects at first level and cannot change this decision afterwards:

    Fighter Soul: Bonus on attack/damage rolls and AC as given on table, fighter bonus feat at every level (not just when fighter gets them) and you can choose feats not on the list at 1st level and every 4th level, count as fighter for prerequisites.
    Monk Heart: Get Unarmed Strike, AC Bonus (but use the Fighter Soul bonus on Table: The Avatar in place of the AC Bonus on Table: the Monk), Fast Movement, Flurry of Blows, Evasion, Ki Strike, Slow Fall as monk (except that you choose a single of your alignment parts for Ki Strike (Lawful); true neutral treats as Cold Iron and Silver instead). Get bonus feat at 1st level and every 4th level (any you qualify for). Count as monk for prerequisites.
    Rogue Mind: Get Sneak Attack, Evasion, Trap Sense as rogue. Get +6 skill points per level. Get bonus feat at 1st level and every 4th level (any you qualify for).

    Shrug Off (Ex)

    Avatars can Shrug Off abilities which would hinder, incapacitate or even kill lesser beings. Shrugging Off an ability does not take an action any more than choosing a target to attack does; it is simply a thing that one does, or one does not.

    An avatar who Shrugs Off an effect ignores it. It does not affect the avatar at all, even if it affects an area (irrespective of, for example, whether or not the avatar enters, leaves, and then re-enters an area). However, it still affects other people: the effect is still there, unlike with more magical means of removing an effect such as Dispel Magic or Iron Heart Surge. The source of the effect may still be there, even if the effect itself isn't (for example, a windstorm is still there even if the avatar isn't checked by it, and will automatically check the avatar again next round). Similarly, an avatar can't Shrug Off death by hit point damage, as the avatar would simply die again immedately. This makes the many effects on the table below unlikely at best to come up but they are included for completeness.

    The avatar may Shrug Off an effect in progress, or even one which hasn't taken effect yet (for example, an avatar could Shrug Off a spell's effect upon being struck by it, ignoring it, even if that avatar wasn't aware of the spell until it dealt its effects). Avatars incapable of experiencing the world, such as those who are Dead, Petrified or Unconscious, can't Shrug Off effects. Those who are merely distracted, incapable of acting, or suffering sensory impairment (such as those who are Fascinated, Stunned or simultaneously Blinded and Deafened) can still Shrug Off further effects.

    However, Shrugging Off an effect costs hit points. These hit points are dependent on the severity of the effect being Shrugged Off. Further, if the effect is permanent (except for spell effects and effects which are always or usually permanent), triple the number of hit points needed to remove it. An avatar can't Shrug Off an effect if doing so would kill the avatar. Use the following table to determine the hit point cost:

    Effect Cost
    Ability Damaged 5/point
    Ability Drained/Burned 15/point
    Blinded 10
    Blown Away* 20
    Checked 10
    Confused 10
    Dazed 10
    Dazzled 2
    Dead* 50
    Deafened 10
    Disabled 20
    Dying 30
    Energy Drained 10/level
    Entangled 10
    Grappling* 5
    Knocked Down* 15
    Paralysed 20
    Petrified 30
    Pinned* 5
    Prone* 5
    Spell Lv 0** 3
    Spell Lv 1** 6
    Spell Lv 2** 13
    Spell Lv 3** 21
    Spell Lv 4** 30
    Spell Lv 5** 40
    Spell Lv 6** 51
    Spell Lv 7** 63
    Spell Lv 8** 76
    Spell Lv 9** 90
    Spell Level 10th** 100
    Spell Level 11th*** 111
    Spell Level 12th*** 123
    Spell Level 13th*** 136
    Stable 20
    Staggered 20
    Stunned* 20
    Unconscious As stable/dying
    *These effects can only be Shrugged Off before they take effect, due to one of three reasons: One, that they less are conditions and more cause them, two, that once the ability takes hold the avatar won't be able to Shrug them Off, or three, because simply being hard enough to prevent yourself falling down is one thing; being hard enough to go from being on the ground to on your feet in no time at all is another.
    **This also covers (Sp) and (Ps) abilities, powers, and martial maneuvers.
    ***As **, and also these abilities tend not to exist, but a few classes such as the Worldspeaker have them. To find any spell level higher than 13th, add the new spell level to the previous number (for example, the 13th level value is calculated by adding 13 to the 12th level value).

    Combat Maneuver Master (Ex)

    From 2nd level, avatars add their class level to all rolls made to perform the following special attacks: Aid Another, Bull Rush, Disarm, Feint, Grapple, Overrun, Sunder or Trip.

    Impossible Speed (Ex)

    From 3rd level, avatars add five times their class level to their speed for any form of movement for which they have a speed.

    Extra Attack (Ex)

    From 4th level and every 4th level thereafter, an avatar gets an additional attack with any kind of attack action, made at the avatar's full base attack bonus.

    Mobile Assault (Ex)

    From 5th level, the avatar no longer takes attacks of opportunity from moving, and can move 5 feet as part of each attack the avatar makes.

    Invigourate (Ex)

    From 6th level, the avatar inspires allies nearby to feats if glory, even when death looms. The avatar gets fast healing equal to the avatar's class level, and allies within 60 feet get half this amount.

    Instinctive Vision (Ex)

    From 7th level, the avatar has blindsight out to 5 feet per level.

    Overpowering Presence (Ex)

    From 9th level, the avatar overwhelms nearby creatures just by being present. Enemies within 60 feet get a -1 penalty on all d20 rolls and damage rolls per 3 levels. Whenever the avatar speaks, the avatar's words are taken as important and the affected creatures treat their relationship with the avatar as one step better.

    Steel Heart (Ex)

    From 10th level, the avatar ignores negative weather and terrain effects.

    Invisible Mind (Ex)

    From 11th level, the avatar is immune to the effect of hostile enchantment, illusion, and telepathy abilities.

    Defy Death (Ex)

    From 13th level, the avatar is not quite killed by attacks and effects which would normally be lethal, and "Returns" to life on -9 hit points (but retains fast healing) 6d6 minutes later. This only works once in any 24 hour period - otherwise, the avatar really is dead.

    Indomitable Soul (Ex)

    From 14th level, the avatar is immune to the effect of hostile divination and clairsentience abilities, and simply fails to show up in such abilities if they would reveal the avatar incidentally.

    Instant Step (Ex)

    From 15th level, the avatar can take a movement, just like a move action, as an immediate action.

    Speed of Light (Ex)

    From 17th level, the avatar can take an extra move, standard and swift action each round. The extra standard and move action can be used to take a full-round action as normal.

    Exalted Juggernaut (Ex)

    From 18th level, the avatar has resistance to everything equal to the avatar's class level, even though creatures cannot normally have resistance to non-energy damage types such as city or slashing.

    Ultimate Defiance (Ex)

    From 19th level, the avatar can defy practically anything. The avatar gets a bonus equal to double the avatar's class level on any check to move something out of the avatar's way (or break it, or otherwise prevent it impeding the avatar). The avatar benefits from a constant extraordinary freedom of movement effect.

    Paragon of Power (Ex)

    From 20th level, the avatar gets a +20 perfection bonus on all D20 rolls and damage rolls.
    Last edited by Jormengand; 2016-03-24 at 11:28 AM.

  2. - Top - End - #2
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    Default Re: The Avatar (Class in 30 minutes, PEACH)

    Well it is like your other hypermundane but with less choice and no chance to compare itself to a caster and who is way stronger than the mundane classes.
    However they do not have code of conduct(by opposition of the hypermundanes) allowing potentially to be great when taking the right number of truenamer together(item reborn makes you T1) or if you take ur priest levels.
    From 4th level and every 4th level thereafter, an avatar gets an additional attack with any kind of attack action, made at the avatar's full base attack bonus.
    any kind of attack include attack spells and using attack magic items so does it allows to cast two fireballs.
    Last edited by noob; 2016-01-20 at 05:33 PM.

  3. - Top - End - #3
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    Jormengand's Avatar

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    Default Re: The Avatar (Class in 30 minutes, PEACH)

    Quote Originally Posted by noob View Post
    any kind of attack include attack spells and using attack magic items so does it allows to cast two fireballs.
    No, you can't take an extra attack on any kind of attack, only any kind of attack action, meaning the "Attack" and "Full attack" actions.

    I don't know why Rebuild Item (Which requires TrN 11 anyway) synergises with anything the Avatar gets, though?

    Also, it's pretty much not a hypermundane by definition, given that Righteous Desperation is basically the signature ability of all hypermundanes.
    Last edited by Jormengand; 2016-01-20 at 05:41 PM.

  4. - Top - End - #4
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    Default Re: The Avatar (Class in 30 minutes, PEACH)

    You can use it to cast the scrolls you have as much as you want and do many other kind of nice tricks allowing you to be T1.
    Then you are a T1 character based on equipement and with a bunch of bonuses and more HP and BBA and saves.
    And you have shrug off which I thought to be the signature ability of hypermundane.
    It allows you to just tell "no this anti-magic zone does not works on me" and "no you do not paralyze me" and "no I am not disjucted" and "no I am not truename dispelled" and so on with just an hp cost.
    Last edited by noob; 2016-01-21 at 01:25 PM.

  5. - Top - End - #5
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    Jormengand's Avatar

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    Default Re: The Avatar (Class in 30 minutes, PEACH)

    Quote Originally Posted by noob View Post
    You can use it to cast the scrolls you have as much as you want and do many other kind of nice tricks allowing you to be T1.
    UMD does not, and has not ever, made anyone tier one. Truenamers aren't T1 just because they have Rebuild Item, nice though it is.

    And you have shrug off which I thought to be the signature ability of hypermundane.
    Shrug Off is also an ability I give to lots of my monsters, just because it's otherwise too easy to disable them.

    It allows you to just tell "no this anti-magic zone does not works on me" and "no you do not paralyze me" and "no I am not disjucted" and "no I am not truename dispelled" and so on with just an hp cost.
    The AMF may not work on you, but it still works on your spells. Paralysis isn't that common. MKDJ affects your magic items as well as you. Truename Dispel doesn't affect creatures, only effects. Plus, shrugging off an AMF costs a boatload of hit points.

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