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View Full Version : Too late for base class challenge... PEACH anyway?



sengmeng
2011-12-31, 11:02 PM
This class was originally intended to be an entry in the Base Class Challenge IX, which has the theme "Better than it sounds." However, I had already entered the Redshirt in that contest and never got an answer to whether or not I could create two entries. So, because I worked on it for a long time, here it is.


Ignoramus


http://klaussloves.files.wordpress.com/2008/12/inbred.jpg

If I don't understand it, it can't hurt me.

Adventures: An Ignoramus adventures for much the same reason that anyone else might: money, glory, thrills, and they have the added incentive of not knowing any better.

Characteristics: An Ignoramus is a warrior who understands very little beyond how to swing his weapon. His stupidity is his armor and shield, protecting him by his lack of understanding that he is even hurt. To the Ignoramus, fatigue, encumbrance, armor, and even death can sometimes be seen as “mere details.” Amazingly, some Ignoramuses have high intelligence, but are willfully ignorant of anything they don't want to believe. Scholars are not sure exactly where an Ignoramus's power comes from. Some hypothesize that they are psionic, others that they are natural magic-users, though the reality is probably something closer to a being so stupid that the intensity of his lack of understanding creates some sort of metaphysical collapse. At their most powerful, Ignoramuses can actually bend reality to fit their own limited worldview, and that worldview seems to be one in which they cannot be hurt.

Alignment: An Ignoramus can be of any alignment, but their natures tend towards the chaotic, as most of their power comes from ignoring "rules." Evil Ignoramuses are brutish thugs, while good ones are quixotically naive. Neutral Ignoramuses are just sort of there, but not really all there.

Religion: An Ignoramus may be very devout, sometimes believing that their deity is the source of their protection. Others may be almost areligious, rejecting gods and knowledge both as things that aren't important enough to be worth learning. Mostly, they do not worship deities of knowledge or magic, but the rare educated Ignoramus might.

Background: Most Ignoramuses start their road by rejecting all learning as worthless. This in turn often leads to them learning one of their fundamental tricks, how to ignore pain. Once they've mastered ignoring their parents, they move on to ignoring virtually everything. Occasionally, there are educated Ignoramuses, but they are rare and usually the result of slipping through the cracks of some institute of higher learning.

Races: Orcs make great natural Ignoramuses, but there is little educational tradition for them to reject in orc society, so human and half-orc Ignoramuses tend to outnumber orcish ones. Half-orcs who reject their human heritage may find themselves on the road to being an Ignoramus when they apply a warped view of what being an orc "really" means. Dwarves possess the necessary stubbornness and can make great Ignoramuses, while gnomes and halflings who lack common sense are also likely candidates. Elves and half-elves rarely become Ignoramuses, but stupidity can crop up anywhere that genius can.

Other Classes: Ignoramuses tend to scoff at wizards and sorcerers, who ironically most need a meat-shield like the Ignoramus. They are, however, easily manipulated. Evil and/or chaotic Ignoramuses may also have friction with classes based on honor and order, such as monks and paladins. Barbarians share their rejection of civilized things (and they also share illiteracy), and they tend to get along with them quite well. Ignoramuses also reject the backstabbing ways of the rogue, but the druid's wild shape ability and the ranger's archery or two-weapon fighting tend to impress them. How they feel about clerics mostly has to do with how they feel about divinity in general.

Role: Ignoramuses are very, very hard to kill, and their offensive capabilities are not quite so impressive. Their job is to survive all manner of horrors as the meat shield and trapspringer.

Adaptation: The exact mechanism of the Ignoramus's power can come from any number of sources.

GAME RULE INFORMATION

Abilities: Strength helps an Ignoramus be a more effective combatant, and armor interferes with Evasion, so a high dex helps with Armor Class. High constitution helps the ignoramus be even more survivable, and a low wisdom is actually beneficial to an Ignoramus. High intelligence helps overcome the Ignoramus's crippled skill selection, and charisma is mostly irrelevant.
Alignment: Any
Hit Die: d12
Starting Age: As barbarian.
Starting Gold: As monk

Class skills:
The Ignoramus has no class skills, but treats all skills as cross-class skills.

Skill Points at 1st Level: (1 + Int modifier) x4.
Skill Points at Each Additional Level: 1 + Int modifier.

{table]level|BAB|Ref Save|Fort Save|Will Save|Special
1st|+1|+2|+2|+2| Illiteracy, Ignorant, Ignore Armor, Ignore Pain 1/-
2nd|+2|+3|+3|+3| Bonus Feat, Ignore Elements I, Ignore Fatigue I
3rd|+3|+3|+3|+3| Evasion, Ignore Miss, Ignore Death I
4th|+4|+4|+4|+4| Mettle, Ignore Fear
5th|+5|+4|+4|+4| Ignore pain 2/-, Ignore Elements II, Ignore Falls
6th|+6|+5|+5|+5| Bonus Feat, Disbelief
7th|+7|+5|+5|+5| Ignore Spells, Ignore Falls
8th|+8|+6|+6|+6| Ignore Ineptitude
9th|+9|+6|+6|+6| Bonus Feat, Ignore Hindrance
10th|+10|+7|+7|+7|Ignore Pain 3/-, Ignore Elements III
11th|+11|+7|+7|+7|Ignore Death II
12th|+12|+8|+8|+8|Improved Evasion
13th|+13|+8|+8|+8|Improved Mettle
14th|+14|+9|+9|+9|Total Disbelief, Ignore Fatigue II
15th|+15|+9|+9|+9|Ignore Pain 4/-, Ignore Elements IV
16th|+16|+10|+10|+10| Ignore Damage Reduction
17th|+17|+10|+10|+10| Ignore Attack
18th|+18|+11|+11|+11| Superior Mettle
19th|+19|+11|+11|+11| Ignore Death III
20th|+20|+12|+12|+12|Ignore Pain 5/-, Ignore Elements V, Ignore Facts, Mindless[/table]

Weapon and Armor Proficiencies: Ignoramuses are proficient with all armor, all shields, and all simple and martial weapons.

Illiteracy: Ignoramuses do not automatically know how to read and write. An Ignoramus may spend 2 skill points to gain the ability to read and write all languages he is able to speak. An Ignoramus who gains a level in any other class automatically gains literacy. Any other character who gains an Ignoramus level does not lose the literacy he or she already had.

Ignorant: An Ignoramus is generally uneducated, uncouth, and monumentally, even willfully, stupid. Ignoramuses take a -5 penalty on all intelligence and wisdom related checks, except will saves. If an Ignoramus has a negative Wisdom modifier, he adds it to his will saves as if it were positive. An Ignoramus's blind disregard for simple facts gives him a stubborn resistance to all mind-affecting effects.

Ignore Armor: A first level Ignoramus may resolve a melee or ranged attack as a touch attack twice per day per their number of Ignoramus levels. They may use this ability multiple times per round if they can make more than one attack in a round. They must declare that they are using Ignore Armor before they make the attack roll. A missed attack still consumes one use of the ability. Uses of Ignore Armor also fuel many other Ignoramus abilities.

Ignore Pain: An Ignoramus ignores a small amount of damage with each attack. At first level, they gain damage reduction 1/-, which increases by one at levels 5, 10, 15, and 20. Damage reduction can reduce damage to 0, but not below 0.

Bonus Feat: At second level, an Ignoramus gains a bonus feat, to be chosen from the following list: Great Fortitude, Iron Will, Lightning Reflexes. If he already has all three of these feats, he may choose any feat for which he meets the prerequisites.

Ignore Elements (Ex): A second level Ignoramus is no longer affected by extremes of hot and cold weather. Additionally, he selects one type of energy damage, and gains resistance 5 to it. He may choose sonic, fire, cold, lightning, or acid. At 5th level, he gains resistance 10 to that energy damage, and resistance 5 to another energy type of his choosing. At 10th level, he gains resistance 15 to the first energy type, resistance 10 to the second, and resistance 5 to one additional energy type. At 15th level, he gains resistance 20 to the first energy type, resistance 15 to the second, resistance 10 to the third, and resistance 5 to one additional energy type. At twentieth level, he gains total immunity to the first energy type, resistance 20 to the second energy type, resistance 15 to the third, and resistance 10 to the last energy type.

Ignore Fatigue (Ex): A second level Ignoramus gains Endurance as a bonus feat. If he already has a Endurance, he may choose any feat for which he meets the prerequisites. At fourteenth level, this increases to include total immunity from fatigue and exhaustion.

Evasion: At third level and higher, an Ignoramus can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon’s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Ignoramus is wearing light armor or no armor. A helpless Ignoramus (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Ignore Miss (Ex): A third level Ignoramus may spend two uses of his Ignore Armor ability to reroll a missed attack. He must take the new result, even if it is worse than the original.

Ignore Death (Ex): At third level, the Ignoramus gains the Diehard feat. If he already has the Diehard feat, he may choose any feat for which he meets the prerequisites. At eleventh level, an Ignoramus
gains immunity to death effects. At nineteenth level, an Ignoramus does not die when he reaches -10 or lower hitpoints if he spends three uses of his Ignore Armor ability. His hitpoints continue to be lost at the rate of one per round, and he must continue to use three uses of his Ignore Armor ability to remain alive.

Mettle: At fourth level, the Ignoramus can resist magical and unusual attacks with great willpower and fortitude. If he makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Ignoramus still gains the benefit of mettle.

Ignore Fear (Su): At fourth level, an Ignoramus becomes too oblivious to feel fear. He gains total immunity to all fear producing effects.

Ignore Falls (Ex): At fifth level, the Ignoramus multiplies his damage reduction from his ignore pain ability by five when figuring damage from falls and subtracts it from all falling damage.

Bonus Feat: At sixth level, an Ignoramus gains a bonus feat, to be chosen from the following list: Great Fortitude, Iron Will, and Lightning Reflexes. If he already has all three of these feats, he may choose any feat for which he meets the prerequisites.

Disbelief: A sixth level Ignoramus gains a +4 morale bonus on saves versus illusions.

Ignore Spells: At seventh level an Ignoramus gains Spell Resistance equal to their level +10

Ignore Ineptitude (Ex): By expending a use of his Ignore Armor ability, an ignoramus may treat any skill which he has ranks in as if it was a class skill with maximum ranks in it for one skill check. By spending two uses of the Ignore Armor ability, he may take 20 on a skill check without increasing the time it takes to do it or consuming additional resources, if applicable. He may use this to take 20 even on skills which don't normally allow it.

Bonus Feat: At ninth level, an Ignoramus gains a bonus feat, to be chosen from the following list: Great Fortitude, Iron Will, Lightning Reflexes. If he already has all three of these feats, he may choose any feat for which he meets the prerequisites.

Ignore Hindrance (Ex): At ninth level, the Ignoramus's incredible pigheadedness allows him to ignore any effect that would hinder his movement. This functions as a continual Freedom of Movement effect. Additionally, he moves his full normal speed in medium or heavy armor. He ignores all penalties associated with encumbrance, though he still may not carry more than his maximum load. He may also charge across difficult terrain. His Evasion Ability and later his Improved Evasion ability now function in medium armor.

Improved Evasion: This ability works like evasion, except that while the Ignoramus still takes no damage on a successful Reflex saving throw against attacks such as a dragon’s breath weapon or a fireball, henceforth he takes only half damage on a failed save. A helpless Ignoramus (such as one who is unconscious or paralysed) does not gain the benefit of improved evasion.

Improved Mettle: At thirteenth level, the Ignoramus's Mettle ability becomes Improved Mettle. They still take no damage or effect on a successful Will or Fortitude save, but if the effect or spell allows a partial or half effect on a successful save, they take the partial or half effect even on a failed save.

Total Disbelief (Ex): At fourteenth level, an Ignoramus gains total immunity to all illusions.

Ignore Damage Reduction (Su): At sixteenth level, an Ignoramus can spend one use of his Ignore Armor ability to ignore all damage reduction types except - and epic for one round.

Ignore Attack (Ex): At seventeenth level, an Ignoramus can designate one attack that is directed at him per round as an automatic miss. This uses up two uses of his Ignore Armor ability. He must declare that he is using this ability before he knows whether or not the attack will hit. This includes anything that has an attack roll, including melee or ranged attacks, traps, rays, and touch spells, and opposed attack rolls such as disarm attempts, bull rushes, and grapple checks.

Superior Mettle (Su): At eighteenth level, the Ignoramus's Improved Mettle ability becomes Superior Mettle. Whenever they make a successful Will or Fortitude save against an effect or spell, that effect or spell is completely canceled. It is still used up, but it affects no targets.

Ignore Facts (Su): At twentieth level, an Ignoramus's willful stupidity is so intense that he can actually bend reality. Once per day, he may ignore all events in a single round. That round never happened. Reality shifts to accommodate their ignorance. All movement, damage, deaths, spells, and any special abilities or attacks are undone, and the round is replayed. The Ignoramus does not need to be alive or conscious at the end of the round to use this ability. Using this ability is an immediate action that must take place after the last creature in the initiative order's actions in the round that is to be repeated.

Mindless: At twentieth level, the Ignoramus takes ignorance to the level of an art form and a way of life. His mind is unreachable by even the strongest magics and in fact he appears to be completely mindless. This takes the form of a continuous Mind Blank effect.

silphael
2012-01-02, 11:12 AM
Seems really fun and flavourfull to me.

But, about each abilities cancelling an opponent ability, you may have to write at which moment (before roll, before damage roll, before revealing effect?) you may cancel it.

sengmeng
2012-01-02, 12:53 PM
Seems really fun and flavourfull to me.

But, about each abilities cancelling an opponent ability, you may have to write at which moment (before roll, before damage roll, before revealing effect?) you may cancel it.



Good point... I tried to be clear on that, but I can see it needing some work. I assume that Ignore Armor, Ignore Miss, Ignore Attack and Ignore Facts are the major culprits?

Omnicrat
2012-12-07, 07:10 AM
This is really neat. An Ignoramus/Gramarist gestalt would be the greatest gramarist in history at 10th level with that check ability. Also, this could easily be re-fluffed as a doublethinker (or somesuch) al la 1984.

Just to Browse
2012-12-07, 02:43 PM
I love the fact that being dumber makes you more powerful. It gives me great glee.

sengmeng
2012-12-07, 02:58 PM
Thank you :smallsmile: The inspiration for the class was a player who simply cheats all the time, "forgetting" to record damage, rerolling when the DM isn't looking, and things of that nature.

danzibr
2012-12-07, 06:57 PM
Thank you :smallsmile: The inspiration for the class was a player who simply cheats all the time, "forgetting" to record damage, rerolling when the DM isn't looking, and things of that nature.
Was this a specific player?

sengmeng
2012-12-07, 08:27 PM
Was this a specific player?

Well, one does come to mind, but I think we all know one.