PDA

View Full Version : Pathfinder Super (new base class)



ElfMadness
2019-07-06, 07:40 PM
Inspired by this thread (http://www.giantitp.com/forums/showthread.php?271411-Solar-Avatar-(Superman-3-5)), I wanted to make a class based on superheroes and supervillains. It's based on the Brawler (https://www.d20pfsrd.com/classes/hybrid-classes/brawler/).

http://imgur.com/XXJgIjy.png

Super
For whatever reason, some people are just special. Some people have the unexplainable powers of super speed, strength, vision, and flight. These mysterious wonders, are known as supers. Often fighting unarmed, these brave warriors charge, or fly, into the battlefield. While their motives may be different, supers are all a formidable opponent.
Role: Supers excel in frontline combat, although many use their eye-blasts to attack from afar. Through their powers, they battle in ways others cannot.

Alignment: Any.
Hit Die: d10.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

http://imgur.com/knEXWSe.png

Class Skills
The Super’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int),Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are the class features of the Super.
Weapon and Armor Proficiency
A Super is proficient with all simple weapons. They are not proficient with armor or shields.

Enhanced Speed (Ex)
A Super's land speed is faster than is normal for his race by 10 feet. Apply this bonus before modifying the Super’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the Super’s land speed.

Unarmed Strike (Ex)
At 1st level, a Super gains Improved Unarmed Strike as a bonus feat. A Super may attack with fists, elbows, knees, and feet. This means that a Super may make unarmed strikes with their hands full. A Super applies their full Strength modifier (not half ) on damage rolls for all their unarmed strikes.
Usually, a Super’s unarmed strikes deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling.
A Super’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
A Super also deals more damage with their unarmed strikes than others, as shown on the table. The unarmed damage values listed on that table are for Medium Supers. A Small Super deals less damage than the amount given there with their unarmed attacks, while a Large Super deals more damage; see the following table.
http://imgur.com/UnJr0D0.png

Eye-Blast (Ex)
At the second level, a Super gains the ability to fire laser beams out of their eye. As a standard action, they may make a ranged touched attack with a range of 30 ft. If they succeed, they deal 1d4 points of force damage.
Upon reaching 5th level and every 3 levels thereafter, this bonus increases by 1d4.

Super Strength (Ex)
At 3rd level, a Super gains a +1 bonus to their strength.
At 7th level and every 4 levels thereafter, the bonus increases by 1.

Dodge Bonus (Ex)
Due to their super speed, at 4th level, a Super gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels.
These bonuses to AC apply against touch attacks. They lose these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout (Ex)
At 4th level, once per day a Super can unleash a devastating attack that can instantly knock a target unconscious. They must announce this intent before making their attack roll. If the Super hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the Super’s level + the higher of the Super’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the Super may use this ability twice per day; at 16th level, they may use it three times per day.

Super Strike (Ex)
At 5th level, a Super’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, their unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, they choose one alignment component: chaotic, evil, good, or lawful; their unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the Super’s actual alignment, such as a good Super choosing evil strikes.) At 17th level, their unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Flight (Ex)
At 6th level, a Super can fly at a speed of 20 feet (or 15 feet if it wears medium or heavy armor, or if it carries a medium or heavy load), with a maneuverability of good.
This speed increase by 20 feet every 2 levels.

Awesome Blow (Ex)
At 16th level, the Super can as a standard action perform an awesome blow combat maneuver against a corporeal creature of their size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if the Super hit it with an unarmed strike, it is knocked flying 10 feet in a direction of the Super’s choice, and it falls prone. The Super can only push the opponent in a straight line, and the opponent can’t move closer to the Super than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the Super can be of any size to use this ability.)

Improved Awesome Blow (Ex)
At 20th level, the Super can use their awesome blow ability as an attack rather than as a standard action. They may use it on creatures of any size. If the maneuver roll is a natural 20, the Super can immediately attempt to confirm the critical by rolling another combat maneuver check with all the same modifiers as the one just rolled; if the confirmation roll is successful, the attack deals double damage, and the damage from hitting an obstacle (if any) is also doubled.


Thoughts? I'm mostly concerned about balance.

ElfMadness
2019-07-06, 07:57 PM
Also, are the images working?

Ventruenox
2019-07-06, 11:13 PM
Also, are the images working?
Imgur blocks GiTP these days. If they are under 400 pixels wide, you can link to the original source. Some other upload sites work ok still.

Palanan
2019-07-06, 11:31 PM
Also, this should be in the Homebrew subforum. You can click on the small grey triangle to report your post and request that it be moved.

GrayDeath
2019-07-08, 10:13 AM
As was said, this belongs in the hoebrew forum.

After a first look ove rit, my thoughts are thus:

This is a low Power standard Superman package. Not all Supers should be the same, so being able to choose different powers would make sense.

Overall it is far too low in power though. This is more or less a flying monk with fewer feats and a worse Eldritch Blast in return.

So: Good idea (had the same a few montsh ago) but needs more work. :)