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  1. - Top - End - #1
    Ogre in the Playground
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    Lightbulb Solar Avatar (Superman 3.5)

    Solar Avatar
    "I feel like I live in a world made of... cardboard, always taking constant care not to break something, to break someone. Never allowing myself to lose control even for a moment, or someone could die. But you can take it, can't you, big man? What we have here is a rare opportunity for me to cut loose and show you just how powerful I really am."
    -Superman-


    GAME RULE INFORMATION
    Solar Avatars have the following game statistics.

    Alignment: Any
    Hit Die: d12.

    Class Skills
    The Solar Avatar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Psionic Device (Cha).

    Skill Points at 1st Level: (4 + Int modifier) × 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Speed Bonus Damage Reduction
    1st +0 +2 +2 +0 Body of Steel, Enhanced Speed, Unarmed Strike +10 ft. 1/Kryptonite
    2nd +1 +3 +3 +0 Heatvision 1d6, Solar Dependency +10 ft. 2/Kryptonite
    3rd +2 +3 +3 +1 Keen Senses +10 ft. 3/Kryptonite
    4th +3 +4 +4 +1 Heatvision 2d6, Physique +2 +10 ft. 4/Kryptonite
    5th +3 +4 +4 +1 Flight, Solar Rejuvenation +20 ft. 5/Kryptonite
    6th +4 +5 +5 +2 Heatvision 3d6 +20 ft. 6/Kryptonite
    7th +5 +5 +5 +2 Physique +4, X-Ray Vision +20 ft. 7/Kryptonite
    8th +6/+1 +6 +6 +2 Awesome Blow, Heatvision 4d6 +20 ft. 8/Kryptonite
    9th +6/+1 +6 +6 +3 Solar-Powered +30 ft. 9/Kryptonite
    10th +7/+2 +7 +7 +3 Heatvision 5d6, Physique +6 +30 ft. 10/Kryptonite
    11th +8/+3 +7 +7 +3 Accelerated Flight +30 ft. 11/Kryptonite
    12th +9/+4 +8 +8 +4 Heatvision 6d6 +30 ft. 12/Kryptonite
    13th +9/+4 +8 +8 +4 Physique +8, Solar Regeneration +40 ft. 13/Kryptonite
    14th +10/+5 +9 +9 +4 Heatvision 7d6 +40 ft. 14/Kryptonite
    15th +11/+6/+1 +9 +9 +5 Arctic Breath +40 ft. 15/Kryptonite
    16th +12/+7/+2 +10 +10 +5 Heatvision 8d6, Physique +10 +40 ft. 16/Kryptonite
    17th +12/+7/+2 +10 +10 +5 Mach Flight +50 ft. 17/Kryptonite
    18th +13/+8/+3 +11 +11 +6 Heatvision 9d6 +50 ft. 18/Kryptonite
    19th +14/+9/+4 +11 +11 +6 Physique +12 +50 ft. 19/Kryptonite
    20th +15/+10/+5 +12 +12 +6 Avatar of the Stars, Heatvision 10d6 +50 ft. 20/Kryptonite

    Class Features
    All of the following are class features of the Solar Avatar.

    Weapon and Armor Proficiency:
    Solar Avatars are proficient with all simple weapons but with no type of armor.

    1st - Body of Steel (Su):
    The Solar Avatar’s Body is highly resistant to damage, their skin seems as if it is tougher than steel. The Solar Avatar has natural armor equal to one quarter of the Solar Avatar's level (minimum 0) and damage reduction equal to the Solar Avatar’s class level (bypassed by Kryptonite).

    1st - Enhanced Speed (Su):
    The Solar Avatar’s body is incredibly fast, capable of moving at intense speeds. The Solar Avatar gains run as a bonus feat and a +10 enhancement bonus to all movement speed types. This speed bonus increases to +20 ft. at 5th, +30 ft. at 9th, +40 ft. at 13th, and finally +50 ft. at 17th.

    1st - Unarmed Strike (Su):
    A Solar Avatar gains Improved Unarmed Strike as a bonus feat. A Solar Avatar’s attacks may be with fists, elbows, knees, feet, and forehead. This means that a Solar Avatar may make unarmed strikes with his hands full.

    There is no such thing as an off-hand attack for a Solar Avatar striking unarmed. A Solar Avatar may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a Solar Avatar’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

    A Solar Avatar unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A Solar Avatar also deals more damage with his unarmed strikes than a normal person would. A Medium Solar Avatar deals 1d10 damage with his unarmed strikes instead of 1d3, while Small Solar Avatars deal 1d8 and Large Solar Avatars deal 1d12.

    At 6th level, a Solar Avatar’s unarmed strike is considered to be magical for the purposes of overcoming damage reduction.

    At 12th level, a Solar Avatar’s unarmed strike overcomes all damage reduction.

    Note:
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    This ability is based off of an ability found in the Olympian Class.


    2nd - Heatvision (Su):
    Within close range (25 ft. + 5 ft./2 levels) a Solar Avatar can create twin beams from his eyes to strike a target with a ranged touch attack, dealing more damage as the Solar Avatar increases in level at each even level. The damage dealt is half fire damage (rounding up) and half force damage (rounding down). The Solar Avatar’s Heatvision is usable at will, but can only be used every 1d4 rounds, functioning as a standard action.

    3rd - Keen Senses (Su):
    The Solar Avatar’s vision and hearing is so acute that he can hear the faintest noises and see from greater distances than would be normal. The Solar Avatar adds his Solar Avatar class level to all listen and spot checks.

    4th - Physique (Su):
    The Solar Avatar’s body has grown incredibly strong while under the effects of sunlight. You receive a permanent +2 increase to Strength. This bonus increases to +4 at 7th, +6 at 10th level, +8 at 13th, +10 at 16th and finally +12 at 19th level. Carrying Capacity is also vastly increased, the Solar Avatar is never encumbered or slowed by heavy loads. Also, the Solar Avatar's carrying capacity is x2 at 4th, x3 at 7th level, x4 at 10th, x5 at 13th, x6 at 16th and finally x7 at 19th level.

    5th - Flight (Perfect) (Su):
    The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 100 ft., plus the bonus from his Enhanced Speed ability (See above).

    5th - Solar Rejuvenation (Su):
    Whenever in direct sunlight or within a magical effect such as the daylight spell, the Solar Avatar gains fast healing 5. This effect lasts as long as the Solar Avatar remains in the sunlight, plus an additional three rounds afterwards.

    7th - X-Ray Vision (Su):
    This ability allows the solar avatar to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

    Using this ability requires a standard action to activate, but then can be maintained with a swift action each round. This ability can be used a number of times per day equal to half of the solar avatar levels plus Con modifier. This ability can be used for a number of consecutive rounds equal to three plus con modifier.

    8th - Awesome Blow (Su):
    As a standard action, the solar avatar may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the solar avatar hits a corporeal opponent equal to or smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking solar avatar’s choice and fall prone.

    The attacking solar avatar can only push the opponent in a straight line, and the opponent can’t move closer to the attacking solar avatar 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 stops in the space adjacent to the obstacle.

    9th - Solar-Powered (Su):
    The Solar Avatar does not need to eat, drink or sleep to sustain himself, nor does he need air to breath. Simply standing within sunlight for a few minutes provides the Solar Avatar all the energy he needs to survive for days. The vacuum of space now has no effect on the Solar Avatar. The Solar Avatar also gains immunity to poisons and non-magical diseases.

    However, if the Solar Avatar is not exposed to any form of sunlight for a number of days equal to his constitution modifier, he becomes fatigued until he receives some source of sunlight. The solar avatar must eat, drink and breathe again until he recharges in the sunlight. Should he continue to fail at receiving sunlight for a number of days equal to twice his constitution modifier, he becomes exhausted and loses his supernatural powers until he spends at least one minute within sunlight.

    11th - Accelerated Flight (Perfect) (Su):
    The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 200 ft., plus the bonus from his Enhanced Speed ability (See above).

    13th - Solar Regeneration (Su):
    While in direct sunlight or another similar effect, the Solar Avatar instead gains Regeneration 5, instead of fast healing.

    15th - Arctic Breath (Su):
    As a full round action, the Solar Avatar can exhale a freezing gale of frost in one of two shapes: a 60 ft. cone or a 120 ft. line. This deals 10d6 cold damage (no save) and possibility paralyzing the foe in a layer of frost if those caught within the gale fail a reflex save (DC 15 + Solar Avatar’s Con modifier). If they fail, they are paralyzed for 1d4+1 rounds and is encased in ice (Hardness 5; HP 10; Brake DC 20). This ability can be used a number of times per day equal to one plus the Solar Avatar’s Con modifier.

    In addition, This ability also snuffs out all non-magical fires within the radius of effect.

    17th - Mach Flight (Perfect) (Su):
    The Solar Avatar gains the ability to fly with perfect maneuverability at a speed of 300 ft., plus the bonus from his Enhanced Speed ability (See above). If the Solar Avatar spends a "run action" while flying in a straight line, the next round his fly speed is multiplied by x10 (in addition to the x5 running bonus), as long as he continues moving at full speed in a straight line.

    20th - Avatar of the Stars (Ex):
    The Solar Avatar gains a permanent +4 bonus to Constitution and Intelligence. He also becomes effectively immortal, ceasing to age further. The Solar Avatar loses any age penalties he currently possesses. Mental ability bonuses still apply and are still gained. The Solar Avatar’s Heatvision and arctic breath abilities can now be used at will. A Solar Avatar who has died of wounds can be revived by exposing his body to sunlight for at least a day.

    ================================================== =====================================
    Epic Solar Avatar
    Level Special Speed Bonus Damage Reduction
    21st Living Solar Battery +60 ft 21/Kryptonite
    22nd Action Before Thought, Physique +16 +60 ft 22/Kryptonite
    23rd Always a Way +60 ft 23/Kryptonite
    24th Heatvision 11d6 +60 ft 24/Kryptonite
    25th Lost Some of it's Punch, Physique +20 +70 ft 25/Kryptonite
    26th Powerful Grappler +70 ft 26/Kryptonite
    27th Symbol of Hope +70 ft 27/Kryptonite
    28th Heatvision 12d6, Physique +24 +70 ft 28/Kryptonite
    29th Foresight +80 ft 29/Kryptonite
    30th Justice League +80 ft 30/Kryptonite
    31st Physique +28 +80 ft 31/Kryptonite
    32nd Heatvision 13d6 +80 ft 32/Kryptonite
    33rd Break The Time Barrier +90 ft 33/Kryptonite
    34th Physique +32 +90 ft 34/Kryptonite
    35th Man of Tomorrow +90 ft 35/---
    36th Heatvision 14d6 +90 ft 36/---
    37th Physique +36 +100 ft 37/---
    38th Bend Time +100 ft 38/---
    39th Solar God +100 ft 39/---
    40th Heatvision 15d6, Physique +40 +100 ft 40/---

    Living Solar Battery
    At 21st level, the length of time the Solar Avatar can go without sunlight is doubled.

    Action Before Thought
    At 22nd level, When a spell or other attack strikes the Solar Avatar, the Solar Avatar moves a split second before he's are even aware of the threat. The Solar Avatar's mind, rather than his raw reflexes, dictates his defenses. You can use this ability any time the Solar Avatar would be required to make a Reflex save. Roll a Concentration check instead of the Reflex save and use the result of that check to determine the save’s success. You must use this ability before you roll the Reflex save. A result of a natural 1 on the Solar Avatar's Concentration check is not an automatic failure.

    Always a Way
    At 23rd level, once a day a Solar Avatar can automatically remove any single effect from an adjacent ally. This includes ability damage, ability drain, energy drain, and any spell effect.

    Lost Some of it's Punch
    At 25th level, kryptonite only bypasses half of a Solar Avatar's damage reduction.

    Powerful Grappler
    At 26th level, whenever the Solar Avatar hits an opponent with either a melee weapon, natural attack or unarmed strike, the attack deals normal damage and the Solar Avatar may attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. This functions as the improved grab special ability, except it works against opponents within one size category (or smaller) of the Solar Avatar.

    Symbol of Hope
    At 28th level, all allies within 40ft of a Solar Avatar are immune to all negative morals effects, ability damage, ability drain, and energy drain.

    Foresight
    At 29th level, a Solar Avatar is now under a constant Foresight effect.

    Justice League
    At 30th level, a Solar Avatar gains six level 15 cohorts.

    Break the Time Barrier
    At 33rd level, a Solar Avatar counts as rolling 20 for every initiative (though not a natural 20).

    Man of Tomorrow
    At 35th level, a Solar Avatar's damage reduction cannot be bypassed by any form of damage.

    Bend Time
    At 38th level, a Solar Avatar can use the Time Stop spell as a supernatural ability three times per day.

    Solar God
    At 39th level, a Solar Avatar gains Divine Rank 1 and all powers associated with it, with access to the Good and Protection domains.
    Last edited by LordErebus12; 2014-06-28 at 06:43 AM.
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  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: Solar Avatar (3.5)

    Kryptonian

    +2 Con, +2 Int, -2 Wis, -2 Cha. Kryptonians are an intelligent, warlike race of humanoids. Known for their vast knowledge, warrior traditions and endurance. They often are stubborn and quick to anger, acting without foresight in some cases.

    Medium: As Medium creatures, Kryptonians have no special bonuses or penalties due to their size.

    Kryptonian base land speed is 30 feet.

    Skills: +2 Racial Bonus on all Knowledge checks.

    Weakness to Kryptonite: kryptonite always bypasses all DR, from all sources. Exposure to different forms of kryptonite has different effects on the Kryptonian.

    Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

    Favored Class: Psion or Solar Avatar (if on a planet/plane with a yellow or blue sun)
    Last edited by LordErebus12; 2013-02-18 at 02:49 AM.
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  3. - Top - End - #3
    Ogre in the Playground
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    Post Re: Solar Avatar (3.5)

    Feats

    Lastborn of Krypton (Kryptonian)
    You were sent to your grew up before the destruction of your homeworld of Krypton. Being on an alien world complicates things, but due to your unique upbringing among humans, you have developed some of the traits of your adopted parents.

    Prerequisites: Kryptonian, raised by humans, 1st level only.
    Benefit: Treat the Kryptonian as a Human for all purposes. Gain 4 extra skill points at 1st level and 1 extra skill point at each additional level. Gains a +2 bonus on all charisma based skill checks with dealing with those of human blood.
    Last edited by LordErebus12; 2013-02-15 at 04:15 AM.
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  4. - Top - End - #4
    Ogre in the Playground
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    Default Re: Solar Avatar (3.5)

    Kryptonite
    Whenever a meteorite chunk of kryptonite is brought within 10 ft. of a Solar Avatar (with the exception of red; see below), the Solar Avatar begins suffering from the effects of the chunk.

    <|||> Blue Kryptonite:
    Whenever a shard of blue kryptonite is brought near a Solar Avatar, the Solar Avatar loses some of its abilities. Until the shard is taken away, it suppresses all supernatural abilities currently active on the Solar Avatar.

    <|||> Green Kryptonite:
    Whenever a shard of green kryptonite is brought near a Solar Avatar, the Solar Avatar falls prone and begins taking 1d4 points of constitution damage per round of exposure. If the Solar Avatar remains in direct contact with a shard, he becomes helpless and must succeed a DC 14 fort save or fall unconscious.

    <|||> Red Kryptonite:
    The weaker shards of red kryptonite cause a temporary alignment shift to Neutral Evil. This shard must either be worn, held, embedded or otherwise in constant contact with the Solar Avatar for the alignment change to manifest.

    <|||> Gold Kryptonite:
    This is stupid and should never be introduced into a game. it basically removes all class levels and abilities permanently. The worst possible thing to do as a DM is to introduce it. It works good on a threat but never as an actual obtainable item. You might just end up losing a player over the loss of the character.
    Last edited by LordErebus12; 2014-04-26 at 08:23 AM.
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  5. - Top - End - #5
    Ogre in the Playground
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    Default Re: Solar Avatar (Superman based Class 3.5)

    Evolving Experiment
    "It's what I am. I don't care why."
    -Doomsday-


    GAME RULE INFORMATION
    Evolving Experiments have the following game statistics.

    Alignment: Any
    Hit Die: d12.

    Class Skills
    The Evolving Experiment's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Intimidate (Cha), Jump (Str), Knowledge (All skills, taken individually) (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Psionic Device (Cha).

    Skill Points at 1st Level: (4 + Int modifier) × 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Level Base Attack Bonus Fort Save Ref Save Will Save Special Speed Bonus Evolving Body
    1st +0 +2 +0 +0 Evolving Body, Enhanced Speed, Damage Pool +10 ft. 1
    2nd +1 +3 +0 +0 Titan Strike 1d6, Cellular Sustenance +10 ft. 2
    3rd +1 +3 +1 +1 Physique +2 +10 ft. 3
    4th +2 +4 +1 +1 Titan Strike 2d6, Toughened +2 +10 ft. 4
    5th +2 +4 +1 +1 Mighty Leap, Cellular Recovery +20 ft. 5
    6th +3 +5 +2 +2 Titan Strike 3d6 +20 ft. 6
    7th +3 +5 +2 +2 Toughened +4, Physique +4 +20 ft. 7
    8th +4 +6 +2 +2 Awesome Blow, Titan Strike 4d6 +20 ft. 8
    9th +4 +6 +3 +3 Eternal Existence +30 ft. 9
    10th +5 +7 +3 +3 Titan Strike 5d6, Toughened +6 +30 ft. 10
    11th +5 +7 +3 +3 Leaping Charge +30 ft. 11
    12th +6/+1 +8 +4 +4 Titan Strike 6d6 +30 ft. 12
    13th +6/+1 +8 +4 +4 Toughened +8, Physique +6 +40 ft. 13
    14th +7/+2 +9 +4 +4 Titan Strike 7d6 +40 ft. 14
    15th +7/+2 +9 +5 +5 Powerful Build +40 ft. 15
    16th +8/+3 +10 +5 +5 Titan Strike 8d6, Toughened +10 +40 ft. 16
    17th +8/+3 +10 +5 +5 Physique +8 +50 ft. 17
    18th +9/+4 +11 +6 +6 Titan Strike 9d6 +50 ft. 18
    19th +9/+4 +11 +6 +6 Toughened +12 +50 ft. 19
    20th +10/+5 +12 +6 +6 Evolving Abomination, Titan Strike 10d6 +50 ft. 20


    Class Features
    All of the following are class features of the Evolving Experiment.

    Weapon and Armor Proficiency:
    Evolving Experiments are proficient with all simple weapons but with no type of armor.

    1st - Evolving Body (Ex):
    The Evolving Experiment’s body adapt's extremely quickly. When damaged by an attack, its body begins to adapt to that form of attack while healing the wounds. The Evolving Experiment gains Fast Healing X, as shown on the table above. The damage is collected into a damage pool, used to fuel some of its abilities (see below). Unless stated otherwise, all abilities are supernatural abilities, usable at will as a standard action.

    1st - Damage Pool (Ex):
    The damage pool holds up to a total of one hundred points. gained one for one for each one point of damage regenerated. These points are stored for one hour per Evolving Experiment level and can be used at any time to use abilities.

    1st - Enhanced Speed (Ex):
    The Evolving Experiment’s body is incredibly fast, capable of moving at intense speeds. The Evolving Experiment gains run as a bonus feat and a +10 enhancement bonus to all movement speed types. This speed bonus increases to +20 ft. at 5th, +30 ft. at 9th, +40 ft. at 13th, and finally +50 ft. at 17th. The Enhanced Speed class feature also grants a jump bonus, based on the movement speed. See the Jump skill for more details.

    2nd - Cellular Sustenance (Ex):
    The Evolving Experiment does not need food or water to survive. The Evolving Experiment doesn't need oxygen to survive, no longer needs to breathe and can survive in an airless environment.

    2nd - Titan Strike (Ex):
    The Evolving Experiment has the ability to strike with so much force behind the blow that it deals additional damage. This bonus damage is +1d6 for each two Evolving Experiment levels you have. This damage only applies to the first successfully landed melee attack each round. Even if additional attacks are successful that round, only the first strike gains the extra damage. This damage is not multiplied on a successful critical hit. This affects all creatures equally. Creatures immune to critical hits and precision damage have no special resistance to this bonus damage.

    3rd - Physique (Ex):
    The Evolving Experiment’s body has grown incredibly strong from constant evolution. You receive a permanent +2 increase to Strength. This bonus increases to +4 at 7th, +6 at 13th level, and finally +8 at 19th level. Carrying Capacity is also vastly increased, the Evolving Experiment is never encumbered or slowed by heavy loads. Also, the Evolving Experiment's carrying capacity is x2 at 3rd, x3 at 7th level, x4 at 13th, and finally x5 at 17th.

    4th - Toughened (Ex):
    The Evolving Experiment’s body has grown incredibly tough from constant evolution. You receive a permanent +2 increase to Constitution. This bonus increases to +4 at 7th, +6 at 10th level, +8 at 13th, +10 at 16th and finally +12 at 19th level.

    5th - Mighty Leap (Ex):
    The Evolving Experiment has a +30 untyped bonus on Jump checks, is considered having a running start for all jump checks, and all jump check DCs are halved.

    5th - Cellular Recovery (Ex):
    As an immediate action, the Evolving Experiment can become immune to one single type of damage that was just dealt to the Evolving Experiment (with the exception of force, untyped or divine damage). The Evolving Experiment's body adapts and grants immunity to that damage type for 24 hours. This damage immunity does not apply to the initial damage that triggered this ability. Damage dealt to it that is already immune is added directly to the damage pool. The Evolving Experiment can become immune to a number of damage types equal to its Constitution modifier.

    8th - Awesome Blow (Ex):
    As a standard action, the Evolving Experiment may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the Evolving Experiment hits a corporeal opponent equal to or smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking Evolving Experiment’s choice and fall prone. The attacking Evolving Experiment can only push the opponent in a straight line, and the opponent can’t move closer to the attacking Evolving Experiment 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 stops in the space adjacent to the obstacle.

    9th - Eternal Existence (Ex):
    The Evolving Experiment has evolved beyond death. After being killed, the Evolving Experiment resurrects itself from death in 1d10+4 minutes, beginning its fast healing to repair the damage dealt. The Evolved Experiment does not lose experience or a level for this form of resurrection.

    11th - Leaping Charge (Ex):
    The Evolving Experiment gains pounce, allowing it to full attack at the end of a charge.

    15th - Powerful Build (Ex):
    The physical stature of the Evolving Experiments lets them function in many ways as if they were one size category larger. Whenever an Evolving Experiment is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Evolving Experiment is treated as one size larger if doing so is advantageous to him. A Evolving Experiment is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Evolving Experiment can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this special ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

    20th - Evolving Abomination (Ex):
    The Evolving Experiment gains Regeneration X, instead of fast healing X, bypassed by force/untyped/divine damage only.
    Last edited by LordErebus12; 2014-06-06 at 07:44 AM.
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    Belladonis Campaign Setting 3.5
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  6. - Top - End - #6
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    Default Re: Solar Avatar (Superman based Class 3.5)

    Quote Originally Posted by LordErebus12 View Post
    any comments on what is not currently spoilered?
    Freezing breath.
    Physical stats increase.
    Energy resistance.
    Last edited by nonsi; 2013-02-13 at 06:32 AM.

  7. - Top - End - #7
    Dwarf in the Playground
     
    DruidGirl

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    Default Re: Solar Avatar (Superman 3.5)

    The Kryptonian really needs some ability that sets it apart from other races (I mean one that isn't a weakness :P ), but I'm not very familiar with non-Superman Kryptonians so I don't have any suggestions at the moment. I know of General Zod, and... Power-Girl, I think?

    The feat looks fine to me, except for the end where you accidentally wrote that they get a bonus to persuade human blood. "Hey, you get back in that guy's veins before he starts dying! Don't make me tell you again!" :D I wouldn't mind seeing similar feats for being raised by other races, too.

    I made a base class for superheroes and mythical strong-guys a while back, by the way, though it's for Pathfinder and isn't Superman-specific.

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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by Midwoka View Post
    The Kryptonian really needs some ability that sets it apart from other races (I mean one that isn't a weakness :P ), but I'm not very familiar with non-Superman Kryptonians so I don't have any suggestions at the moment. I know of General Zod, and... Power-Girl, I think?

    The feat looks fine to me, except for the end where you accidentally wrote that they get a bonus to persuade human blood. "Hey, you get back in that guy's veins before he starts dying! Don't make me tell you again!" :D I wouldn't mind seeing similar feats for being raised by other races, too.

    I made a base class for superheroes and mythical strong-guys a while back, by the way, though it's for Pathfinder and isn't Superman-specific.
    the thing is, non-yellow sun kryptonians are about the same as humans.
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    Default Re: Solar Avatar (Superman 3.5)

    still working the invocations. they will all apply to the laser eyes class ability.
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    Default Re: Solar Avatar (Superman 3.5)

    Actually they introduced Gold Kryptonite in Season Ten of Smallville. It had the same effect as Blue Kryptonite, only worse, in that it permanently negated a Kryptonian's powers.
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    Default Re: Solar Avatar (Superman 3.5)

    The damage reduction should be magic, not --. Superman is vulnerable to magic. This also makes him MUCH more vulnerable in D&D. Magic damage should also probably not be healable by fast healing or regeneration.

    At first level, it should have a class ability that takes away all other class abilities if not exposed to yellow sunlight for x amount of time.

    More feats for being raised by other races. (Gods help us from the orc-raised kryptonian )

    Red kryptonite should temporarily reverse the alignment of a kryptonian, not make them neutral evil. Neutral Good Clark Kent became Neutral Evil.

    You should have two prerequisites for the class. 1) Kryptonian race and 2) Raised in a yellow-sun environment.

    Also, how exactly does the fly skill work?

    edit: You do not have an invocation list.
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by Southern Cross View Post
    Actually they introduced Gold Kryptonite in Season Ten of Smallville. It had the same effect as Blue Kryptonite ,only worse, in that it permanently negated a Kryptonian's powers.
    i dont care, no one will play if gold exists. its stupid to remove the powers permanently.
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by Omnicrat View Post
    The damage reduction should be magic, not --. Superman is vulnerable to magic. This also makes him MUCH more vulnerable in D&D. Magic damage should also probably not be healable by fast healing or regeneration.
    no, not how i picture it. DR/Magic is worthless
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by LordErebus12 View Post
    no, not how i picture it. DR/Magic is worthless
    I understand that, but it doesn't change the fact that superman is incredibly vulnerable to magic. Also, all the other stuff I said.

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    Default Re: Solar Avatar (Superman 3.5)

    I'd take UMD/UPD off the class list-- why on earth (or Krypton) is it there?

    I'd put heath vision and arctic breath on breath weapon-style cooldowns, rather than x/day. It does a better job of preventing high-damage ability spamming without making players horde uses.

    Keen Hearing could be rewritten to apply to search and spot as well as listen (general super-senses).

    X-ray vision is enough of a plot-hurting ability that it should probably go later in the class.

    The strength bonus could stand to be much higher-- possibly/probably at the expense of some of the unarmed damage growth.

    Solar rejuvenation could be pushed back a bit. Conversely, solar powered could be brought forwards, given how rarely games care about that sort of thing.

    I'd like to see flight show up earlier (somewhere in the 6-12 range)-- warlocks and dragonfire adepts get it at 6, after all, and it's a pretty distinctive part of the class.


    Still, generally not bad at all.
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    Default Re: Solar Avatar (Superman 3.5)

    The thing is, spells already bypass DR.

    And the thing is, this is not supposed to copy Supes (I don't think), but to emulate. I might be off on this one.
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    Default Re: Solar Avatar (Superman 3.5)

    having just finished smallville (and long since finished the comics), i have a good working knowledge of when he got each powers in comparison to each other.

    the xray vision and super hearing came shortly before heat vision, but i made the change in swapping them.
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by Grod_The_Giant View Post
    I'd take UMD/UPD off the class list-- why on earth (or Krypton) is it there?

    Much of kryptonian science is based off a slightly psionic principles, such as telepathic crystals and other non-magical... well magic.

    I'd put heat vision and arctic breath on breath weapon-style cooldowns, rather than x/day. It does a better job of preventing high-damage ability spamming without making players horde uses.

    its possible, 1d3+1 rounds? 1d4+1?

    Keen Hearing could be rewritten to apply to search and spot as well as listen (general super-senses).

    nope, he never had super sight, beyond the xray and heat (if i remember correctly)

    X-ray vision is enough of a plot-hurting ability that it should probably go later in the class.

    Screw the plot, im superman

    The strength bonus could stand to be much higher-- possibly/probably at the expense of some of the unarmed damage growth.

    Meh. ill think on it. any suggestions on what the damage should be? for what trade in strength?

    Solar rejuvenation could be pushed back a bit. Conversely, solar powered could be brought forwards, given how rarely games care about that sort of thing.

    depends on your preference as dm/players. ive played games where this is at the forefront of your mind.

    I'd like to see flight show up earlier (somewhere in the 6-12 range)-- warlocks and dragonfire adepts get it at 6, after all, and it's a pretty distinctive part of the class.

    Smallville finished almost 10 seasons without flight... he had like every power but the "make up powers" power he had in the later comics.

    Still, generally not bad at all.
    thanks, ive given it a lot of thought.
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by Omnicrat View Post
    I understand that, but it doesn't change the fact that superman is incredibly vulnerable to magic. Also, all the other stuff I said.
    where are you basing this off of? lol.

    if it was DR magic, any 5th level schmuck could beat him down with a magical sword. I dont even think DR/ magic is even good enough option as is, ignoring this whole homebrew entirely. Its almost always worthless after mid levels.
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    Default Re: Solar Avatar (Superman 3.5)

    Actually, if Kryptonian flight worked like Arcana Evolved's fly like an arrow spell ( normal flight speed unless you fly at top speed in a straight line then you start moving at 10 times normal speed), I'd suggest still getting it at 10th level.
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by LordErebus12 View Post
    Much of kryptonian science is based off a slightly psionic principles, such as telepathic crystals and other non-magical... well magic.
    Still, Superman does not, generally, use technology, semi-magical or otherwise. Also, from a balance issue, these are insanely strong skills, on top of an already-strong class.

    its possible, 1d3+1 rounds? 1d4+1?
    d4+1 sounds good for a start, decreasing perhaps to d4, d4-1, and d4-2 at later levels (with a result of zero or below being "usable again this round if you get the actions somehow)

    nope, he never had super sight, beyond the xray and heat (if i remember correctly)
    Check your source material-- microscopic/telescopic vision have been mainstays of the character for decades-- all the way back to the original golden age comics, in fact. (Developed to see through the "denser atmosphere of krypton")

    Screw the plot, im superman
    Well, yes, but...I mean, it's not an unreasonable ability,

    Meh. ill think on it. any suggestions on what the damage should be? for what trade in strength?
    Give him a starting unarmed strike damage of 1d6 or 1d8, never upgrade it, and... heck, you might as well give +1 or +2 strength every level. (Might drop the BAB to medium if you do this-- Superman is competent but not top-line in terms of fighting skill) Maybe add a note that when wielding a weapon, it has to make a save of some sort or break every time you hit someone with it to prevent too much power attack abuse.

    depends on your preference as dm/players. ive played games where this is at the forefront of your mind.
    And would those gritty, survival-focused games allow a class like this?

    Smallville finished almost 10 seasons without flight... he had like every power but the "make up powers" power he had in the later comics.
    If we're going by continuity, I'd check this, which I think is the most up-to-date (non-new 52) origin story. If we're going by iconicness... why on earth would I play a Superman-type character if I couldn't fly? And if we're going for balance... the wizard's been floating around up there for almost 10 levels. The warlock and dragonfire adept for about the same amount of time.

    If you make no other changes, I strongly urge you to a reasonable level.

    On another note, what are invocations going to look like?
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by Grod_The_Giant View Post
    On another note, what are invocations going to look like?
    rather like Metamagic effects for his heat vision. havent begun them yet.
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by LordErebus12 View Post
    rather like Metamagic effects for his heat vision. havent begun them yet.
    Mmm. If I may... the class is looking pretty good even without them. If you want a few "meta-heat-vision" abilities, I'd say feats would be a good way to go. If you want more powers, I'd focus on more out-of-combat stuff, like carrying massive loads, cross-country speed and suchlike-- the combat aspect is quite solid already.
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    Default Re: Solar Avatar (Superman 3.5)

    Fly like an arrow...

    Basically, while the spell is in effect, you can increase your fly speed. If you spend one full round moving your full fly speed in a straight line, the next round your fly speed is multiplied by x10, as long as you continue moving at full speed in a straight line.

    200ft base fly speed, for 8000ft per round running action while flying. That's a little over three miles in 12 seconds, about 900 MPH if my calculations aren't horribly messed up. a bit slow for superman, but it may do...
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    Default Re: Solar Avatar (Superman 3.5)

    Quote Originally Posted by Grod_The_Giant View Post
    Mmm. If I may... the class is looking pretty good even without them. If you want a few "meta-heat-vision" abilities, I'd say feats would be a good way to go. If you want more powers, I'd focus on more out-of-combat stuff, like carrying massive loads, cross-country speed and suchlike-- the combat aspect is quite solid already.
    what do you think would be best now that ive changed things?
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    Default Re: Solar Avatar (Superman 3.5)

    a 20th Solar Avatar can reach a speed of 14,000 feet per round at maximum.
    Mach 2.145
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    Default Re: Solar Avatar (Superman 3.5)

    oh dear sweet baby Jesus that flight is stupid fast. Lands speed and good is the best you should get at 5, possibly 10ft and perfect.

    Generally, this class should be a monster class. It is advancing a race, and is giving set benefits.

    Otherwise it would be better to ease up on the "being superman" philosophy. Base classes should be general enough that you could make a few different characters.
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    are you going to include any other colors of kryptonite?
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    Default Re: Solar Avatar (Superman 3.5)

    Flight is now ridiculously, stupidly fast, yeah. Also, on reflection, DR 20/-- is probably too high, even for level 20.
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    Default Re: Solar Avatar (Superman 3.5)

    DR is a easy thing to break. to low and it is useless(see babraian), to high and it is broken. The difference is a hair thin line. Like DR 2/-- is solid for level 4, but broken at level 2 were attacks are still using just base damage+stat mod, and weak at 8. The progression should probably be more stagered, Like 1 at level one, 2 at level 4, 4 at level 6, 6 at level 8, 10 at level 10 or something.

    DR 20/-- at 20 is a pain... but can be worked around.
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