Meteoric Gallant

Tric

First Post
Whipped up in a flash. Not beautiful, and I see a bunch of errors now, but flavor's good I think (and it's 4:30 AM, so I'm not up to fixing anything). Be nice.

Meteoric Gallant
Meteoric:
1 of, formed by, or relating to meteors.
2 like a meteor in brilliance, speed, or transience.
Gallant:
a brave, high-spirited, or adventurous man

A meteor streaks across the night sky, pulsing and burning far above the landscape. Flickering lights bring illumination to the dead of night, and among the secret places of the world, a soul comes to life. A destiny is forged, a new life created.

Meteoric Gallants come from all walks of life, and they develop a unique set of abilities connected to the night sky, and to the meteors that give them their name. As they wander and study the source of their power, they gain an understanding of both themselves and of the churning rocks that enlighten their lives.

Game Rule Information
Meteoric Gallants have the following game statistics.
Abilities: Gallants value constitution, for its many uses. Intelligence is useful for quick thinking, reasoning, and for some of his abilities. Dexterity is handy for defense and ranged attacks.
Alignment: Any.
Hit Die: d6.

Class Skills:
The Meteoric Gallant’s class skills (and the key ability for each skill) are Concentration (con), Craft (int), Knowledge (history) (int), and Profession (wis). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.

Class Features
Weapon and Armor Proficiency: Meteoric Gallants are proficient with heavy armors, shields, and with all simple and martial weapons.
Metal Eater (Ex): All Meteoric Gallants lose taste for normal food upon gaining its first level in this class. Eating such gives them no contentment, and no sustenance. Instead, they must eat metal to survive. Their teeth and jaws grow strong enough to bite through any metal, but they do not gain a bite attack, and if they gain one in some other way, it does not improve. Eating 3 pounds of plain iron ore gives nourishment equal to eating a small breakfast. Eating 2 pounds of steel gives nourishment equal to a normal dinner. Eating 1 pound of mithral gives nourishment enough to last several days, and 1 pound of adamantine gives enough to survive for a week at least. Meteoric Gallants do not need to drink, and their bodies do not leave off or produce any fluids, either (like sweat or saliva, for example). Finally, he must eat at least 1 pound of adamantine per class level before reaching the next level (meaning a Meteoric Gallant with 15,000 xp still can’t level 6 until he eats 5 pounds of adamantine)
Meteoric Strike (Su): The first ability the Gallant unlocks is the ability to focus the might of the asteroid into his fist. As a standard action that draws an attack of opportunity, he may empower one of his hands with the might of an asteroid. The charge lasts for 1 round per level. The next time he hits something; the ability is discharged and deals 1d6 fire damage. At 4th level, the damage increases to 2d6, and deals an extra point of bludgeoning damage. At 7th level, the damage increases to 3d6 + 4 bludgeoning damage. At 10th, it increases to 4d6 plus 7 bludgeoning damage. At 13th, it increases to 5d6 + 10 bludgeoning. At 16th, 6d6 plus 13 bludgeoning damage. Finally, at 19th level, it deals 7d6 fire damage and 16 points of bludgeoning damage. He may only use this ability once per round. After using this ability for the first time, his gauntlets (if any) fuse onto his fists due to the high temperature. This has no game play effect, but see Fuse Armor below.
Nightwalker (Ex): At 2nd level, the Meteoric Gallant’s senses adapt to the night sky. He gains Superior Low-Light Vision. At 9th level, he also gains Darkvision 120’.
Flight (Ex): Beginning at 3rd level, the Gallant loses his connection to the earth. He gains a fly speed of 10 feet with average manoeuvrability. His flight speed increases by 20’ for every 3 levels beyond 3rd (30’ at 6th, 50’ at 9th, etc). In addition, his flight speed cannot be negated by wearing a load heavier than light. He may also hover in the air without restriction.
Fuse Armor: At 5th level, the Meteoric Gallant fuses onto his armor. At any time he may activate this process, but he must do it before levelling up to 6th level, and only with a heavy armor. His armor becomes a permanent part of himself, and not even death can separate them. Due to his intrinsic bond with the armor, he can still sense things that touch the armor, just as if it was touching his skin. This bond does not transfer pain from blows and the like, however. The armor check penalty is halved. The Gallant can still enchant the armor. After this process is complete, the Gallant and his armor both gain Fire Resistance 10.
Rapid Meteoric Strike (Su): At 6th level, the Meteoric Gallant learns how to charge his Meteoric Strike ability faster. He may now do it as a move-equivalent action. He may still only use this ability once per round. If he spends a full-round action charging, the target must succeed on a fort save against DC 10 + ½ Gallant’s level + Gallant’s int mod or fall prone.
Night Lore (Ex): At 7th level, the Gallant unlocks the mystic knowledge of the stars. He gains a +2 bonus to all Bardic lore, Gathis Information, and Knowledge checks made to gain knowledge associated with stars, the sun, meteors, comets, star constellations and signs, and the like. At 16th level this bonus increases to +6.
Weightlessness (Ex): Beginning at 8th level, the Meteoric Gallant gains the ability to ignore gravitation. He now always has a light load, but his flight maneuverability decreases by 1 step when he carries medium load, and by 2 steps when he carries a heavy load. He may still not carry more than his max load, but he gains +5 strength for the purposes of calculating carrying capacity. He also does not set off traps that are triggered by touch, except when he pushes against the trigger somehow. Unless he chooses to do otherwise, he now hovers 5 to 10 feet above the ground at all times.
Breathlessness (Ex): At 10th level, the Meteoric Gallant loses the ability to breathe, and does not need to do so to survive, either. His lungs wither away inside of him.
Pinpoint Meteor (Su): At 11th level, the Gallant gains the ability to summon a meteor from space. First he targets a spot, then after 3 rounds a shadow starts to grow over the area. After 4 rounds, the shadow covers a large area and can easily be seen from the ground, the burning rock quickly approaching. After 5 rounds, the meteor strikes and levels the entire area, crushing anything below it with incredible force. The rock sends shockwaves out for 200 feet, and everything in contact with the earth must make a reflex save against DC 12 + ½ the gallant’s level or fall prone and be pushed 10’ away from the point of impact. A successful save negates both effects. Anything crushed by the meteor takes 8d6 bludgeoning damage then 2d6 for every round it remains crushed, until it can somehow dig its way out. In addition, everything within 40’ takes 6d6 fire damage (this stacks with the bludgeoning damage that’s dealt to those under the rock), which is halved if the target succeeds on its reflex save. The rock covers a gargantuan area.
At 17th level, the area covered increases to colossal, the bludgeoning damage increases to 14d6, the fire damage increases to 10d6, and the per round damage from being crushed by the rock increases to 4d6. In addition, the radius for the shockwave increases to 500’ and the radius for the fire waves increases to 100’.
The gallant may use this ability once per week per 7 class levels. Selecting the target spot and drawing upon this ability is a full-round action that draws an attack of opportunity. After using it, he may not use it for another 3d8 hours.
Incinerate (Ex): Starting at 13th level, anything hit by the Gallant’s full-round charged Meteoric Strike that is brought to 0 hp or less is instantly turned to dust. In addition, the fires he conjures grow mighty and become able to burn through some uncanny protections. Anything that is dealt fire damage by one of the Meteoric Gallant’s abilities count as having 5 points less of Fire Resistance, if any.
Inner Fire (Ex): At 14th level, the Meteor Gallant’s blood is replaced by churning fire and his armor becomes his “skin”, and it holds his body together. His skeleton turns to liquid fire (this has no negative impacts on his body shape) and his eyes become like miniature suns (and he is not bothered by the glare of the sun, or similar strong lights). He gains immunity to fire, sneak attacks and critical hits. His skin temperature is around 220° Fahrenheit, and the insides of his body are around 400° Fahrenheit. He suffer no ill effects of heat dangers. This deals 2d6 fire damage per round to anything within 10’, including the Gallant and all his possessions, unless the Gallant wills his inner fires to calm down as an immediate action. Reactivating his inner fires is also an immediate action. Anything within 40’ can sense the supernatural heat, and anything with the scent ability can sense the Gallant from double the normal range. In addition, he takes double damage from wounding weapons (because his inner flames leaks out at faster rate than what’s normal for blood). Also, he takes a half again as much damage from cold (+50%). Finally, he may pick 1 item on his person per 2 class levels to be immune to fire damage, except for his armor which is always immune to fire.
My Star: At the pinnacle of his career, the Gallant gains a new home – the sun. He may at any time “fly into the sun”, which means he flies straight at the sun for 10 rounds, and then simply disappears. While inside the sun he gains Fast Healing 5 and any lost limbs grow back in 10 rounds. The intense power of the sun also burns away all effects and statuses not born of his own equipment, racial abilities or class abilities. Returning to the planet he originally came from takes 10 consecutive minutes of focusing, but he may end up in any place his wish, as long as he can properly visualize the target area.
Whenever the Meteoric Gallant would be dealt fire damage, he instead heals 1 point of damage per 2 points of damage the attack would have done (for example, bathing in a magma flood would heal the Gallant by (20d6 divided by two) hp per round). The Gallant also normally stays inside his sun in between adventures. He may not bring anyone else along into the sun.
 

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At a glance...

Nice flavor for sure. This class strikes me as being better suited for solo campaigns (especially after gaining My Sun.)

Metal Eater is interesting, but may cause some undue problems (ore could be hard to find, and very expensive at low levels.) It seems better as part of some sort of template. Coupled with Fuse Armor and I'd say that a change to Aberration might be called for.
 

Hmmm, template? What do you mean?...

Also, thinking of how cold space is, I might change Inner Fire into a choice between Inner Fire and Inner Freeze.
 






On a side note, space may be cold, but its density is so low that the heat conduction is nil. So, it would take a very, very long time to cool down to the 3.7 kelvin (if I'm remembering my Astronomy correctly) ambient temperature, even including the inevitable cooling from evaportation...

The other thing is that the vaccum isn't near as...well, catostrophic as you might think. Basically, the negative pressure is far, far less than the tensile strength of human tissue; if you don't hold your breath (because that would cause lung damage), you just feel the water boil off of your tongue, and you lose conciousness in about 20-30 seconds, and can be revived within the usual 5-10 minutes without brain damage.

This happened once, actually; during some test in a vaccum chamber, a NASA guy, testing a suit (I think), lost suit pressure. He heard a hissing in his helmet, and then the water started boiling off of his tongue, then he blacked out...then he woke up a minute later when they had repressurized the chamber.
 

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