Things from my setting

Why this decisione? At the same level you have Alter Reality (an automatic ability for all Sidereals) that allow you to spam Epic spells, even the ones you do not know.
What I would do honestly, is turn ensorcelled into a Divine Ability and make it not apply to Epic Magic. That way it's different than Alter Reality and still actually functional and for the magic domain give it a different power on the level it gets Ensorcelled
 

log in or register to remove this ad


Oddly enough I have turned Ensorcelled into a Divine Ability in these new rules.
Nice! I actually moved around a few div through omnific powers to make them make more sense functionally. I made Invincibility a Divine power as its usefulness is negated by cosmic levels, I made Indissoluble a cosmic power or perhaps a divine ability as with alter reality and a basic Heal Seed altered with contingency and repeat casting does the same thing and is like Spellcraft DC 150 or so, I don't even think it's that high, to cast so given the ability to reduce spellcraft DCs by taking backlash damage, you can easily make an epic spell that just auto heals you every round for full by like level 40. Also Orichalcum Body I moved from a Trans to Cosmic power, but I made the bonus to base damage equivalent to the bonuses granted by making a weapon from the material. Same with Neutronium Body, Transcendental now. A few others as well.
 
Last edited:

Nice! I actually moved around a few div through omnific powers to make them make more sense functionally. I made Invincibility a Divine power as its usefulness is negated by cosmic levels, I made Indissoluble a cosmic power or perhaps a divine ability as with alter reality and a basic Heal Seed altered with contingency and repeat casting does the same thing and is like Spellcraft DC 150 or so, I don't even think it's that high, to cast so given the ability to reduce spellcraft DCs by taking backlash damage, you can easily make an epic spell that just auto heals you every round for full by like level 40. Also Orichalcum Body I moved from a Trans to Cosmic power, but I made the bonus to base damage equivalent to the bonuses granted by making a weapon from the material. Same with Neutronium Body, Transcendental now. A few others as well.

Yes I dropped Orichalcum and Neutronium down as well. When I get Ascension 2023 printed I will be able to go over the powers in more detail. Obviously I will have some new powers and I won't be adding all the existing powers, but overall it might be a similar number except for the epic feats.

Its tricky enough balancing powers to begin with, but balancing power combinations is almost impossible without mass playtesting.
 

Yes I dropped Orichalcum and Neutronium down as well. When I get Ascension 2023 printed I will be able to go over the powers in more detail. Obviously I will have some new powers and I won't be adding all the existing powers, but overall it might be a similar number except for the epic feats.

Its tricky enough balancing powers to begin with, but balancing power combinations is almost impossible without mass playtesting.
Totally, I've had a policy of just changing shiit if it's OP or underpowered with IH, most my players are okay with it, a few have gotten really really upset, but it just is what it is.
 

Totally, I've had a policy of just changing shiit if it's OP or underpowered with IH, most my players are okay with it, a few have gotten really really upset, but it just is what it is.

You are playtesting this stuff more than me amigo. As far as I am concerned you are the number one authority on Immortal Level gaming 3.5 Edition and there are certainly other posters in this forum I would also put well ahead of myself. So by all means, not that anyone needs my blessing, but feel free to change/edit powers as you think best fits your game.

I did my best with balancing stuff but if WotC still make mistakes with a dozen designers and fifty thousand (pre-launch) playtesters, I am sure I am going to make a few mistakes from time to time. ;)
 

You are playtesting this stuff more than me amigo. As far as I am concerned you are the number one authority on Immortal Level gaming 3.5 Edition and there are certainly other posters in this forum I would also put well ahead of myself. So by all means, not that anyone needs my blessing, but feel free to change/edit powers as you think best fits your game.
Thanks bud, I appreciate it.

I did my best with balancing stuff but if WotC still make mistakes with a dozen designers and fifty thousand (pre-launch) playtesters, I am sure I am going to make a few mistakes from time to time. ;)
That's what I always figure too, you put this together by yourself (or with a small team), and you took a deep stab into uncharted territory.
 

Obly99

Hero
Today I bring the most powerful creature in the Star Wars universe. It manipulated the entire republic in the time of the Clone Wars into making it look like it was Palpatine's doing. His work was so superfine that even the writers didn't notice his manipulation until some fans noticed his unspeakable schemes, denouncing him to the world. Many still don't believe it, but the truth is coming out a little at a time for those who want to listen. Yes, for those who haven't realized it yet, I'm absolutely sarcastic and this is a tribute to the theory that Jar Jar is a Sith Lord.
Darth Jar Jar Binks, The Mastermind

Hyperborean Sith 90/Master Spy 10

Male NE Medium monstrous humanoid (aquatic, augmented)

Init +81 (Always First); Senses blindsense 600 ft., darkvision 600 ft., detect thoughts, divine senses (x10); Perception +173

Aura divine (DC 66, 4.400 ft.)

AC 231, touch 192, flat-footed 195 (+36 Cha, +36 deflection, +26 Dex, +10 dodge, +32 insight, +39 natural, +20 perfection, +22 Sith)

hp 5.100 (100d20+3.100)

Fort +189, Ref +183, Will +195; +8 against mind-affecting

Defensive Abilities antimagic resistance, ageless, concealed thoughts, fool casting, force block +228 (900 lb.), force strength, freedom of movement, dark mind, glib lie, improved evasion, improved uncanny dodge, mind blank, purity of body, sixth sense, slippery mind, uncanny dodge, wholeness of body 36/day (180 hp); DR 100/—; Immune Terrestrial Hazards; Resistance Stellar Hazards; PR/SR 126

Speed 270 ft., burrow 135 ft. (ground with maximum hardness of 23), fly 270 (perfect), swim 180 ft.

Melee always hit meme ascension +265/+265/+260/+255/+250 (100d10+124 plus 3d6 and 1 negative level against chaos)

Ranged always hit throw meme ascension +260 (100d10+124 plus 3d6 and 1 negative level against chaos)

Special Attacks death attack (DC 72), force chock (+228 to the maneuver, 2d8+72, 126 rounds, 230 ft. range), improved force lightning (+218 to hit, 45d8+36 half electricity half untyped, DC 111, 310 ft. range), mythic power (20/day, surge +6d6), sneak attack +4d6

Spell-Like Abilities (CL 136th, concentration +192)

Constant—detect thoughts (DC 68), freedom of movement, mind blank, nondetection

At-will—clairaudience/clairvoyance, mage hand, telekinesis (DC 71, 6.750 lb.)

36/day—suggestion (DC 111)

20/day—wish

15/day—dominate person (DC 71)

12/day—sith mind poison (DC 111)

2/day—magic aura (only for the purposes of making an object appear nonmagical, DC 67)

Str 72, Dex 62, Con 73, Int 74, Wis 74, Cha 86

Base Atk +100; CMB +223; CMD 314

Skills Omnicompetent - All skills 133 + ability modifier

Feats Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Craft Technological Item, Cut From the AirB, Deadly Aim, Deceitful, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Unarmored Specialist, Improved Vital Strike, Iron Will, Lightning Reflexes, Magic Trick (mage hand)B, Mobility, Power Attack, Psychic SensitivityB, Run, Seize the Opportunity, Signature Skill (bluff), Smash From the AirB, Spring Attack, Technologist, Unarmored Specialist, Vital Strike, Weapon Focus (lightsaber), Whirlwind Attack

Epic Feats Cats Fall, Double Standards, Good Fortitude, Good Reflexes, Good Will, Improved Combat Reflex, Improved Dodge, Plastic Soul, Second Strike, Sixth Sense, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, other 153 (GM’s discretion); telepathy 1.000 ft.

SQ access to the force, amphibious, art of deception, assumption, deflection, force jump, greater sith reflexes, improved deflection, improved sith reflexes, improved telekinesis, mask alignment, master of disguise, mastery of the force, maven, might, mythic, quick change, shift alignment, sith lord, sith reflexes, superficial knowledge, terminus, virtual size category +4

Organization: Unique (Mind of the Fans)

Treasure: meme ascension (+42 axiomatic power, distant shot, everdancing, triple-throw, unerring, unerring accuracy, unholy power lightsaber of speed)

Jar Jar lose the Deicide Portfolio but gains Double the Divine Slots

Divine Abilities

• Adjuration (Su): Summon up to 200 hit die of creatures per day (no single creature can have CR higher than 70)

• Celerity (Ex): Speed x3

• Eternal Freedom (Su): You are immune to spells and effects which impede movement

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Cha as luck to saving throw

• Multifaceted (Ex)B: Gain 6 extra feats

• Perfect Initiative (Ex): Always first

• Polymorph (Su): You can polymorph at will

• Omnicompetent (Ex): All skills are class skill

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Shapechange (Su): You can shapechange at will

Cosmic Abilities (Esoteric)

• Abrogate (Su): You negate an enemies single greatest ability

• Authority (Su): You have the voice of all leaders

• Eight Sense (Ex): Your senses extend further into the future (1 minute)

• Inner Eye (Ex): You always use the best possible dice roll

• Slipstream (Su): You are unaffected by temporal disturbances

Uncanny Prana Mastery

Beam (Ray) 100d10; 4.400 ft.

Blast 50d10; 4.400 ft./275 ft. Standard action Ref 76/half

Blood 25d10; Melee automatic ability Ref DC 69/negate

Breath* 100d10; 275 ft. (cone) 1.100 ft. (line) Standard Ref 69/half

Hand 150d10; Melee Touch

Immolation 150d10; 4.400 ft. radius Free/Standard Ref 69/half

Storm 25d10; 4.400 ft. radius Standard/Free – Special Ref 76/half

Strike 25d10; Melee (bonus) Free -

Wrath (Gaze) 50d10; all creature in 275 ft. Will 76/negate

Might (Ex)
Jar Jar deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than hisHD.

Mythic (Ex)
Jar Jar has Mythic Power (20/day, Surge +6d6) and counts as a 20th-rank Mythic creature. Jar Jar can use any of his spells and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells.
 

Attachments

  • jarjarbinks.png
    jarjarbinks.png
    471.7 KB · Views: 56

Today I bring the most powerful creature in the Star Wars universe. It manipulated the entire republic in the time of the Clone Wars into making it look like it was Palpatine's doing. His work was so superfine that even the writers didn't notice his manipulation until some fans noticed his unspeakable schemes, denouncing him to the world. Many still don't believe it, but the truth is coming out a little at a time for those who want to listen. Yes, for those who haven't realized it yet, I'm absolutely sarcastic and this is a tribute to the theory that Jar Jar is a Sith Lord.
Darth Jar Jar Binks, The Mastermind

Hyperborean Sith 90/Master Spy 10

Male NE Medium monstrous humanoid (aquatic, augmented)

Init +81 (Always First); Senses blindsense 600 ft., darkvision 600 ft., detect thoughts, divine senses (x10); Perception +173

Aura divine (DC 66, 4.400 ft.)

AC 231, touch 192, flat-footed 195 (+36 Cha, +36 deflection, +26 Dex, +10 dodge, +32 insight, +39 natural, +20 perfection, +22 Sith)

hp 5.100 (100d20+3.100)

Fort +189, Ref +183, Will +195; +8 against mind-affecting

Defensive Abilities antimagic resistance, ageless, concealed thoughts, fool casting, force block +228 (900 lb.), force strength, freedom of movement, dark mind, glib lie, improved evasion, improved uncanny dodge, mind blank, purity of body, sixth sense, slippery mind, uncanny dodge, wholeness of body 36/day (180 hp); DR 100/—; Immune Terrestrial Hazards; Resistance Stellar Hazards; PR/SR 126

Speed 270 ft., burrow 135 ft. (ground with maximum hardness of 23), fly 270 (perfect), swim 180 ft.

Melee always hit meme ascension +265/+265/+260/+255/+250 (100d10+124 plus 3d6 and 1 negative level against chaos)

Ranged always hit throw meme ascension +260 (100d10+124 plus 3d6 and 1 negative level against chaos)

Special Attacks death attack (DC 72), force chock (+228 to the maneuver, 2d8+72, 126 rounds, 230 ft. range), improved force lightning (+218 to hit, 45d8+36 half electricity half untyped, DC 111, 310 ft. range), mythic power (20/day, surge +6d6), sneak attack +4d6

Spell-Like Abilities (CL 136th, concentration +192)

Constant—detect thoughts (DC 68), freedom of movement, mind blank, nondetection

At-will—clairaudience/clairvoyance, mage hand, telekinesis (DC 71, 6.750 lb.)

36/day—suggestion (DC 111)

20/day—wish

15/day—dominate person (DC 71)

12/day—sith mind poison (DC 111)

2/day—magic aura (only for the purposes of making an object appear nonmagical, DC 67)

Str 72, Dex 62, Con 73, Int 74, Wis 74, Cha 86

Base Atk +100; CMB +223; CMD 314

Skills Omnicompetent - All skills 133 + ability modifier

Feats Alertness, Combat Expertise, Combat Reflexes, Cornugon Smash, Craft Technological Item, Cut From the AirB, Deadly Aim, Deceitful, Dodge, Greater Fortitude, Greater Vital Strike, Improved Initiative, Improved Unarmored Specialist, Improved Vital Strike, Iron Will, Lightning Reflexes, Magic Trick (mage hand)B, Mobility, Power Attack, Psychic SensitivityB, Run, Seize the Opportunity, Signature Skill (bluff), Smash From the AirB, Spring Attack, Technologist, Unarmored Specialist, Vital Strike, Weapon Focus (lightsaber), Whirlwind Attack

Epic Feats Cats Fall, Double Standards, Good Fortitude, Good Reflexes, Good Will, Improved Combat Reflex, Improved Dodge, Plastic Soul, Second Strike, Sixth Sense, Sky Walker, Shadow Strike, Subtle Body, Superior Initiative, Tenacious Body, Timely Dodge, Underwalker

Languages Abyssal, Aklo, Celestial, Draconic, Infernal, other 153 (GM’s discretion); telepathy 1.000 ft.

SQ access to the force, amphibious, art of deception, assumption, deflection, force jump, greater sith reflexes, improved deflection, improved sith reflexes, improved telekinesis, mask alignment, master of disguise, mastery of the force, maven, might, mythic, quick change, shift alignment, sith lord, sith reflexes, superficial knowledge, terminus, virtual size category +4

Organization: Unique (Mind of the Fans)

Treasure: meme ascension (+42 axiomatic power, distant shot, everdancing, triple-throw, unerring, unerring accuracy, unholy power lightsaber of speed)

Jar Jar lose the Deicide Portfolio but gains Double the Divine Slots

Divine Abilities

• Adjuration (Su): Summon up to 200 hit die of creatures per day (no single creature can have CR higher than 70)

• Celerity (Ex): Speed x3

• Eternal Freedom (Su): You are immune to spells and effects which impede movement

• Heavenly Mind (Ex): Cha as luck to attack rolls

• Heavenly Soul (Ex): Cha as luck to saving throw

• Multifaceted (Ex)B: Gain 6 extra feats

• Perfect Initiative (Ex): Always first

• Polymorph (Su): You can polymorph at will

• Omnicompetent (Ex): All skills are class skill

• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank

• Shapechange (Su): You can shapechange at will

Cosmic Abilities (Esoteric)

• Abrogate (Su): You negate an enemies single greatest ability

• Authority (Su): You have the voice of all leaders

• Eight Sense (Ex): Your senses extend further into the future (1 minute)

• Inner Eye (Ex): You always use the best possible dice roll

• Slipstream (Su): You are unaffected by temporal disturbances

Uncanny Prana Mastery

Beam (Ray) 100d10; 4.400 ft.

Blast 50d10; 4.400 ft./275 ft. Standard action Ref 76/half

Blood 25d10; Melee automatic ability Ref DC 69/negate

Breath* 100d10; 275 ft. (cone) 1.100 ft. (line) Standard Ref 69/half

Hand 150d10; Melee Touch

Immolation 150d10; 4.400 ft. radius Free/Standard Ref 69/half

Storm 25d10; 4.400 ft. radius Standard/Free – Special Ref 76/half

Strike 25d10; Melee (bonus) Free -

Wrath (Gaze) 50d10; all creature in 275 ft. Will 76/negate

Might (Ex)
Jar Jar deals d10's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and his damage dice cannot go below this dice but this cannot increase to more dice than hisHD.

Mythic (Ex)
Jar Jar has Mythic Power (20/day, Surge +6d6) and counts as a 20th-rank Mythic creature. Jar Jar can use any of his spells and spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells.
I remember this theory! lmao Nice work bro hahaha
 

Obly99

Hero
I buid him taking abilities from the Metadventurer (The Secrets of the Metadventurer (PFRPG) - Rite Publishing | Pathfinder | The Secrets of (PFRPG) | DriveThruRPG.com). Like for Magneto, the powerlevel range is at the request of @Bootlebat.
Deadpool

Hyperborean Human Barbarian (Savage Technologist [Savage Technologist – d20PFSRD]) 17/ Gunslinger (Mysterious Stranger [Mysterious Stranger – d20PFSRD]) 1

CN medium humanoid (augmented, human)

Init +17; Senses low-light vision and scent in rage; Perception +31

Aura divine (DC 29, 280 ft.)

AC 69, touch 58, flat-footed 56 (+16 deflection, +9 Dex, +4 dodge, +11 natural, +16 insight, +3 perfection)

hp 754 (17d12+1d10+540) regeneration 20

Fort +48, Ref +40, Will +46; +4 vs. enchantment

Defensive Abilities ageless, evasion, eternal return, freedom of movement, indomitable will, i know the author, master munchkin 16/day, purity of body, trap sense +13; DR 21/—; Immune charm, compulsion, confusion, fear, insanity, mind-affecting; PR/SR 31

Offense

Speed 40 ft.

Melee laughing +35/+35/+30/+25/+20 (3d6+18/15-20) or 2 laughing +33/+28/+23/+18 +1 haste (3d6+14/15-20)

Ranged boom +36/+36/+31/+26/+21 (1d8+14/x4) or 2 boom +34/+29/+24/+19 +1 haste (1d8+14/x4)

Melee and Ranged laughing +33/+33/+28/+23/+18 (3d6+14/15-20) and boom +34/+29/+24/+19 (1d8+14/x4)

Special Attacks deeds (deadeye, focused aim, gunslinger’s dodge), greater rage 47 rounds/day (+6 Str/Dex, +3 Will, -2 AC), mythic surge 10/day (+1d12), plot armor 1/day, terminus

Spell-Like Abilities (CL 21th; concentration +40)

1/day—limited wish

Str 28, Dex 28, Con 36, Int 28, Wis 25, Cha 42

Base Atk +18; CMB +30; CMD 86

Feats Combat Expertise, Double Slice, Improved Initiative, Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Improved Unarmed Strike, Intimidating Prowess, Monstrous Strength, Point-Blank Shot, Prodigious Two-Weapon Fighting, Power Attack, Quick Draw, Quick Sheath, Rapid Reload (revolver), Rapid Shot, Snap Shot, Toughness, Two-Weapon Feint, Two-Weapon Fighting, Unarmored Specialist, Visceral Threat, Weapon Focus (revolver)

Skills Acrobatics +33, Appraise +29, Bluff +37, Climb +33, Diplomacy +40, Escape Artist +30, Intimidate +49, Perception +31, Sense Motive +31, Ride +33, Sleight of Hand +30, Spellcraft +29, Stealth +30, Survival +31, Swim +33

Languages English

SQ chatterbox, crack shot, fast movement, firearm mastery, grit 16/day, gun training (revolver), madness, metagaming pool 21/day, primordial magnetism, rage power (clear mind, deathless frenzy, flesh wound, fueled by vengeance, low-light vision, no escape, scent, surprise accuracy), rules lawyer 3/day, sword and gun, tireless rage, virtual size category +1

Gears belt of physical perfection +6, headband of mental perfection +6 (Appraise, Spellcraft, Survival), cloak of resistance +5, ring of freedom, ring of evasion, amulet of natural armor +5, 2 laughing (+5 impact keen adamantine katana of speed), 2 boom (+5 nimble shot revolver of speed)

Deadpool renounce the Prana [Effect] for an extra divine ability

Divine Abilities

• Anyfeat (Ex): You gain one feat which you can change at will (not already selected in the sheet)

• Apport (Su): Your equipment always teleports back to you

• Multifaceted (Ex) x2: Gain 6 extra feats


When raging, Deadpool’s statistics are:

AC 72, touch 61, flat-footed 56 (+16 deflection, +12 Dex, +4 dodge, +11 natural, +16 insight, +3 perfection)

Ref +43, Will +49;

Melee laughing +38/+38/+33/+28/+23 (3d6+26/15-20) or 2 laughing +36/+31/+26/+21 +1 haste (3d6+17/15-20)

Ranged boom +39/+39/+34/+29/+24 (1d8+17/x4) or 2 boom +37/+32/+27/+22 +1 haste (1d8+17/x4)

Melee and Ranged laughing +36/+36/+31/+26/+21 (3d6+17/15-20) and boom +37/+32/+27/+22 (1d8+17/x4)

Str 34, Dex 34; CMB +33; CMD 91

Skills Acrobatics +36, Climb +36, Intimidate +52, Ride +36, Swim +33

Chatterbox (Ex)
Deadpool adds his Charisma modifier as an insight bonus to his Armor Class and on all of his saving throws. In addition, Deadpool uses his Charisma score as well as his Constitution score when calculating hit points.

Divine Traits (Hyperborean) (Ex)
As a hyperborean, Deadpool gains a +3 perfection bonus to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks, etc.); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. Deadpool’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A Hyperborean attacks, effects, and spells always count as epic for the purpose of overcome the DR and affect gods (immortals have DR/epic and Sidereal and above are immune to non epic effects).

Eternal Return (Ex)
No form of attack can suppress Deadpool’s regeneration—he regenerates even if disintegrated or slain by a death effect but his wounds are always visible as terrible scars. If Deadpool fails a save against an effect that would kill him, gains a number of negative levels equal to his HD, ability damage or drain that kill him, or remain below 0 hit points for more that 3 rounds, he rises from death 3 rounds later with 50 hit points and all the ability damage/drain and negative levels automatically removed. If the location of his body has become hazardous enough to kill him instantly, when Deadpool returns to life is teleported to the closest safe space. Deadpool does not age, eat, sleep, or need to breathe, and he’s immune to magic versions of those effects. Deadpool soul cannot be absorbed, destroyed, or sealed. Deadpool heal ability damage and drain and negative levels at the rate of 1d4 every round. Eternal return and plot armor cannot be copied, overcome or removed in any way, even with abrogate and replicate or by effects that normally suppress or remove Ex such as baleful polymorph or remove abilities like Force Vulnerability of the Spawn Slayer (Slayer archetype) or the Consuming Curse of the Consuming Creature (template).

Firearm Mastery (Ex)
The time required for Deadpool to reload any type of firearm is reduced to a free action, regardless of the type of firearm used. Reloading a firearm for the type of firearm Deadpool chose when he took Rapid Reload no longer provokes attacks of opportunity.

Inherent Bonuses (Ex)a
Deadpool has obtain a +5 inherent bonus to all of his ability scores because the writers want it.

I Know The Author (Ex)
Deadpool gains a +5 bonus to AC and saving throws against any game mechanic from a third-party supplement or homebrew creation.

Madness (Ex)
Deadpool uses his Charisma modifier on Will saves instead of his Wisdom modifier, and is immune to charm, compulsion, confusion, fear, insanity, and mind-affecting effects. Only the writes can cure Deadpool’s madness. If this occurs, Deadpool gains 6 points of Wisdom and loses 6 points of Charisma.

Master Munchkin (Ex)
Deadpool knows that sometimes he doesn’t need to succeed, only to do better than his allies. When Deadpool fails a saving throw against an effect that also targets one of his allies within 30 feet, he compares his saving throw result to his ally’s. If Deadpool’s saving throw was better, he succeeds on the saving throw as if he had rolled a natural 20. This ability can be used once per day per point of Charisma modifier.

Metagaming Pool (Ex)
Deadpool gains a daily pool of points which represent the extent to which he can break the fourth wall. The number of points in Deadpool’s metagaming pool is equal to ½ his class level + 3 (21). Spending a metagaming pool point is a free action that can be done once per round even when it is not Deadpool’s turn. By spending 1 point from his metagaming pool, Deadpool can do one of the following:
  • Gain a +4 bonus to one skill check or ability check that he makes that round. This ability can be used after the roll is made for the check, but before the result is announced.​
  • Move 5 feet without provoking attacks of opportunity. Deadpool may still take a 5-foot step or move as normal on his turn.​
  • Negate any partial effect on Deadpool when he makes a successful saving throw with one of his saves against a spell or ability that would still have a partial effect (as for evasion or mettle).​
  • Make a special check by asking the authors directly for information. This ability functions just like a Knowledge check, with Deadpool rolling 1d20 + his class level + perfection bonus + his Charisma modifier (1d20 + 37). The DC of the check is the same as it would be for the relevant Knowledge check. When using this ability to identify a monster’s abilities and weaknesses, Deadpool can specify which pieces of useful information the GM provides. In addition to common in-game questions, Deadpool is allowed to learn specific OOC information such as the monster’s AC, remaining hit points, saving throw or attack roll bonus, etc., as pieces of useful information.​
  • By spending 3 points from his metagaming pool as part of a successful attempt to identify a magic item, Deadpool can make the GM provide him only a base value for the item. Deadpool can then choose what the magic item is. The magic item chosen must retain the same form as the original magic item, and must have a value equal to or less than the original. If another creature attempts to use a magic item chosen with this ability, the item immediately reverts to its original properties. This ability can only be used on magic items whose properties have not been identified by Deadpool or any of his allies.​
  • By spending 1 point from his metagaming pool on his turn, Deadpool can gain an extra move action in addition to his normal actions. Alternately, he can spend 2 points from his metagaming pool on his turn to gain a second swift action for that round.​
The metagaming pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Mythic (Ex)
Deadpool has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. He can use any of his spell-like abilities effect as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. He can also expend Mythic Power to use the augmented versions of these spells.

Plot Armor (Ex)
Deadpool has his own authors on his payroll and can request their intervention to overcome the difficulties. Generally the power (and effects generated) of this ability is similar to that of a mythic wish spell, but is an extraordinary ability that involves no actual magic (often resulting in randomness that happening in the right place and at the right time, get him out of trouble). Other times, as needed, this ability is like a Word of Chaos of the Supreme Being. If Deadpool is in a situation in which is destroyed and reformed indefinitely or in a situation where it cannot take voluntary actions (such as a temporal stasis, imprisonment or a charm/dominate effects), this ability will activate by itself on initiative count 1 as soon as it is available. This ability can be used once per day.

Rules Lawyer (Ex)
Deadpool’s knowledge of RAW scattered through countless supplement books is all-encompassing, so strong that he can correct those pesky numbers that the GM saw printed. As an immediate action, Deadpool can alter a modifier provided by all uses of a specific game mechanic by +6/-6. This ability can only be used on a modifier that applies to attack rolls, damage rolls, skill checks, ability checks, and/or saving throws. Alternately, Deadpool can alter a percentage roll required by all uses of a specific game mechanic by +40/-40%. This ability can be used once per day, plus one additional time for every 4 levels above 9th, and its effect lasts for one encounter.

Examples – Deadpool could use rules lawyer to increase or reduce the cover bonus to AC, and all creatures with cover would use the altered modifier for the rest of the encounter. He could similarly improve or worsen the modifiers provided by all uses of the inspire courage bardic performance. Deadpool could improve or worsen the effects of concealment, or give a -40% penalty to rolls made for the confused condition.

Modern Guns Everywhere: Guns are commonplace. Early and advanced firearms are seen as antiques, and modern firearms are widespread. Early and advanced firearms are simple weapons, and firearms, modern guns, and their ammunition are bought or crafted for 10% of the cost listed in the tabel and are martial weapons. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.
 

Attachments

  • deadpool.png
    deadpool.png
    886.6 KB · Views: 43
Last edited:

Remove ads

Top