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<blockquote data-quote="Obly99" data-source="post: 8879215" data-attributes="member: 7035194"><p>I buid him taking abilities from the Metadventurer (<a href="https://www.drivethrurpg.com/product/178513/The-Secrets-of-the-Metadventurer-PFRPG" target="_blank">The Secrets of the Metadventurer (PFRPG) - Rite Publishing | Pathfinder | The Secrets of (PFRPG) | DriveThruRPG.com</a>). Like for Magneto, the powerlevel range is at the request of [USER=6866720]@Bootlebat[/USER].</p><p style="text-align: center"><strong><span style="font-size: 26px">Deadpool</span></strong></p><p></p><p>Hyperborean Human Barbarian (Savage Technologist [<a href="https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/savage-technologist/" target="_blank">Savage Technologist – d20PFSRD</a>]) 17/ Gunslinger (Mysterious Stranger [<a href="https://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo-gunslinger-archetypes/mysterious-stranger/" target="_blank">Mysterious Stranger – d20PFSRD</a>]) 1</p><p></p><p>CN medium humanoid (augmented, human)</p><p></p><p><strong>Init</strong> +17; <strong>Senses</strong> low-light vision and scent in rage; Perception +31</p><p></p><p><strong>Aura</strong> divine (DC 29, 280 ft.)</p><p></p><p><strong>AC</strong> 69, touch 58, flat-footed 56 (+16 deflection, +9 Dex, +4 dodge, +11 natural, +16 insight, +3 perfection)</p><p></p><p><strong>hp</strong> 754 (17d12+1d10+540) regeneration 20</p><p></p><p><strong>Fort</strong> +48, <strong>Ref</strong> +40, <strong>Will</strong> +46; +4 vs. enchantment</p><p></p><p><strong>Defensive Abilities</strong> ageless, evasion, eternal return, freedom of movement, indomitable will, i know the author, master munchkin 16/day, purity of body, trap sense +13; <strong>DR</strong> 21/—; <strong>Immune</strong> charm, compulsion, confusion, fear, insanity, mind-affecting; <strong>PR/SR</strong> 31</p><p></p><p>Offense</p><p></p><p><strong>Speed</strong> 40 ft.</p><p></p><p><strong>Melee</strong> <em>laughing</em> +35/+35/+30/+25/+20 (3d6+18/15-20) or 2 <em>laughing</em> +33/+28/+23/+18 +1 haste (3d6+14/15-20)</p><p></p><p><strong>Ranged</strong> <em>boom</em> +36/+36/+31/+26/+21 (1d8+14/x4) or 2 <em>boom</em> +34/+29/+24/+19 +1 haste (1d8+14/x4)</p><p></p><p><strong>Melee and Ranged</strong> <em>laughing</em> +33/+33/+28/+23/+18 (3d6+14/15-20) and <em>boom</em> +34/+29/+24/+19 (1d8+14/x4)</p><p></p><p><strong>Special Attacks</strong> 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</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 21th; concentration +40)</p><p></p><p><strong>1/day</strong>—limited wish</p><p></p><p><strong>Str</strong> 28, <strong>Dex</strong> 28, <strong>Con</strong> 36, <strong>Int </strong>28, <strong>Wis</strong> 25, <strong>Cha</strong> 42</p><p></p><p><strong>Base Atk</strong> +18; <strong>CMB</strong> +30; <strong>CMD</strong> 86</p><p></p><p><strong>Feats</strong> 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)</p><p></p><p><strong>Skills</strong> 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</p><p></p><p><strong>Languages</strong> English</p><p></p><p><strong>SQ</strong> 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</p><p></p><p><strong>Gears</strong> 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 <em>laughing</em> (+5 impact keen adamantine katana of speed), 2 <em>boom</em> (+5 nimble shot revolver of speed)</p><p></p><p>Deadpool renounce the Prana [Effect] for an extra divine ability</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Anyfeat (Ex): You gain one feat which you can change at will (not already selected in the sheet)</p><p></p><p>• Apport (Su): Your equipment always teleports back to you</p><p></p><p>• Multifaceted (Ex) x2: Gain 6 extra feats</p><p></p><p></p><p>When raging, Deadpool’s statistics are:</p><p></p><p><strong>AC</strong> 72, touch 61, flat-footed 56 (+16 deflection, +12 Dex, +4 dodge, +11 natural, +16 insight, +3 perfection)</p><p></p><p><strong>Ref</strong> +43, <strong>Will</strong> +49;</p><p></p><p><strong>Melee</strong> <em>laughing</em> +38/+38/+33/+28/+23 (3d6+26/15-20) or 2 <em>laughing</em> +36/+31/+26/+21 +1 haste (3d6+17/15-20)</p><p></p><p><strong>Ranged</strong> <em>boom</em> +39/+39/+34/+29/+24 (1d8+17/x4) or 2 <em>boom</em> +37/+32/+27/+22 +1 haste (1d8+17/x4)</p><p></p><p><strong>Melee and Ranged</strong> <em>laughing</em> +36/+36/+31/+26/+21 (3d6+17/15-20) and <em>boom</em> +37/+32/+27/+22 (1d8+17/x4)</p><p></p><p><strong>Str</strong> 34, <strong>Dex</strong> 34; <strong>CMB</strong> +33; <strong>CMD</strong> 91</p><p></p><p><strong>Skills</strong> Acrobatics +36, Climb +36, Intimidate +52, Ride +36, Swim +33</p><p></p><p><strong>Chatterbox (Ex)</strong></p><p>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.</p><p></p><p><strong>Divine Traits (Hyperborean) (Ex)</strong></p><p>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).</p><p></p><p><strong>Eternal Return (Ex)</strong></p><p>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).</p><p></p><p><strong>Firearm Mastery (Ex)</strong></p><p>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.</p><p></p><p><strong>Inherent Bonuses (Ex)a</strong></p><p>Deadpool has obtain a +5 inherent bonus to all of his ability scores because the writers want it.</p><p></p><p><strong>I Know The Author (Ex)</strong></p><p>Deadpool gains a +5 bonus to AC and saving throws against any game mechanic from a third-party supplement or homebrew creation.</p><p></p><p><strong>Madness (Ex)</strong></p><p>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.</p><p></p><p><strong>Master Munchkin (Ex)</strong></p><p>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.</p><p></p><p><strong>Metagaming Pool (Ex)</strong></p><p>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:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">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.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Move 5 feet without provoking attacks of opportunity. Deadpool may still take a 5-foot step or move as normal on his turn.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">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).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">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.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">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.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">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.</p> </li> </ul><p>The metagaming pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>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.</p><p></p><p><strong>Plot Armor (Ex)</strong></p><p>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.</p><p></p><p><strong>Rules Lawyer (Ex)</strong></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Modern Guns Everywhere:</strong> 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.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8879215, member: 7035194"] I buid him taking abilities from the Metadventurer ([URL='https://www.drivethrurpg.com/product/178513/The-Secrets-of-the-Metadventurer-PFRPG']The Secrets of the Metadventurer (PFRPG) - Rite Publishing | Pathfinder | The Secrets of (PFRPG) | DriveThruRPG.com[/URL]). Like for Magneto, the powerlevel range is at the request of [USER=6866720]@Bootlebat[/USER]. [CENTER][B][SIZE=7]Deadpool[/SIZE][/B][/CENTER] Hyperborean Human Barbarian (Savage Technologist [[URL='https://www.d20pfsrd.com/classes/core-classes/barbarian/archetypes/paizo-barbarian-archetypes/savage-technologist/']Savage Technologist – d20PFSRD[/URL]]) 17/ Gunslinger (Mysterious Stranger [[URL='https://www.d20pfsrd.com/classes/base-classes/gunslinger/archetypes/paizo-gunslinger-archetypes/mysterious-stranger/']Mysterious Stranger – d20PFSRD[/URL]]) 1 CN medium humanoid (augmented, human) [B]Init[/B] +17; [B]Senses[/B] low-light vision and scent in rage; Perception +31 [B]Aura[/B] divine (DC 29, 280 ft.) [B]AC[/B] 69, touch 58, flat-footed 56 (+16 deflection, +9 Dex, +4 dodge, +11 natural, +16 insight, +3 perfection) [B]hp[/B] 754 (17d12+1d10+540) regeneration 20 [B]Fort[/B] +48, [B]Ref[/B] +40, [B]Will[/B] +46; +4 vs. enchantment [B]Defensive Abilities[/B] ageless, evasion, eternal return, freedom of movement, indomitable will, i know the author, master munchkin 16/day, purity of body, trap sense +13; [B]DR[/B] 21/—; [B]Immune[/B] charm, compulsion, confusion, fear, insanity, mind-affecting; [B]PR/SR[/B] 31 Offense [B]Speed[/B] 40 ft. [B]Melee[/B] [I]laughing[/I] +35/+35/+30/+25/+20 (3d6+18/15-20) or 2 [I]laughing[/I] +33/+28/+23/+18 +1 haste (3d6+14/15-20) [B]Ranged[/B] [I]boom[/I] +36/+36/+31/+26/+21 (1d8+14/x4) or 2 [I]boom[/I] +34/+29/+24/+19 +1 haste (1d8+14/x4) [B]Melee and Ranged[/B] [I]laughing[/I] +33/+33/+28/+23/+18 (3d6+14/15-20) and [I]boom[/I] +34/+29/+24/+19 (1d8+14/x4) [B]Special Attacks[/B] 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 [B]Spell-Like Abilities[/B] (CL 21th; concentration +40) [B]1/day[/B]—limited wish [B]Str[/B] 28, [B]Dex[/B] 28, [B]Con[/B] 36, [B]Int [/B]28, [B]Wis[/B] 25, [B]Cha[/B] 42 [B]Base Atk[/B] +18; [B]CMB[/B] +30; [B]CMD[/B] 86 [B]Feats[/B] 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) [B]Skills[/B] 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 [B]Languages[/B] English [B]SQ[/B] 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 [B]Gears[/B] 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 [I]laughing[/I] (+5 impact keen adamantine katana of speed), 2 [I]boom[/I] (+5 nimble shot revolver of speed) Deadpool renounce the Prana [Effect] for an extra divine ability [U][B]Divine Abilities[/B][/U] • 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: [B]AC[/B] 72, touch 61, flat-footed 56 (+16 deflection, +12 Dex, +4 dodge, +11 natural, +16 insight, +3 perfection) [B]Ref[/B] +43, [B]Will[/B] +49; [B]Melee[/B] [I]laughing[/I] +38/+38/+33/+28/+23 (3d6+26/15-20) or 2 [I]laughing[/I] +36/+31/+26/+21 +1 haste (3d6+17/15-20) [B]Ranged[/B] [I]boom[/I] +39/+39/+34/+29/+24 (1d8+17/x4) or 2 [I]boom[/I] +37/+32/+27/+22 +1 haste (1d8+17/x4) [B]Melee and Ranged[/B] [I]laughing[/I] +36/+36/+31/+26/+21 (3d6+17/15-20) and [I]boom[/I] +37/+32/+27/+22 (1d8+17/x4) [B]Str[/B] 34, [B]Dex[/B] 34; [B]CMB[/B] +33; [B]CMD[/B] 91 [B]Skills[/B] Acrobatics +36, Climb +36, Intimidate +52, Ride +36, Swim +33 [B]Chatterbox (Ex)[/B] 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. [B]Divine Traits (Hyperborean) (Ex)[/B] 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). [B]Eternal Return (Ex)[/B] 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). [B]Firearm Mastery (Ex)[/B] 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. [B]Inherent Bonuses (Ex)a[/B] Deadpool has obtain a +5 inherent bonus to all of his ability scores because the writers want it. [B]I Know The Author (Ex)[/B] Deadpool gains a +5 bonus to AC and saving throws against any game mechanic from a third-party supplement or homebrew creation. [B]Madness (Ex)[/B] 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. [B]Master Munchkin (Ex)[/B] 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. [B]Metagaming Pool (Ex)[/B] 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: [LIST] [*][LEFT]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.[/LEFT] [*][LEFT]Move 5 feet without provoking attacks of opportunity. Deadpool may still take a 5-foot step or move as normal on his turn.[/LEFT] [*][LEFT]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).[/LEFT] [*][LEFT]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.[/LEFT] [*][LEFT]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.[/LEFT] [*][LEFT]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.[/LEFT] [/LIST] The metagaming pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive. [B]Mythic (Ex)[/B] 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. [B]Plot Armor (Ex)[/B] 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. [B]Rules Lawyer (Ex)[/B] 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. [B]Modern Guns Everywhere:[/B] 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. [/QUOTE]
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