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Things from my setting
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<blockquote data-quote="Obly99" data-source="post: 9596094" data-attributes="member: 7035194"><p>A revisited version of a Boss based on Hoarah Loux from Elden Ring. It has 120 HD and Perfection bonus of 24 (in pair with an Elder One) but is so optimized that i will place him in pair with an Old One and in the right condition i think that he can even go and win against bad optimized First One.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Hoarah Loux</span></strong></p><p></p><p><a href="https://www.enworld.org/threads/things-from-my-setting.689306/post-8677138" target="_blank">Hyperborean</a> <a href="https://www.enworld.org/threads/custom-divine-abilities-portfolios-etc.197014/post-8697285" target="_blank">Lord</a> Human</p><p></p><p>Beyond Alignment (CN) Large humanoid (augmented, human)</p><p></p><p><strong>Init</strong> +293 (Always First); <strong>Senses</strong> cosmic consciousness (layer/planet),<em> true seeing</em>, x-ray; Perception +261</p><p></p><p><strong>Aura </strong>divine (DC 134, 5,200 ft.), lord presence (1,300 ft., DC 194, less than 90 HD, 600 damage)</p><p></p><p>cannot be hit <strong>AC</strong> 690, touch 410, flat-footed 629 (+55 deflection, +55 Dex, +6 dodge, +45 luck, +280 natural, +55 insight, +24 perfection, +161 Str, -1 size)</p><p></p><p><strong>hp</strong> 526,560 (120d1,000+11,640)x4 fast healing 75, regeneration 60 (acid or fire)</p><p></p><p><strong>Fort</strong> +550, <strong>Ref</strong> +510, <strong>Will</strong> +508</p><p></p><p><strong>Defensive Abilities</strong> ageless, antimagic resistance, cosmic string (1d10 minutes), evasion, ferocity, fortification 50%, fury, insight, muscle memory, purity of body, resolve 61/day, uncanny dodge; <strong>DR</strong> 1,200/— and 115/cursed and epic; <strong>Immune</strong> cold, fatigue, fire, exhaustion, unwilling non-epic spells, death from massive damage, Terrestrial and Stellar Hazards; <strong>Resistance</strong> cold 20, Dimensional Hazards; <strong>PR/SR</strong> 199, any spell which fails to penetrate Hoarah power/spell resistance is reflected back upon the caster</p><p></p><p>Offense</p><p></p><p><strong>Speed</strong> Supersonic (6,756 ft.), <em>air walk</em>, burrow 3,375 ft. (maximum hardness 153), Starflight (3d20 days)</p><p></p><p><strong>Melee</strong> always hit unarmed strike +679 touch x4 or always hit unarmed strike flurry of blows +677 x7 touch (120d20+214/16-20 x6 x6)</p><p></p><p>with inner eye always hit unarmed strike +699 touch x4 or always hit unarmed strike flurry of blows +697 x7 touch (15,684 without critical, 94,104 with critical)</p><p></p><p><em>during fury</em></p><p></p><p>always hit unarmed strike +779 touch x4 or always hit unarmed strike flurry of blows +777 x8 touch (1,440d20+314/16-20 x6 x6)</p><p></p><p>with inner eye always hit unarmed strike +799 touch x4 or always hit unarmed strike flurry of blows +797 x8 touch (174,684 without critical, 1,048,104 with critical)</p><p></p><p><strong>Special Attacks</strong> choke slam (60d1,000, DC 300), devastation, earthshaker, ground stomp (20d1,000, DC 300), hurl foe, leaping smash, mythic power (24/day, surge +8d6), power bomb, shatter spells, stunning fist (120/day, DC 300), terminus, trample (20d1,000, DC 300)</p><p></p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10 ft.</p><p></p><p><strong>Spell-Like Abilities</strong> (CL 189th; concentration +368)</p><p></p><p><strong>Constant</strong>—<em>air walk</em>, <em>true seeing</em></p><p></p><p><strong>At-will</strong>—<em>limited wish</em></p><p></p><p><strong>3/day</strong>—<em>wish</em></p><p></p><p><strong>Str</strong> 332, <strong>Dex</strong> 120, <strong>Con</strong> 204, <strong>Int </strong>120, <strong>Wis</strong> 120, <strong>Cha</strong> 120</p><p></p><p><strong>Base Atk</strong> +240; <strong>CMB</strong> +703 (+803 in fury); <strong>CMD</strong> 723</p><p></p><p><strong>Feats</strong> Alertness, Cleave, Combat Expertise, Combat Reflexes, Cornugon Smash, Critical Focus, Dodge, Great Cleave, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Critical (unarmed strike), Improved Initiative, Improved Vital Strike, Improved Unarmed StrikeB, Intimidating Prowess, Lightning Reflexes, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Staggering Critical, Stunning Critical, Stunning FistB, Vicious Stomp, Vital Strike, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), Whirlwind Attack</p><p></p><p><strong>Epic Feats</strong> Cat’s Fall, Epic Weapon Focus (unarmed strike), Epic Weapon Specialization (unarmed strike), Good Reflexes, Greater Critical (unarmed strike), Greater Critical Multiplier (unarmed strike), HalenessB, HibernateB, Improved Combat Reflexes, Improved Critical Multiplier (unarmed strike), Improved Dodge, Incorruptible BodyB, InediaB, InsomniousB, Sixth Sense, Subtle BodyB, Superior Initiative, Tenacious BodyB, UnderwalkerB</p><p></p><p><strong>Skills</strong> All skills 202 + ability modifier; (+418 Intimidate)</p><p></p><p><strong>Languages</strong> Abyssal, Aboleth, Aklo, Aquan, Auran, Celestial, Draconic, Elven, Dwarven, Old Tongue, Ignan, Infernal, Giant, Pleromian, Sylvan, Terran, other 160 (DM’s discretion)</p><p></p><p><strong>SQ</strong> AC bonus, bonus feats, combat style master, cosmic might, expert of maneuvers, legendary warrior, lord of the maneuvers, maven, omnicompetent, titanic fighter, unarmed strike, virtual size category +20, warrior abilities</p><p></p><p><strong>Gears</strong> <em>epic amulet of mighty fists</em> +45 (unerring), <em>braces of legendary defense</em> (Perfect Defense Transc. Ability), <em>boots of eternity</em> (immunity to xp drain, HD destruction and dead magic zone), <em>crown of the universe</em> (one specific thing cannot be abrogated/divine nullification/etc. by creatures below Time Lord power [Resolve])</p><p></p><p>Hoarah renounce the deicide portfolio and integrated class feature for triple the standard divine abilities slots and 84 feats for 14 ability slot</p><p></p><p><u><strong>Divine Abilities</strong></u></p><p></p><p>• Adjuration (Su): Summon up to 240 hit die of creatures per day (no single creature can have CR higher than 84)</p><p></p><p>• Celerity (Ex): x3 movement speed</p><p></p><p>• Eternal Freedom (Ex): You are immune to spells and effects which impede movement</p><p></p><p>• Invincibility (Ex): Fortitude save for negate damage</p><p></p><p>• Multifaceted (Ex)B: Gain 6 extra feats</p><p></p><p>• Perfect Initiative (Ex): Always first</p><p></p><p>• Perfect Weapon Focus (unarmed strike) (Ex): Always use maximum BaB for iterative attacks</p><p></p><p>• Regeneration (Su): You gain regeneration equal ½ HD (acid or fire)</p><p></p><p>• Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank</p><p></p><p>• Strong Mind (Ex): Str as insight to attack rolls</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw</p><p></p><p>• Superior Critical (unarmed strike) (Ex): Critical thread quadrupled</p><p></p><p>• Superior Critical Multiplier (unarmed strike) (Ex): Critical multiplier increased</p><p></p><p>• Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment</p><p></p><p>• X-Ray Vision (Su): See through solid objects</p><p></p><p><u><strong>Cosmic Abilities</strong></u></p><p></p><p>• Abrogate (Su): You negate an enemies single greatest ability</p><p></p><p>• Apostasy (Su)B: You are beyond alignment</p><p></p><p>• Inner Eye (Ex)B: You always gain the best dice rolls in any given situation</p><p></p><p>• Legendary Strength (Ex): Strength score doubled</p><p></p><p>• Perfect Critical (unarmed strike): Critical threat quintupled</p><p></p><p>• Perfect Critical Multiplier (unarmed strike): Critical multiplier increased</p><p></p><p>• Slipstream (Su): You are unaffected by temporal disturbances</p><p></p><p>• Unearthly Weapon Focus (unarmed strike) (Ex): Touch attack to hit</p><p></p><p>• Unearthly Weapon Specialization (unarmed strike) (Ex): Base damage multiplied for the weapon critical multiplied</p><p></p><p><u><strong>Transcendental Abilities (Esoteric)</strong></u></p><p></p><p>• Transcendental Toughness (Ex): Hit Die become d1000s</p><p></p><p><u><strong>Uncanny Prana Mastery</strong></u></p><p></p><p>Will 194 or dazzle (-24 also to Dex and Dodge AC [to a minimum of 0]) targets for a number of rounds equal to the dice damage done</p><p></p><p>Beam (Ray) 120d20; 5,200 ft.</p><p></p><p>Blast 60d20; 5,200 ft./325 ft. Standard action Ref 144/half</p><p></p><p>Blood 30d20; Melee automatic ability Ref DC 164/negate</p><p></p><p>Breath* 120d20; 325 ft. (cone) 1,300 ft. (line) Standard Ref 164/half</p><p></p><p>Hand 180d20; Melee Touch</p><p></p><p>Immolation 180d20; 5,200 ft. radius Free/Standard Ref 164/half</p><p></p><p>Storm 30d20; 5,200 ft. radius Standard/Free – Special Ref 144/half</p><p></p><p>Strike 30d20; Melee (bonus) Free -</p><p></p><p>Wrath (Gaze) 60d20; all creature in 325 ft. Will 144/negate</p><p></p><p><strong>AC Bonus (Ex)</strong></p><p>When unarmored and unencumbered, Hoarah adds his Strength bonus (if any) to his AC and his CMD.</p><p>These bonuses to AC apply even against touch attacks or when Hoarah is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.</p><p></p><p><strong>Alter Reality (Su)</strong></p><p>Once per round as a free action Hoarah can duplicate any spell of 9th-level or less. This ability can also duplicate any epic spells of DC 277 or less. Other use of this ability are GM’s discretion.</p><p></p><p><strong>Bonus Feats</strong></p><p>Hoarah gains the bonus feat class feature as a fighter of a level of his HD.</p><p></p><p><strong>Choke Slam (Ex)</strong></p><p>As a standard action, Hoarah can make a grapple maneuver against a creature within reach. If the grapple is successful, he lift the creature from the ground and slam it bake on it in any square within his reach (if Hoarah is in the atmosphere and not on the ground, the target is thrown against it [the target can use feather fall to break the fall as usual]; if Hoarah is in the Outer Space, the target is thrown “below” the position of Hoarah for 100 ft. plus 100 ft. for every 5 Hoarah overcome its CMD with the original grapple maneuver but unless collision with solid objects or creatures it does not suffer the damage). This inflict 60d1,000 bludgeoning damage to the creature, stun it for 1 round and knocked it prone. A Fortitude save DC 300 negate the stun but not the damage or prone condition. If the creature throwed hit another creature, the hit creature suffer 30d1,000 bludgeoning damage and must make a Reflex save DC 300 or be knocked prone. The save DC is Strength-based.</p><p></p><p><strong>Combat Style Master (Ex)</strong></p><p>As a swift action, Hoarah may enter the basic stance of any combat style feat (such as Crane Style, Monkey Style, and so on) as if he had the first feat in the feat path for that combat style. By expending 1 mythic point, he may use all three feats from his current combat style’s feat path for the next hour; if he changes his stance, the previous stance’s feats become unavailable but he may use feats from the new stance.</p><p></p><p><strong>Cosmic Might (Ex)</strong></p><p>Hoarah deals d20'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 his HD.</p><p></p><p><strong>Earthshaker (Ex)</strong></p><p>As a full-round action that provoke opportunity, starting with a mighty roar, Hoarah raises his arms and his right leg as he prepares his muscles for a great effort. At the start of Hoarah next turn, he slam with all his might on the ground. All creatures and objects within 10-miles of Hoarah, with the exception of himself, standing on the ground (and up to 500 ft. above the ground), take 20d1,000 damage and are knocked prone. A Reflex save DC 300 half the damage and negate the prone. Immediately thereafter, Hoarah slam the ground again. All creatures and objects within 10-miles of Hoarah, with the exception of himself, standing on the ground (and up to 500 ft. above the ground), take again 20d1,000 damage and are knocked prone. A Reflex save DC 300 half the damage and negate the prone. If a creature fail the first Reflex save, it automatically fail the second. If Hoarah is stunned, nauseated or incapacitated to continue prepare the earthshaker (any ability that prevent the use of a standard action), the ability is interrupted and he does not slam on the ground. After using this ability, Hoarah cannot use it for 1d6+2 rounds. The save DC is Strength-based.</p><p></p><p><strong>Expert of Maneuvers (Ex)</strong></p><p>Hoarah never provoke attack of opportunity if he make a combat maneuver and ignore effect the prevent grapple, like freedom of movement and the Eternal Freedom Divine Ability.</p><p></p><p><strong>Flurry of Blows (Ex)</strong></p><p>Hoarah gains the flurry of blows class feature as a monk of a level of his HD.</p><p></p><p><strong>Fury (Ex)</strong></p><p>As a free action at the start of the turn, Hoarah can activate a terrible frenzy. For the next 5 rounds he</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">gains +100 to attack and damage rolls with his unarmed strike and combat maneuver check</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">his unarmed strike count as made of orichalcum for overcome DR and hardness and multiply the base damage x12</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">gains resistance 1,000 to all elements (including divine damage), mettle, improved uncanny dodge and pounce</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">gains immunity to ability damage and drain, charm effects, compulsion effects, dazed, death effects, disease, disintegration effects, fear, energy drain, illusion effects, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, sleep, staggered, stunned, and unwilling polymorph effects</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">gains an addition attack at the maximum BaB during the flurry of blows, as if under haste</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">convert any vile damage and permanent damage he suffer in normal damage</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">ignore any fortification or immunity against critical hits with his unarmed strike</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">take half damage from all the sources (include ability damage or drain and negative levels) before apply DR or resistance</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">his DR, evasion and fortification 50% upgrade to DR 20,000/—, improved evasion and fortification 100%</p> </li> </ul><p>As a drawback, during this frenzy his reasoning is dulled: he cannot use spell, spell-like abilities or Alter Reality, nor cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (he can still use resolve). During fury, Hoarah must attack those he perceives as foes to the best of his ability. Should he run out of foes while in a fury, his rampage continues. He must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health, the target's or his own. After this ability end, he cannot reactivate it for 1 minute. While this ability is not active, it can be abrogated as normal but while is in use, it cannot be directly abrogated and every part must be abrogated separately.</p><p></p><p><strong>Devastation (Ex)</strong></p><p>As a full-round action, Hoarah can assault a structure, dealing 200d100+1,000 (or 300d1,000+50,000 in fury) points of damage to the structure in that round.</p><p></p><p><strong>Divine Traits (Hyperborean) (Ex)</strong></p><p>As a hyperborean, Hoarah gains a +24 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. Hoarah’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>Ground Stomp (Ex)</strong></p><p>As a standard action, Hoarah slams his foot down on the ground, unleashing a hail of rock in a 10-miles cone. Each creature in the area take 20d1,000 bludgeoning, piercing and slashing damage and is knocked prone. The area of the cone then become difficult terrain for all creatures other than Hoarah for 1 year. A Reflex save DC 300 half the damage and negate the prone condition. After using this ability, Hoarah cannot use it for 1d6+2 rounds. The save DC is Strength-based.</p><p></p><p><strong>Hurl Foe (Ex)</strong></p><p>When Hoarah damages a foe with one of his unarmed strike, he can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 1,000 feet in a direction of Hoarah choice and falls prone. The distance the foe is hurled increases by 50 feet for every 5 points by which Hoarah check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d20 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle.</p><p></p><p><strong>Leaping Smash (Ex)</strong></p><p>As a full-round action, starting with a mighty roar, Hoarah leaps up to 100-miles and attempts to smash down upon an area. All creatures and objects within 10-miles of the impact take 60d1,000 damage and are knocked prone. A Reflex save DC 397 half the damage and negate the prone. Immediately thereafter, Hoarah thrusts his fist into the ground, starting to charge it with energy in an area of 50-miles radius centered on Hoarah, which start to emit light. This does not count as patience or concentration. At the start of Hoarah next turn, the ground is overcharged with energy and explode, dealing to all creatures and objects standing on the ground of the area (and up to 5-miles above the ground), with the exception of Hoarah himself, 40d1,000 bludgeoning damage and 40d1,000 prana damage. All structures constructed with materials weaker than orichalcum are automatically destroyed without rolling damage. A Reflex save DC 397 half the damage. If Hoarah is stunned, nauseated or incapacitated to continue channel the energy (any ability that prevent the use of a standard action), the ability is interrupted and the ground does not explode. After using this ability, Hoarah cannot use it for 1 minute. The save DC is Strength-based and included the Constitution modifier of Hoarah as a racial bonus.</p><p></p><p><strong>Legendary Warrior (Ex)</strong></p><p>Hoarah BaB is double.</p><p></p><p><strong>Lord of the Maneuvers (Ex)</strong></p><p>Hoarah can made a combat maneuver against creatures of any size.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>Hoarah has Mythic Power (24/day, surge +8d6) and counts as a 24th-rank Mythic creature. Hoarah can use any of his Alter Reality and spell-like abilities 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>Muscle Memory (Ex)</strong></p><p>The muscles of Hoarah are honed to deadly efficiency, just like his fists. When unarmored and unencumbered, Hoarah adds his Strength bonus (if any) to his initiative, saving throw and his CMD. These bonuses apply even against touch attacks or when Hoarah is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.</p><p></p><p><strong>Power Bomb (Ex)</strong></p><p>As a full-round action, Hoarah charge against a foe. If he reach the enemy with the charge, instead of the normal attack (or flurry if in fury), he make a special grapple check (modified as normal for the charge). If successful, Hoarah launch the creature up to 350-miles in the air (minimum 30 ft.) in a direction of his choice (up to 100-miles). He immediately leaps up to follow it, and powerbomb it on the ground (Hoarah move with the target during the powerbomb, but suffer no one of its effect, finishing the action adjacent to the target on the ground, standing). The creature is knocked prone, take damage as if it was hit with an unarmed strike of Hoarah (the damage is increase as normal if in fury but because it’s automatic damage without attack roll, this damage cannot crit) modified with the Greater Vital Strike feat and the Devasting Strike Divine Ability and is stunned for 1 minute (62,736 damage normally, 698,736 if in fury). A Fortitude save DC 397 reduce the stun to 1 round. All creatures and objects, within an area of radius of ½ the height of the launch, centered with the point of the impact, with the exception of Hoarah and the launched creature, take 1/10th of the damage (6,273 damage normally, 69,873 if in fury). A Reflex save DC 397 half the damage. After using this ability, Hoarah cannot use it for 5 rounds. The save DC is Strength-based and included the Constitution modifier of Hoarah as a racial bonus.</p><p></p><p><strong>Resolve (Ex)</strong></p><p>Hoarah gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1 HD, plus one additional time per day for every two 2 HD beyond the 1st. Whenever Hoarah reducing the target to 0 hit points or fewer (or destroy for construct and undead), he regains one daily use of his resolve, up to his maximum number of uses per day. The GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Hoarah can use resolve even if he cannot normally take the action for activate it (like a move action for remove the stunned condition with determined), still cannot use an action that is already consumed for that round (like using both determined and unstoppable unless he can use 2 move action in the round).</p><p></p><p><em>Determined:</em> As a move action, Hoarah can spend one use of his resolve to remove the cowering, dazed, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns.</p><p></p><p><em>Resolute:</em> As a swift action, Hoarah can spend one use of his resolve to attempt a new saving throw against an effect that a duration longer than instantaneous. Hoarah can attempt a new save to end the effect as often as he wishes, but can attempt to remove a specific effect only once per round (even if he gain multiple swift action per round).</p><p></p><p><em>Unstoppable:</em> Hoarah can spend 1 resolve as a move action to declare a last stand. For one round, Hoarah takes minimum damage from all sources (this counter and is negated by a foe using Inner Eye for maximize the damage or the use of the Maximized Spell feat), becomes immune to death and disintegration effects, and does not die from having negative hit points in excess of his Constitution score. In addition, Hoarah remains conscious and is not staggered while he is below 0 hit points. At the start of each subsequent turn, Hoarah can spend 1 resolve as a free action to extend the last stand for another round.</p><p></p><p><strong>Shatter Spells (Su)</strong></p><p>Hoarah can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike. He must succeed at a melee touch attack against the creature or effect. If the attack hits, the creature or effect is subject to a targeted greater dispel magic (CL 189th). If he dispels an effect, he suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.</p><p></p><p><strong>Stunning Fist (Ex)</strong></p><p>Hoarah gains the stunning fist class feature as a monk of a level of his HD, except the DC is Strength-based instead of Wisdom-based.</p><p></p><p><strong>Titanic Fighter (Ex)</strong></p><p>Hoarah add his virtual size category increase to his size for the purpose of size bonus to CMB and CMD, for ability checks, skill checks and when considering whether a creature's combat maneuver can affect him (such as grab and swallow whole) or whether he can affect them (all of them only if doing so is advantageous to him: eg. this apply against a combat maneuver of an enemy but not to the penalty to fly checks [but this allow him to consider himself bigger for the purpose of high wind effect, even if you do not gain the increase size penalty]). This stack with abilities that increase his size (such as enlarge person or Divine Immensity), that make him consider yourself to be of bigger size (such as Powerful Build or Steel Grappler's Attitude Stance of the Broken Blade school of the Path of War) or that allow him to affect creatures of larger sizes (such as Lord of Maneuvers).</p><p></p><p><strong>Unarmed Strike (Ex)</strong></p><p>Hoarah gains the unarmed strike class feature as a monk of a level of his HD.</p><p></p><p><strong>Warrior Abilities (Ex)</strong></p><p>Hoarah count his HD as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9596094, member: 7035194"] A revisited version of a Boss based on Hoarah Loux from Elden Ring. It has 120 HD and Perfection bonus of 24 (in pair with an Elder One) but is so optimized that i will place him in pair with an Old One and in the right condition i think that he can even go and win against bad optimized First One. [CENTER][B][SIZE=7]Hoarah Loux[/SIZE][/B][/CENTER] [URL='https://www.enworld.org/threads/things-from-my-setting.689306/post-8677138']Hyperborean[/URL] [URL='https://www.enworld.org/threads/custom-divine-abilities-portfolios-etc.197014/post-8697285']Lord[/URL] Human Beyond Alignment (CN) Large humanoid (augmented, human) [B]Init[/B] +293 (Always First); [B]Senses[/B] cosmic consciousness (layer/planet),[I] true seeing[/I], x-ray; Perception +261 [B]Aura [/B]divine (DC 134, 5,200 ft.), lord presence (1,300 ft., DC 194, less than 90 HD, 600 damage) cannot be hit [B]AC[/B] 690, touch 410, flat-footed 629 (+55 deflection, +55 Dex, +6 dodge, +45 luck, +280 natural, +55 insight, +24 perfection, +161 Str, -1 size) [B]hp[/B] 526,560 (120d1,000+11,640)x4 fast healing 75, regeneration 60 (acid or fire) [B]Fort[/B] +550, [B]Ref[/B] +510, [B]Will[/B] +508 [B]Defensive Abilities[/B] ageless, antimagic resistance, cosmic string (1d10 minutes), evasion, ferocity, fortification 50%, fury, insight, muscle memory, purity of body, resolve 61/day, uncanny dodge; [B]DR[/B] 1,200/— and 115/cursed and epic; [B]Immune[/B] cold, fatigue, fire, exhaustion, unwilling non-epic spells, death from massive damage, Terrestrial and Stellar Hazards; [B]Resistance[/B] cold 20, Dimensional Hazards; [B]PR/SR[/B] 199, any spell which fails to penetrate Hoarah power/spell resistance is reflected back upon the caster Offense [B]Speed[/B] Supersonic (6,756 ft.), [I]air walk[/I], burrow 3,375 ft. (maximum hardness 153), Starflight (3d20 days) [B]Melee[/B] always hit unarmed strike +679 touch x4 or always hit unarmed strike flurry of blows +677 x7 touch (120d20+214/16-20 x6 x6) with inner eye always hit unarmed strike +699 touch x4 or always hit unarmed strike flurry of blows +697 x7 touch (15,684 without critical, 94,104 with critical) [I]during fury[/I] always hit unarmed strike +779 touch x4 or always hit unarmed strike flurry of blows +777 x8 touch (1,440d20+314/16-20 x6 x6) with inner eye always hit unarmed strike +799 touch x4 or always hit unarmed strike flurry of blows +797 x8 touch (174,684 without critical, 1,048,104 with critical) [B]Special Attacks[/B] choke slam (60d1,000, DC 300), devastation, earthshaker, ground stomp (20d1,000, DC 300), hurl foe, leaping smash, mythic power (24/day, surge +8d6), power bomb, shatter spells, stunning fist (120/day, DC 300), terminus, trample (20d1,000, DC 300) [B]Space[/B] 10 ft.; [B]Reach[/B] 10 ft. [B]Spell-Like Abilities[/B] (CL 189th; concentration +368) [B]Constant[/B]—[I]air walk[/I], [I]true seeing[/I] [B]At-will[/B]—[I]limited wish[/I] [B]3/day[/B]—[I]wish[/I] [B]Str[/B] 332, [B]Dex[/B] 120, [B]Con[/B] 204, [B]Int [/B]120, [B]Wis[/B] 120, [B]Cha[/B] 120 [B]Base Atk[/B] +240; [B]CMB[/B] +703 (+803 in fury); [B]CMD[/B] 723 [B]Feats[/B] Alertness, Cleave, Combat Expertise, Combat Reflexes, Cornugon Smash, Critical Focus, Dodge, Great Cleave, Greater Weapon Focus (unarmed strike), Greater Weapon Specialization (unarmed strike), Improved Critical (unarmed strike), Improved Initiative, Improved Vital Strike, Improved Unarmed StrikeB, Intimidating Prowess, Lightning Reflexes, Power Attack, Run, Signature Skill (intimidate), Spring Attack, Staggering Critical, Stunning Critical, Stunning FistB, Vicious Stomp, Vital Strike, Weapon Focus (unarmed strike), Weapon Specialization (unarmed strike), Whirlwind Attack [B]Epic Feats[/B] Cat’s Fall, Epic Weapon Focus (unarmed strike), Epic Weapon Specialization (unarmed strike), Good Reflexes, Greater Critical (unarmed strike), Greater Critical Multiplier (unarmed strike), HalenessB, HibernateB, Improved Combat Reflexes, Improved Critical Multiplier (unarmed strike), Improved Dodge, Incorruptible BodyB, InediaB, InsomniousB, Sixth Sense, Subtle BodyB, Superior Initiative, Tenacious BodyB, UnderwalkerB [B]Skills[/B] All skills 202 + ability modifier; (+418 Intimidate) [B]Languages[/B] Abyssal, Aboleth, Aklo, Aquan, Auran, Celestial, Draconic, Elven, Dwarven, Old Tongue, Ignan, Infernal, Giant, Pleromian, Sylvan, Terran, other 160 (DM’s discretion) [B]SQ[/B] AC bonus, bonus feats, combat style master, cosmic might, expert of maneuvers, legendary warrior, lord of the maneuvers, maven, omnicompetent, titanic fighter, unarmed strike, virtual size category +20, warrior abilities [B]Gears[/B] [I]epic amulet of mighty fists[/I] +45 (unerring), [I]braces of legendary defense[/I] (Perfect Defense Transc. Ability), [I]boots of eternity[/I] (immunity to xp drain, HD destruction and dead magic zone), [I]crown of the universe[/I] (one specific thing cannot be abrogated/divine nullification/etc. by creatures below Time Lord power [Resolve]) Hoarah renounce the deicide portfolio and integrated class feature for triple the standard divine abilities slots and 84 feats for 14 ability slot [U][B]Divine Abilities[/B][/U] • Adjuration (Su): Summon up to 240 hit die of creatures per day (no single creature can have CR higher than 84) • Celerity (Ex): x3 movement speed • Eternal Freedom (Ex): You are immune to spells and effects which impede movement • Invincibility (Ex): Fortitude save for negate damage • Multifaceted (Ex)B: Gain 6 extra feats • Perfect Initiative (Ex): Always first • Perfect Weapon Focus (unarmed strike) (Ex): Always use maximum BaB for iterative attacks • Regeneration (Su): You gain regeneration equal ½ HD (acid or fire) • Seventh Sense (Ex): You can replay a number of rounds per day equal to your divine rank • Strong Mind (Ex): Str as insight to attack rolls • Strong Soul (Ex): Str as insight to saving throw • Superior Critical (unarmed strike) (Ex): Critical thread quadrupled • Superior Critical Multiplier (unarmed strike) (Ex): Critical multiplier increased • Self Mastery (Ex): You can separate your individual appendages (arms, legs, head, hands, feet, etc.), thus making you immune to death from decapitation (such as from a vorpal weapon) or dismemberment • X-Ray Vision (Su): See through solid objects [U][B]Cosmic Abilities[/B][/U] • Abrogate (Su): You negate an enemies single greatest ability • Apostasy (Su)B: You are beyond alignment • Inner Eye (Ex)B: You always gain the best dice rolls in any given situation • Legendary Strength (Ex): Strength score doubled • Perfect Critical (unarmed strike): Critical threat quintupled • Perfect Critical Multiplier (unarmed strike): Critical multiplier increased • Slipstream (Su): You are unaffected by temporal disturbances • Unearthly Weapon Focus (unarmed strike) (Ex): Touch attack to hit • Unearthly Weapon Specialization (unarmed strike) (Ex): Base damage multiplied for the weapon critical multiplied [U][B]Transcendental Abilities (Esoteric)[/B][/U] • Transcendental Toughness (Ex): Hit Die become d1000s [U][B]Uncanny Prana Mastery[/B][/U] Will 194 or dazzle (-24 also to Dex and Dodge AC [to a minimum of 0]) targets for a number of rounds equal to the dice damage done Beam (Ray) 120d20; 5,200 ft. Blast 60d20; 5,200 ft./325 ft. Standard action Ref 144/half Blood 30d20; Melee automatic ability Ref DC 164/negate Breath* 120d20; 325 ft. (cone) 1,300 ft. (line) Standard Ref 164/half Hand 180d20; Melee Touch Immolation 180d20; 5,200 ft. radius Free/Standard Ref 164/half Storm 30d20; 5,200 ft. radius Standard/Free – Special Ref 144/half Strike 30d20; Melee (bonus) Free - Wrath (Gaze) 60d20; all creature in 325 ft. Will 144/negate [B]AC Bonus (Ex)[/B] When unarmored and unencumbered, Hoarah adds his Strength bonus (if any) to his AC and his CMD. These bonuses to AC apply even against touch attacks or when Hoarah is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. [B]Alter Reality (Su)[/B] Once per round as a free action Hoarah can duplicate any spell of 9th-level or less. This ability can also duplicate any epic spells of DC 277 or less. Other use of this ability are GM’s discretion. [B]Bonus Feats[/B] Hoarah gains the bonus feat class feature as a fighter of a level of his HD. [B]Choke Slam (Ex)[/B] As a standard action, Hoarah can make a grapple maneuver against a creature within reach. If the grapple is successful, he lift the creature from the ground and slam it bake on it in any square within his reach (if Hoarah is in the atmosphere and not on the ground, the target is thrown against it [the target can use feather fall to break the fall as usual]; if Hoarah is in the Outer Space, the target is thrown “below” the position of Hoarah for 100 ft. plus 100 ft. for every 5 Hoarah overcome its CMD with the original grapple maneuver but unless collision with solid objects or creatures it does not suffer the damage). This inflict 60d1,000 bludgeoning damage to the creature, stun it for 1 round and knocked it prone. A Fortitude save DC 300 negate the stun but not the damage or prone condition. If the creature throwed hit another creature, the hit creature suffer 30d1,000 bludgeoning damage and must make a Reflex save DC 300 or be knocked prone. The save DC is Strength-based. [B]Combat Style Master (Ex)[/B] As a swift action, Hoarah may enter the basic stance of any combat style feat (such as Crane Style, Monkey Style, and so on) as if he had the first feat in the feat path for that combat style. By expending 1 mythic point, he may use all three feats from his current combat style’s feat path for the next hour; if he changes his stance, the previous stance’s feats become unavailable but he may use feats from the new stance. [B]Cosmic Might (Ex)[/B] Hoarah deals d20'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 his HD. [B]Earthshaker (Ex)[/B] As a full-round action that provoke opportunity, starting with a mighty roar, Hoarah raises his arms and his right leg as he prepares his muscles for a great effort. At the start of Hoarah next turn, he slam with all his might on the ground. All creatures and objects within 10-miles of Hoarah, with the exception of himself, standing on the ground (and up to 500 ft. above the ground), take 20d1,000 damage and are knocked prone. A Reflex save DC 300 half the damage and negate the prone. Immediately thereafter, Hoarah slam the ground again. All creatures and objects within 10-miles of Hoarah, with the exception of himself, standing on the ground (and up to 500 ft. above the ground), take again 20d1,000 damage and are knocked prone. A Reflex save DC 300 half the damage and negate the prone. If a creature fail the first Reflex save, it automatically fail the second. If Hoarah is stunned, nauseated or incapacitated to continue prepare the earthshaker (any ability that prevent the use of a standard action), the ability is interrupted and he does not slam on the ground. After using this ability, Hoarah cannot use it for 1d6+2 rounds. The save DC is Strength-based. [B]Expert of Maneuvers (Ex)[/B] Hoarah never provoke attack of opportunity if he make a combat maneuver and ignore effect the prevent grapple, like freedom of movement and the Eternal Freedom Divine Ability. [B]Flurry of Blows (Ex)[/B] Hoarah gains the flurry of blows class feature as a monk of a level of his HD. [B]Fury (Ex)[/B] As a free action at the start of the turn, Hoarah can activate a terrible frenzy. For the next 5 rounds he [LIST] [*][LEFT]gains +100 to attack and damage rolls with his unarmed strike and combat maneuver check[/LEFT] [*][LEFT]his unarmed strike count as made of orichalcum for overcome DR and hardness and multiply the base damage x12[/LEFT] [*][LEFT]gains resistance 1,000 to all elements (including divine damage), mettle, improved uncanny dodge and pounce[/LEFT] [*][LEFT]gains immunity to ability damage and drain, charm effects, compulsion effects, dazed, death effects, disease, disintegration effects, fear, energy drain, illusion effects, mind-affecting effects, nonlethal damage, paralysis, petrification, poison, sleep, staggered, stunned, and unwilling polymorph effects[/LEFT] [*][LEFT]gains an addition attack at the maximum BaB during the flurry of blows, as if under haste[/LEFT] [*][LEFT]convert any vile damage and permanent damage he suffer in normal damage[/LEFT] [*][LEFT]ignore any fortification or immunity against critical hits with his unarmed strike[/LEFT] [*][LEFT]take half damage from all the sources (include ability damage or drain and negative levels) before apply DR or resistance[/LEFT] [*][LEFT]his DR, evasion and fortification 50% upgrade to DR 20,000/—, improved evasion and fortification 100%[/LEFT] [/LIST] As a drawback, during this frenzy his reasoning is dulled: he cannot use spell, spell-like abilities or Alter Reality, nor cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (he can still use resolve). During fury, Hoarah must attack those he perceives as foes to the best of his ability. Should he run out of foes while in a fury, his rampage continues. He must then attack the nearest creature and fight that opponent without regard to friendship, innocence or health, the target's or his own. After this ability end, he cannot reactivate it for 1 minute. While this ability is not active, it can be abrogated as normal but while is in use, it cannot be directly abrogated and every part must be abrogated separately. [B]Devastation (Ex)[/B] As a full-round action, Hoarah can assault a structure, dealing 200d100+1,000 (or 300d1,000+50,000 in fury) points of damage to the structure in that round. [B]Divine Traits (Hyperborean) (Ex)[/B] As a hyperborean, Hoarah gains a +24 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. Hoarah’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]Ground Stomp (Ex)[/B] As a standard action, Hoarah slams his foot down on the ground, unleashing a hail of rock in a 10-miles cone. Each creature in the area take 20d1,000 bludgeoning, piercing and slashing damage and is knocked prone. The area of the cone then become difficult terrain for all creatures other than Hoarah for 1 year. A Reflex save DC 300 half the damage and negate the prone condition. After using this ability, Hoarah cannot use it for 1d6+2 rounds. The save DC is Strength-based. [B]Hurl Foe (Ex)[/B] When Hoarah damages a foe with one of his unarmed strike, he can try to hurl the foe as part of that attack by attempting a combat maneuver check. On a successful check, the foe is knocked back 1,000 feet in a direction of Hoarah choice and falls prone. The distance the foe is hurled increases by 50 feet for every 5 points by which Hoarah check exceeds the foe’s CMD. If an obstacle stops the hurled creature before it travels the whole distance, the hurled foe and the obstacle struck each take 1d20 points of damage per 10 feet of distance remaining and the foe is knocked prone in the space adjacent to the obstacle. [B]Leaping Smash (Ex)[/B] As a full-round action, starting with a mighty roar, Hoarah leaps up to 100-miles and attempts to smash down upon an area. All creatures and objects within 10-miles of the impact take 60d1,000 damage and are knocked prone. A Reflex save DC 397 half the damage and negate the prone. Immediately thereafter, Hoarah thrusts his fist into the ground, starting to charge it with energy in an area of 50-miles radius centered on Hoarah, which start to emit light. This does not count as patience or concentration. At the start of Hoarah next turn, the ground is overcharged with energy and explode, dealing to all creatures and objects standing on the ground of the area (and up to 5-miles above the ground), with the exception of Hoarah himself, 40d1,000 bludgeoning damage and 40d1,000 prana damage. All structures constructed with materials weaker than orichalcum are automatically destroyed without rolling damage. A Reflex save DC 397 half the damage. If Hoarah is stunned, nauseated or incapacitated to continue channel the energy (any ability that prevent the use of a standard action), the ability is interrupted and the ground does not explode. After using this ability, Hoarah cannot use it for 1 minute. The save DC is Strength-based and included the Constitution modifier of Hoarah as a racial bonus. [B]Legendary Warrior (Ex)[/B] Hoarah BaB is double. [B]Lord of the Maneuvers (Ex)[/B] Hoarah can made a combat maneuver against creatures of any size. [B]Mythic (Ex)[/B] Hoarah has Mythic Power (24/day, surge +8d6) and counts as a 24th-rank Mythic creature. Hoarah can use any of his Alter Reality and spell-like abilities 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]Muscle Memory (Ex)[/B] The muscles of Hoarah are honed to deadly efficiency, just like his fists. When unarmored and unencumbered, Hoarah adds his Strength bonus (if any) to his initiative, saving throw and his CMD. These bonuses apply even against touch attacks or when Hoarah is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. [B]Power Bomb (Ex)[/B] As a full-round action, Hoarah charge against a foe. If he reach the enemy with the charge, instead of the normal attack (or flurry if in fury), he make a special grapple check (modified as normal for the charge). If successful, Hoarah launch the creature up to 350-miles in the air (minimum 30 ft.) in a direction of his choice (up to 100-miles). He immediately leaps up to follow it, and powerbomb it on the ground (Hoarah move with the target during the powerbomb, but suffer no one of its effect, finishing the action adjacent to the target on the ground, standing). The creature is knocked prone, take damage as if it was hit with an unarmed strike of Hoarah (the damage is increase as normal if in fury but because it’s automatic damage without attack roll, this damage cannot crit) modified with the Greater Vital Strike feat and the Devasting Strike Divine Ability and is stunned for 1 minute (62,736 damage normally, 698,736 if in fury). A Fortitude save DC 397 reduce the stun to 1 round. All creatures and objects, within an area of radius of ½ the height of the launch, centered with the point of the impact, with the exception of Hoarah and the launched creature, take 1/10th of the damage (6,273 damage normally, 69,873 if in fury). A Reflex save DC 397 half the damage. After using this ability, Hoarah cannot use it for 5 rounds. The save DC is Strength-based and included the Constitution modifier of Hoarah as a racial bonus. [B]Resolve (Ex)[/B] Hoarah gains resolve that he can call upon to endure even the most devastating wounds and afflictions. He can use this ability once per day at 1 HD, plus one additional time per day for every two 2 HD beyond the 1st. Whenever Hoarah reducing the target to 0 hit points or fewer (or destroy for construct and undead), he regains one daily use of his resolve, up to his maximum number of uses per day. The GM might rule that an enemy who surrenders or flees the battle is also defeated. He can use this resolve in a number of ways. Hoarah can use resolve even if he cannot normally take the action for activate it (like a move action for remove the stunned condition with determined), still cannot use an action that is already consumed for that round (like using both determined and unstoppable unless he can use 2 move action in the round). [I]Determined:[/I] As a move action, Hoarah can spend one use of his resolve to remove the cowering, dazed, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned condition. If the condition has a duration longer than 1 hour or is permanent, this ability removes the condition for 1 hour, at which time the condition returns. [I]Resolute:[/I] As a swift action, Hoarah can spend one use of his resolve to attempt a new saving throw against an effect that a duration longer than instantaneous. Hoarah can attempt a new save to end the effect as often as he wishes, but can attempt to remove a specific effect only once per round (even if he gain multiple swift action per round). [I]Unstoppable:[/I] Hoarah can spend 1 resolve as a move action to declare a last stand. For one round, Hoarah takes minimum damage from all sources (this counter and is negated by a foe using Inner Eye for maximize the damage or the use of the Maximized Spell feat), becomes immune to death and disintegration effects, and does not die from having negative hit points in excess of his Constitution score. In addition, Hoarah remains conscious and is not staggered while he is below 0 hit points. At the start of each subsequent turn, Hoarah can spend 1 resolve as a free action to extend the last stand for another round. [B]Shatter Spells (Su)[/B] Hoarah can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike. He must succeed at a melee touch attack against the creature or effect. If the attack hits, the creature or effect is subject to a targeted greater dispel magic (CL 189th). If he dispels an effect, he suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled. [B]Stunning Fist (Ex)[/B] Hoarah gains the stunning fist class feature as a monk of a level of his HD, except the DC is Strength-based instead of Wisdom-based. [B]Titanic Fighter (Ex)[/B] Hoarah add his virtual size category increase to his size for the purpose of size bonus to CMB and CMD, for ability checks, skill checks and when considering whether a creature's combat maneuver can affect him (such as grab and swallow whole) or whether he can affect them (all of them only if doing so is advantageous to him: eg. this apply against a combat maneuver of an enemy but not to the penalty to fly checks [but this allow him to consider himself bigger for the purpose of high wind effect, even if you do not gain the increase size penalty]). This stack with abilities that increase his size (such as enlarge person or Divine Immensity), that make him consider yourself to be of bigger size (such as Powerful Build or Steel Grappler's Attitude Stance of the Broken Blade school of the Path of War) or that allow him to affect creatures of larger sizes (such as Lord of Maneuvers). [B]Unarmed Strike (Ex)[/B] Hoarah gains the unarmed strike class feature as a monk of a level of his HD. [B]Warrior Abilities (Ex)[/B] Hoarah count his HD as both fighter levels and monk levels for the purpose of qualifying for feats. He also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. [/QUOTE]
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