Obly99
Hero
Inspired by this class (Boss)
A Raid Boss is one prepared to fight against many.
CR: Same as the base creature +10.
Hit Dice: The Boss has maximum hit points and they are multiplied by x3 (see Boss Body).
Armor Class: Natural armor improves by +5, gains +10 insight bonus (see Insight), and gains her Charisma modifier as a deflection bonus (if positive).
Defensive Abilities: A Raid Boss maintain the special qualities of the base creature and gains regeneration 10 (epic); DR 10/epic; Immunity to ability damage and drain, disease, energy drain, fear, unwilling polymorph, petrification, poison, or any form-altering attack and to one of five energy types (specific to the Raid Boss). Raid Boss are not subject to death from massive damage; Resistance to all elements 30; and PR/SR 11 + HD + 10 (see Insight); plus the following.
I was expecting you (Ex): The Raid Boss cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A Raid Boss can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. A Raid Boss can always act in a surprise round. The Raid Boss gains a constant extraordinary freedom of movement and true seeing effects.
Immune to Magical Control (Ex): The Raid Boss is immune to nearly all forms of mind control, including all charm monster, suggestion, and dominate monster spells. It is similarly immune to magic jar and possession attempts.
Confusion and other mind-affecting effects that don’t allow another creature to control the Raid Boss directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control the Raid Boss, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).
Too Epic to Die (Ex): Once per day, if the Raid Boss would be reduced to zero or less HP, she is healed to ½ her full HP (ignoring any vile or permanent damage that could prevent this heal), removing any ill effects on herself with a duration other than permanent or instantaneous. For the next 10 minutes she gains the benefit of an extraordinary mythic blessing of fervor effect.
This Isn't Over Yet (Ex): If the Raid Boss is afflicted by an effect that would prevent her from taking turns (like Stun), instead she can ignore it simply by reducing the number of turns she can take each turn for as long as that effect lasts (see Try to Keep Up with Me). Different negative effects demand sacrificing multiple turns. In the case of effects like Slow or Nauseated that reduce the number or type of actions she can take, the Boss can instead simply sacrifice one move action per turn to ignore one of those effects, also in a 1-for-1 basis.
Speed: All the Raid Boss movement speeds are tripled, to a minimum of 60 ft.
Special Qualities: A Raid Boss maintain the special qualities of the base creature and gains the following.
Adaptive Learning (Ex): A Raid Boss doesn’t learn to be strong in every way. Instead, she learns to use her strengths in every way. This applies to learning as well, allowing the Raid Boss to master techniques she otherwise wouldn’t be able to. When choosing feats, if a feat requires a certain minimum ability score, the Raid Boss is considered to meet that requirement. She must still meet any other requirements.
In addition, the Raid Boss counts her BaB as fighter levels for the purpose of qualifying for feats.
Boss (Ex): The Raid Boss gains a +10 insight bonus on armor class; attack rolls; damage 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. Raid Boss’s attacks are treated as aligned (her alignment), magic, ghost touch, and epic for the purpose of overcoming damage reduction and interacting with incorporeal creatures. A Raid Boss does not age, requires no air to breathe, no food or drink to sustain herself, nor sleep. If the Raid Boss is mindless, she gains skill ranks and feats as if she has an Intelligence score of 1.
Boss Body (Ex): A Raid Boss has always her hit point maximized and gains a x3 hp multiplier (this hp multiplier does not stack with other multiplier, like a deity inside its divine realm). A Raid Boss convert any vile damage suffered into normal damage and convert any permanent damage suffered into vile damage. All numeric penalties the Boss receives from external sources are halved (eg. if the Boss's movement speeds would be halved, they're only reduced by a quarter. If she would take a –4 penalty to AC, she instead take –2). Self-inflicted numeric penalties still affect her fully.
Like a Boss (Ex): The Raid Boss know how to complete an action with authority, finesse and an air of superiority and do not care how others perceive it. Once per day, as a free action even if it isn't her turn or as an immediate action, until the end of her next turn any 1d20 rolls she make that result in a number lower than 13 count as if she had rolled 13 (if used as an immediate action this can modified a failed d20 roll), or she can grant herself any one feat she qualify for as a free action even if it isn't her turn that will last until the end of her next turn. Either way she fully ignore numeric penalties from external sources while this effect lasts.
Mythic (Ex): A Raid Boss has Mythic Power (x/day, Surge +y) and counts as a x-rank Mythic creature. X is equal to ½ the HD of the Raid Boss (maximum rank 10th at 20 HD) and y is the corresponding surge. A Raid Boss must select one of the following options.
One of a Kind (Ex): The Raid Boss's abilities can never be copied/stolen/borrowed or similar by any other effect.
Scripted Event (Su): Something fancy happens whenever the boss starts a battle, a storm starts in the background, a choir starts chanting, a far away volcano erupts, whatever. Either way it is far away enough from the actual action that it has no mechanical effects, and ends as soon as the battle is finished (the storm ends, the host disperses, etc).
Try to Keep Up with Me (Ex): The Raid Boss can take extra actions per round. Those actions follow the following restrictions however
-The Raid Boss cannot use her extra actions to affect somebody or something they already had affected this turn (this includes area effects from the Boss that would include a target that had already been affected by the Boss this turn, and this limitation extends to the boss herself).
The Boss gets an extra turn each round for every enemy present in the battle after the first, up to a maximum of 3 extra turns with 4 or more enemies presents. For every allies of the Raid Boss present in the battle, she lose one of this extra turns (creatures summoned or obtained with class features like animal companion, phantom, eidolon, familiar, etc., obtained with Leadership or similar abilities or with ½ or less HD of the Raid Boss does not count as allies for this effect). This allows the Raid Boss to perform actions that normally take an entire round, such as using a summon monster spell. The first extra turn of the Raid Boss is at her Initiative score –10, all other turns are at a cumulative –10 to the initiative position for each extra turn. For example, if the Raid Boss’s initiative is 23 and she is against 3 enemy, for her first turn she could make a full attack (and take a 5 foot step) at initiative 23, for her second turn at initiative 13 she could start casting a spell with casting time of 1 round (like summon monster), and for her third turn at initiative 3 she finish cast the spell and could move (move action) and cast a spell to heal herself (standard action). For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the Raid Boss’s round or the start of her turn such as saving throws against ongoing effects or taking bleed damage, only the Raid Boss’s first turn each round counts toward such
duration.
Skills: A Raid Boss gains +8 bonus on 8 skill of her choice. All skills are class skills for a Raid Boss.
Feats: A Raid Boss gains 5 bonus feats.
Image taken from here (https://www.reddit .com/r/fatestaynight/comments/cq57c8/maou_nobunaga/)
Raid Boss Template
A Raid Boss is one prepared to fight against many.
Creating a Raid Boss
Boss is an inherent template that may be added to any creature (referred to hereafter as the “base creature”). A Boss uses all the base creature’s statistics and special abilities except as noted here.CR: Same as the base creature +10.
Hit Dice: The Boss has maximum hit points and they are multiplied by x3 (see Boss Body).
Armor Class: Natural armor improves by +5, gains +10 insight bonus (see Insight), and gains her Charisma modifier as a deflection bonus (if positive).
Defensive Abilities: A Raid Boss maintain the special qualities of the base creature and gains regeneration 10 (epic); DR 10/epic; Immunity to ability damage and drain, disease, energy drain, fear, unwilling polymorph, petrification, poison, or any form-altering attack and to one of five energy types (specific to the Raid Boss). Raid Boss are not subject to death from massive damage; Resistance to all elements 30; and PR/SR 11 + HD + 10 (see Insight); plus the following.
I was expecting you (Ex): The Raid Boss cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A Raid Boss can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her. A Raid Boss can always act in a surprise round. The Raid Boss gains a constant extraordinary freedom of movement and true seeing effects.
Immune to Magical Control (Ex): The Raid Boss is immune to nearly all forms of mind control, including all charm monster, suggestion, and dominate monster spells. It is similarly immune to magic jar and possession attempts.
Confusion and other mind-affecting effects that don’t allow another creature to control the Raid Boss directly work normally. Rare effects that allow a creature to manipulate the exact effects of confusion on a creature provide one of the few ways to magically control the Raid Boss, essentially pushing it in a particular direction. Other methods, particularly those tied to strange and powerful artifacts, may work normally (GM’s discretion).
Too Epic to Die (Ex): Once per day, if the Raid Boss would be reduced to zero or less HP, she is healed to ½ her full HP (ignoring any vile or permanent damage that could prevent this heal), removing any ill effects on herself with a duration other than permanent or instantaneous. For the next 10 minutes she gains the benefit of an extraordinary mythic blessing of fervor effect.
This Isn't Over Yet (Ex): If the Raid Boss is afflicted by an effect that would prevent her from taking turns (like Stun), instead she can ignore it simply by reducing the number of turns she can take each turn for as long as that effect lasts (see Try to Keep Up with Me). Different negative effects demand sacrificing multiple turns. In the case of effects like Slow or Nauseated that reduce the number or type of actions she can take, the Boss can instead simply sacrifice one move action per turn to ignore one of those effects, also in a 1-for-1 basis.
Speed: All the Raid Boss movement speeds are tripled, to a minimum of 60 ft.
Special Qualities: A Raid Boss maintain the special qualities of the base creature and gains the following.
Adaptive Learning (Ex): A Raid Boss doesn’t learn to be strong in every way. Instead, she learns to use her strengths in every way. This applies to learning as well, allowing the Raid Boss to master techniques she otherwise wouldn’t be able to. When choosing feats, if a feat requires a certain minimum ability score, the Raid Boss is considered to meet that requirement. She must still meet any other requirements.
In addition, the Raid Boss counts her BaB as fighter levels for the purpose of qualifying for feats.
Boss (Ex): The Raid Boss gains a +10 insight bonus on armor class; attack rolls; damage 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. Raid Boss’s attacks are treated as aligned (her alignment), magic, ghost touch, and epic for the purpose of overcoming damage reduction and interacting with incorporeal creatures. A Raid Boss does not age, requires no air to breathe, no food or drink to sustain herself, nor sleep. If the Raid Boss is mindless, she gains skill ranks and feats as if she has an Intelligence score of 1.
Boss Body (Ex): A Raid Boss has always her hit point maximized and gains a x3 hp multiplier (this hp multiplier does not stack with other multiplier, like a deity inside its divine realm). A Raid Boss convert any vile damage suffered into normal damage and convert any permanent damage suffered into vile damage. All numeric penalties the Boss receives from external sources are halved (eg. if the Boss's movement speeds would be halved, they're only reduced by a quarter. If she would take a –4 penalty to AC, she instead take –2). Self-inflicted numeric penalties still affect her fully.
Like a Boss (Ex): The Raid Boss know how to complete an action with authority, finesse and an air of superiority and do not care how others perceive it. Once per day, as a free action even if it isn't her turn or as an immediate action, until the end of her next turn any 1d20 rolls she make that result in a number lower than 13 count as if she had rolled 13 (if used as an immediate action this can modified a failed d20 roll), or she can grant herself any one feat she qualify for as a free action even if it isn't her turn that will last until the end of her next turn. Either way she fully ignore numeric penalties from external sources while this effect lasts.
Mythic (Ex): A Raid Boss has Mythic Power (x/day, Surge +y) and counts as a x-rank Mythic creature. X is equal to ½ the HD of the Raid Boss (maximum rank 10th at 20 HD) and y is the corresponding surge. A Raid Boss must select one of the following options.
- Boss Caster: A Raid Boss can use any of her spells and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. She can also expend Mythic Power to use the augmented versions of these spells.
- Boss Fighter: When a Raid Boss expends mythic power to add a Surge die to an attack roll, she also adds a Surge die to that attack’s damage roll. This is not an action and does not require her to expend any additional uses of Mythic Power to use this ability.
One of a Kind (Ex): The Raid Boss's abilities can never be copied/stolen/borrowed or similar by any other effect.
Scripted Event (Su): Something fancy happens whenever the boss starts a battle, a storm starts in the background, a choir starts chanting, a far away volcano erupts, whatever. Either way it is far away enough from the actual action that it has no mechanical effects, and ends as soon as the battle is finished (the storm ends, the host disperses, etc).
Try to Keep Up with Me (Ex): The Raid Boss can take extra actions per round. Those actions follow the following restrictions however
-The Raid Boss cannot use her extra actions to affect somebody or something they already had affected this turn (this includes area effects from the Boss that would include a target that had already been affected by the Boss this turn, and this limitation extends to the boss herself).
The Boss gets an extra turn each round for every enemy present in the battle after the first, up to a maximum of 3 extra turns with 4 or more enemies presents. For every allies of the Raid Boss present in the battle, she lose one of this extra turns (creatures summoned or obtained with class features like animal companion, phantom, eidolon, familiar, etc., obtained with Leadership or similar abilities or with ½ or less HD of the Raid Boss does not count as allies for this effect). This allows the Raid Boss to perform actions that normally take an entire round, such as using a summon monster spell. The first extra turn of the Raid Boss is at her Initiative score –10, all other turns are at a cumulative –10 to the initiative position for each extra turn. For example, if the Raid Boss’s initiative is 23 and she is against 3 enemy, for her first turn she could make a full attack (and take a 5 foot step) at initiative 23, for her second turn at initiative 13 she could start casting a spell with casting time of 1 round (like summon monster), and for her third turn at initiative 3 she finish cast the spell and could move (move action) and cast a spell to heal herself (standard action). For the purposes of spells and effects that have a duration of a round or longer or trigger at the beginning of the Raid Boss’s round or the start of her turn such as saving throws against ongoing effects or taking bleed damage, only the Raid Boss’s first turn each round counts toward such
duration.
Skills: A Raid Boss gains +8 bonus on 8 skill of her choice. All skills are class skills for a Raid Boss.
Feats: A Raid Boss gains 5 bonus feats.
Image taken from here (https://www.reddit .com/r/fatestaynight/comments/cq57c8/maou_nobunaga/)
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