Boss(long monologue)
Were you listening to me?
I'm going to cut you down here, and you'll meet your end. A Boss is one prepared to fight against many. Usually heroes. Although sometimes a Boss can face groups of villains, or just greedy drunk mercenaries.
Prerequisites:-One level of something else.
-Must have an awesome personal theme music and title.
-Cannot be somebody else's minion/companion/follower/cohort.
HD:d12
Level | Bab | Fort | Ref | Will | Feature |
1 | +1 | +2 | +2 | +2 | Boss Body, One of a Kind, Magus Rule, Try to keep up with me I, This isn't over yet, Authority Equals Asskicking, Plot Power |
2 | +2 | +2 | +3 | +3 | Try to keep up with me II, Authority Equals Asskicking, Plot Power |
3 | +3 | + 3 | +3 | +3 | Try to keep up with me III, Authority Equals Asskicking, Plot Power |
4 | +4 | + 4 | +4 | +4 | Try to keep up with me IV, Authority Equals Asskicking, Plot Power |
Skills:8+int modifier per level, all skills are class skills for The Boss.
Proficiencies:The Boss doesn't gain any new proficiencies.
Features:Boss Body: Unlike other monster classes, the Boss retains all her previous traits. Creature type is maintained, don't recalculate anything. All numeric penalties the Boss receives from external sources are halved. For example if the Boss's movement speeds would be halved, they're only reduced by a quarter. If they would take a -4 penalty to AC, they instead take -2. Self-inflicted numeric penalties still affect her fully.
In addition, the Boss gains +1 to two different stats of its choice at first level, +1 to three different stats of its choice at 2nd level, +1 to four different stats of its choice at 3rd level and +1 to five different stats of its choice at 4th level.
One of a Kind: The Boss's abilities can never be copied/stolen/borrowed or similar by any other effect. A Boss can never be a minion/follower/companion of someone else.
If playing with gestalt, tristalt, or any similar alternate rule, each Boss level fills levels all progressions.
Magus Rule: If the Boss is charmed, dominated, turned into an undead, or any similar ability that puts her under someone else's control, she automatically loses all Boss levels until her will is her own again.
Try to keep up with me: The Boss can take extra actions per turn. Those actions follow the following restrictions however
-The 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 cannot use her extra action to perform an action she had already done this turn (except mundane movement), even if they would affect others. So for example a level 1 Boss able to use SLAs as a standard action could cast two different SLAs, but not the same SLA twice. A level 2 Boss could full attack and then cast a SLA and then move, but couldn't fullattack twice.
I-At first level the Boss can take either an extra Standard or Swift+Move action each turn.
II-At second level the Boss can take two fullrounds worth of actions each turn.
III-At third level the Boss can take three fullrounds worth of actions each turn.
IV-At fourth level the Boss can take four fullround worth of actions each turn.
This Isn't Over Yet: If the Boss is afflicted by an effect that would prevent it from taking actions, instead they can ignore it simply by reducing the number of fullround actios they can take each turn for as long as that effect lasts. Different negative effects demand sacrificing multiple fullround actions. In the case of effects like Slow or Staggered that reduce the number of actions you can take, the Boss can instead simply sacrifice moves action per turn to ignore those effects, also in a 1-for-1 basis.
Authority Equals Asskicking: At each Boss level pick one of the following abilities.
I was expecting you-The Boss is never flat-footed, can always act in a surprise round and can add their highest stat mod to Initiative. If their highest stat is Dex, instead add their second highest stat mod to Initiative checks.
Too Pimp to Die-Once per battle if the Boss would be reduced to zero or less HP, they may instead sacrifice one of their equipped magic items whose worth must be at least 1/4 their total treasure. The Boss is healed to full HP, removing any ill effects on itself with a duration other than permanent or instantaneous, and the destroyed item is turned into coins and jewels that scatter in an equal form on its adjacent squares. The Boss may take this ability multiple times, each extra one they can use this ability an additional time per battle.
This Battle Didn't Count-If the Boss is defeated in battle, she can choose to escape unschated to any other location where she has ever been. However if she does so, she cannot interfere again with the ones who defeated it for 24 hours, must leave half her possessions behind, and the ones who defeated it still gain full Exp.
Boss in Mook Clothing-Until she uses any ability other than basic movement and/or basic skills, all divination effects and observartion methods reveal the Boss as a lv1 NPC of their choice. Once the disguise is revealed, it takes 24 hours of hiding to recover it. Passive abilities that would affect others are disabled while this disguise lasts.
Like a Boss- You 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 your turn, until the end of your next turn any 1d20 rolls you make that result in a number lower than 13 count as if you had rolled 13, or you can grant yourself any one feat you qualify for as a free action even if it isn't your turn that will last until the end of your next turn. Either way you fully ignore numeric penalties from external sources while this effect lasts. You can pick this option multiple times, each extra allows you to use it an additional time per day, but no more than 1/round.
Plot Power: At each level the Boss gains one of the following abilities.
Guardian of the Seal-You need to be a living being to pick this ability. Choose one artifact or NPC with an amount of HD lower than your own. While the Boss is alive, said artifact's works as a mundane item or the NPC cannot use their class abilities. You can take this multiple times, each one selecting a new NPC or artifact to seal. Multiple Bosses of the same level can take this ability to lock a stronger being. You need two bosses to affect an NPC of the same level, four bosses to affect an enemy one level higher, eight bosses to affect an enemy two levels higher and so on, each extra level doubling the number of bosses needed. In this case, killing at least half the bosses will be enough to release the seal. A Boss can transfer this ability to another Boss of the same level or higher with a 24 hour ritual that swaps this with one of their Plot Powers, so a seal can be carried over different generations.
Scripted Event-Something fancy happens whenever the boss starts a battle A storm starts in the background, an host appears and 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).
Speaking is a Free Action-The Boss can talk as much as she wants whenever she wants. Even if she's just been disintegrated, her crumbling body manages to get words out, and after that the wind itself carries her words, and after that she can even haunt the minds of those who defeated it until their death. This never has any mechanical effects, even if you have something that is triggered by speech.
Pallette Swap-The Boss can have its abilities, body and items be any color (or combination of), as well as changing its voice and sounds she makes, and change those decisions each month. This has no mechanical effect.
Something I've had a sudden urge to do.
The basis is that two creatures of CR X are supposed to be the equivalent of another creature of CR X+2. So a boss of CR X+4 would be equivalent to four CR X creatures acting together.
Three extra fullround actions every turn may seem a little crazy, but remember the Boss can't use those spam just her best attack neither focus fire any opponent, and she didn't progress any actual class abilities.
So if you want to be that dude who acts all high and mighty, the Boss's for you!