Post by The Overseer on Sept 8, 2020 5:23:03 GMT
Prerequisite: To take this class you must be a member of the race Monster.
Those at the top of Monster Society are known by a single term, Boss Monster. All of the rulers of the Monster Kingdoms of old belonged to this sub-type of monster, and now you have joined in their footsteps. You are destined to do truly great things. Lets just hope you aren't struck down by a group of angry humans before you get the chance to.
Tier 1
Those at the top of Monster Society are known by a single term, Boss Monster. All of the rulers of the Monster Kingdoms of old belonged to this sub-type of monster, and now you have joined in their footsteps. You are destined to do truly great things. Lets just hope you aren't struck down by a group of angry humans before you get the chance to.
Tier 1
Soul Magic: The difference between a monster's physical form and their soul is often minuscule. Do to this all members of you race are inherently more magically inclined, and each has it's own type of magical defenses based upon their race. The magic most often associated with boss monsters is FIRE MAGIC, and by taking this class you have tapped into the inherent potential within you to utilize this magic. You can channel a fire ball and launch it at your enemy during combat. These fire balls are based off of perspicacity.
Perseverance: The most unique aspect of a boss monster is their SOUL's ability to persevere for a few moments after their body turns into dust. This ability is due to the immense power inside of their SOUL. Your SOUL is just as powerful as any other boss monster, and it is only getting stronger as you walk this path. Gain P to Perspicacity where P is the amount of levels you have of this class.
Perseverance: The most unique aspect of a boss monster is their SOUL's ability to persevere for a few moments after their body turns into dust. This ability is due to the immense power inside of their SOUL. Your SOUL is just as powerful as any other boss monster, and it is only getting stronger as you walk this path. Gain P to Perspicacity where P is the amount of levels you have of this class.
Tier 2
CHECK: When in battle with an opponent you can CHECK them as a main action to get a tiny bit of information about their current status. This status description tells you their ATK (The number of d10's they roll on their most commonly used basic attack.) their DF (The number of d10's they roll on their most commonly used dodge.), and a note about them that can sometimes be helpful and sometimes just be a stupid pun.
Soul Drag: When battling with one's soul at the fore front range doesn't always matter. A boss monster can attack an opponents soul directly even while at a range as the person they are attacking believes that they are also in combat with the boss monster in question. Once per encounter make a basic attack with whatever weapon you have equipped at the time on an enemy. This attack ignores any range differences allowing you to do things like hit someone fifty feet away from you with a short sword as if they were in melee range.
Soul Drag: When battling with one's soul at the fore front range doesn't always matter. A boss monster can attack an opponents soul directly even while at a range as the person they are attacking believes that they are also in combat with the boss monster in question. Once per encounter make a basic attack with whatever weapon you have equipped at the time on an enemy. This attack ignores any range differences allowing you to do things like hit someone fifty feet away from you with a short sword as if they were in melee range.
Tier 3
SOUL Bound Form: A boss monsters body receives wear and tear from the attacks laid against it's flesh, but it's SOUL's true strength remains present even while severe damage has been inflicted upon it. No matter how much damage you take you will not stop firing off attacks at your full potential. Even if the pain gets to your head, and your limbs refuse to move, your fire will only burn even brighter. When you drop into critical condition you roll attacks normally. Everything else you roll still becomes a 1d10.
SOUL infusion: Certain types of magic used by monsters can alter the properties of a human soul. Monster bodies are heavily connected to the status of their souls, and vice-versa. With these two bits of information a technique was devised that can only be used by the strongest of monsters whose souls are able to PERSEVERE beyond their bodies being destroyed. By casting magic upon your own SOUL you are able to infuse it with PERSEVERANCE, and thus infuse your physical form with that same magic. Once Per Encounter mystically fortify your body based off of perspicacity. (Instant Interrupt)
SOUL Magic Weaponry: A blade is often considered to be an extension of oneself. A monsters body is also considered to be an extension of one's SOUL. Decide upon a type of weapon. You can now summon that weapon from the confines of your soul when you need it in combat. Attacks you make with this weapon are attacks from your soul so they work off of the same power that your magic works off of. (Create a basic weapon. This weapon works off of your perspicacity instead of whatever stat it would normally work off of.)
You're Blue Now (Unique): While you have techniques that work off of messing with the properties of your own SOUL that doesn't mean you refrain from messing with other's SOULs. There are many different states that a SOUL can be put into, and you have learned how to throw a fireball that causes the opponents soul to turn a bright blue. In this state the forces of gravity weigh upon their body more than normal, and make it much more difficult to move. Throw a persp based fireball Once Per Day that gives a target disadvantage on movement rolls (Trying to dodge attacks, or move around the field) for 1d4 turns.
Naturally Born Boss: There is something about your overall presence that makes you naturally more charismatic than other people. It's a subtle thing contributed to by the way you walk, the way you talk, and the way that as a big ass monster people tend to gawk. You gain +X/2 to Appeal where X is the amount of levels you have of the Boss Monster Class.
SOUL infusion: Certain types of magic used by monsters can alter the properties of a human soul. Monster bodies are heavily connected to the status of their souls, and vice-versa. With these two bits of information a technique was devised that can only be used by the strongest of monsters whose souls are able to PERSEVERE beyond their bodies being destroyed. By casting magic upon your own SOUL you are able to infuse it with PERSEVERANCE, and thus infuse your physical form with that same magic. Once Per Encounter mystically fortify your body based off of perspicacity. (Instant Interrupt)
Tier 4
King of The Monsters: You are biologically suited to be the ruler of your people. As long as you are without an heir your body will not begin to age and you are functionally ageless. Also other monsters have a natural desire to trust you due to your status as a Boss Monster do your best to not break this trust as your status will not protect you from the guillotine if you betray them. Gain advantage (Roll twice take the higher) on appeal rolls made against beings that could be classified as Monsters. Monster is generally described as beings comprised of some sort of magic, or beings that visually appear to be monsters assuming they're not the current dominant species. SOUL Magic Weaponry: A blade is often considered to be an extension of oneself. A monsters body is also considered to be an extension of one's SOUL. Decide upon a type of weapon. You can now summon that weapon from the confines of your soul when you need it in combat. Attacks you make with this weapon are attacks from your soul so they work off of the same power that your magic works off of. (Create a basic weapon. This weapon works off of your perspicacity instead of whatever stat it would normally work off of.)
Tier 5
You're Blue Now (Unique): While you have techniques that work off of messing with the properties of your own SOUL that doesn't mean you refrain from messing with other's SOULs. There are many different states that a SOUL can be put into, and you have learned how to throw a fireball that causes the opponents soul to turn a bright blue. In this state the forces of gravity weigh upon their body more than normal, and make it much more difficult to move. Throw a persp based fireball Once Per Day that gives a target disadvantage on movement rolls (Trying to dodge attacks, or move around the field) for 1d4 turns.
Naturally Born Boss: There is something about your overall presence that makes you naturally more charismatic than other people. It's a subtle thing contributed to by the way you walk, the way you talk, and the way that as a big ass monster people tend to gawk. You gain +X/2 to Appeal where X is the amount of levels you have of the Boss Monster Class.
Tier 6
Edible Flame MAGIC: What use is a boss if they can't directly support those under themselves? Also what use is a boss if they don't have the ability to prolong a fight past it's natural conclusion by using a power that makes the person fighting them groan in agony? Once Per Day through the usage of GREEN magic you are able to create a GREEN fire ball that when they hit a target provide a moderate heal based on your Perspicacity.
Tier 7
Tier 8
Soul Infusion Boost: You have been doing some testing with your self-Soul magic and have discovered a way to increase the power of your SOUL infusion. You can now use SOUL infusion for the entirety of the turn that you activated it on. So if you use it for one attack during a round, you can keep using it to defend until the start of your next turn!
Tier 8
King of The Monsters (Boost): Many monsters out in the wide multiverse aren't known for being the easiest things in the world to communicate with. As their boss you can understand their intent, and often times their words even if the usual translation methods end up failing you. As long as something is considered a monster as set by the earlier definition of this class you can understand what they are attempting to say to you, and they can understand what you say to them.
Tier 9
Wave of Fire: Sometimes problems can be solved through peaceful diplomacy with the leaders of other nations. Sometimes you just have to blast every living thing in sight with a fireball. Once Per Day/Mission/Bounty release a wave of fireballs. These fireballs are based off of persp, and each hit a separate target. You only currently have enough power in you to hit five targets at once with this.
Tier 10
You're Blue Now (Unique): Sure it's great to make your enemy slower, but a certain level of this magic can also be used for Gravitation Control. With this new found application you can do some serious damage to an opponent. Once Per Day, Mission, or Bounty Slam an opponent into the ground or into the air if they've been made blue. This is based off of perspicacity. It can also be used as an instant interrupt on an opponent that's already been made blue.
Strength of The Ruler: Turns out holding an entire kingdom on your back metaphorically usually means you literally have a bit more muscle on your bones. Gain +X/4 to Robustness where X is the amount of tiers currently in this class.
Strength of The Ruler: Turns out holding an entire kingdom on your back metaphorically usually means you literally have a bit more muscle on your bones. Gain +X/4 to Robustness where X is the amount of tiers currently in this class.
Tier 11
Soul Magic Weaponry (Boost): This weapon is made from the energy of your soul and that means it doesn't always target the physical essence of an enemy. Sometimes your weapon of choice carves into their very soul. When making an attack with your Soul Weaponry you made choose whether the attack damages your target's physical body, or their soul. They can still dodge this attack as normal, and not everything in the multiverse actually has a soul so be careful when you make your choice.
Tier 12
Attack Pattern: A true boss doesn't just attack once, they let loose a volley of things to dodge. Once Per Day/Mission/Bounty make six attacks on a target. Each attack must be a different attack, for example you could not use your bread and butter more than once during this attack.
Tier 13
Lament of The King: Boss monsters don't age unless they have children, and they're pretty likely to survive more fights than most monsters. While this might sound amazing, it also means you're leaving a lot of people behind. It is your duty as ruler to carry their hopes into the future. Because you're the only one that still can. Gain an extra d10 to rolls for each Ally that an enemy you're fighting has killed. If those Allies came back to life the d10 no longer counts. This only counts for the encounter they died in.(This caps at 15d10)
Tier 14
No Mercy: Sometimes you come across a fight from which their is no running. There are beings in this world that for better, or for worse it is your duty as the King of the Monsters to end. Your opponent should understand that the same applies to them. Once Per Day force your opponent to be unable to leave an encounter until one of you has died.
Tier 15
The Power of A Human Soul (True Unique): Monsters can be empowered by merging with a human soul. This is common knowledge. What isn't as common knowledge is that boss monsters can better handle the energy that comes with it. Normally a human soul would be a difficult and morally iffy thing to obtain, but luckily for you the Archive can hand out fake ones. These fake ones don't give permanent power boosts, but they'll give you a boost for a tiny bit. Once Per Day/Mission/Bounty Absorb an Archive Soul. After absorbing the soul all of your multihit moves from this class can target an unlimited amount of targets, and single hit moves become multihit moves that can hit up to six targets.This transform only lasts until the start of your next turn, but does not take an action to use.
Class Mastery: Once Per Encounter gain 1.5x to a class based rollTier 16
The Friends We Made Along The Way: A King is only as good as those who stand beside them. Your people is where your strength comes form. Their skills are your skills. Their talents are your talents. Their power is your power. Once Per Day use an ability of a friend, or allow them to use an ability that you have. This friend must currently be in the same universe as you. OR Once Per Day use an ability from a friend that you have previously used the other half of this ability to gain access too, no matter where that friend is.
Tier 17
Rome Was Built in A Day: Can one truly be given the title of king if they do not have a kingdom which they can rule over? Once Per Mission or Month (Whichever comes first) spend four hours to create a castle fit for a king on a planet. This castle will have all the basic amenities that one would expect of a medieval castle. You can spend ten minutes focusing to instantly teleport to this castle as long as the teleportation is not being blocked by a different force. This teleportation takes along any living thing that is touching you for the full ten-minutes.
Tier 18
Soul Magic (Boost): The life of a king is expected to be preceded by some type of training. Thanks to the wonders of the Class machine all that training you would need to have done to become a true royal is being jammed directly into your skull. You gain Pyromancy based off of Persp! Once Per Week you can attempt to do an extension of pyromancy that would normally be impossible! Something like heating up individual molecules to alter the kinetic energy an object possesses, or contesting the heat from the sun!
Tier 19
You're All BLUE Now! (Bonus): Once Per Day release the full potential of the blue fireball! Release a barrage of blue fire towards every single hostile target in the same area as you. This doesn't do damage when used like this, but it also has no upper limit on possible targets. This attack also doesn't drain your energy reserves no matter how many people are targeted with it. The roll for this attack is based off a persp. All individuals hit with this ability gain disadvantage on all deftness checks and movement based checks! This lasts for 1d4 turns like the og Blue now.
Tier 20
The Truest Power of a Human Soul - Once Per Month your activation of the True Power of the Human Soul gives you an additional effect. You can attempt to use magic related to Time and Space based off of Persp. Be warned that the power to alter timelines does not come easily even for the King of the Monsters. A king must know how to use power in moderation, and they must know when the right time is to pull out the big guns.
True class mastery: Once per day, activate this ability as a simple action. All of your class-related rolls for this turn receive a 2x multiplier to its number of successes.
True class mastery: Once per day, activate this ability as a simple action. All of your class-related rolls for this turn receive a 2x multiplier to its number of successes.