Boss Fighting Savant Profession in Novence Eternal | World Anvil

Boss Fighting Savant

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 300

Proficiencies

Same as Demon Defeater + Weapon: Swords; Weapon: Bows; Weapon: Warhammers; Weapon: Balls

Requirements

  • (Class Bond) Demon Defeater: You must have fully unlocked every ability of the Demon Defeater class.
  • (Item) Aether Mask Artifact: You must have obtained both halves of a powerful Aether FoF artifact.

Abilities

Ultimate Ability: The Supernal Master of Nine Clouds

Rarity: Mythic | CC: Boss Fighting Savant | REQ: Mysteliates | UP: 99 | ZP: 9 | ZL: 3 | Cost: 9 TP
You take the form of an infamous fighter from another world for 3 rounds. You gain access to the Flayon Mysteliate, which deals 20d10 Thanatonic damage twice on your turn to the closest enemy within 15ft; once at the start of your turn and once at the end. Every other round, Flayon also heals your HP to full. In addition, you gain access to all of the moves from all of your Secret Characters, substituting their Upgrade Point values with 50.

You are a Master

Level 1 | CC: Boss Fighting Savant | Rarity: Exotic | Cost: 7 TP
As a free action once per round on your turn, you can change your equipped weapon to a Sword, Warhammer, Bow, or Ball in your possession. You gain different alterations to your stats depending on which of these weapons are currently equipped:
  • Ball: Your DEX rolls are doubled and can never roll below maximum, but your STR and CON rolls are halved, and your maximum HP is halved. You also gain a +15% boost to Ball damage that stacks multiplicatively.
  • Bow: Your DEX rolls gain a +10 bonus, but your STR and CON rolls gain a -5 penalty. You also gain a +10% boost to Bow damage that stacks multiplicatively.
  • Sword: Your STR, DEX, and CON rolls gain a +3 bonus. You also gain a +15% boost to Sword damage that stacks multiplicatively.
  • Warhammer: Your DEX rolls are halved, but your STR and CON rolls are doubled. You also gain a +30% boost to Warhammer damage that stacks multiplicatively.

E Q to Dodge

Level 2 | CC: Boss Fighting Savant | Rarity: Exotic | Cost: 7 TP
Gain a value known as your Dodge Energy with a maximum value of 100, which starts out at 100 at the start of combat. Gain the ability Master’s Dodge, which is a free action you can use at any point to physically dodge out of the way of an attack by moving 10ft in a direction, expending 20 Dodge Energy. Using Master’s Dodge counts as a Dodge roll without needing to be prepared ahead of time, and causes your Dodge roll to roll maximum. Your Dodge Energy regenerates by 25% for each round you spend without using Master’s Dodge.

Level 25 Ability

Level 3 | CC: Boss Fighting Savant | Rarity: Exotic | Cost: 5 TP
Gain a set of skills that are dependent on your currently equipped weapon. Each of these skills costs 1 TA to use, and can only be used once per turn:
  • Triple Throw: Throw 3 balls in quick succession. Make 3 weapon attacks with your Ball.
  • Triple Shot: Fire 3 arrows in quick succession. Make 3 weapon attacks with your Bow.
  • Cleave: Spin around in a circle with your sword. All enemies in a circle around you within reach of your sword are subject to an AC-based attack with your sword.
  • Cyclone: Spin around in a circle with your warhammer. All enemies in a circle around you within reach of your warhammer are subject to an AC-based attack with your warhammer.

Custom Quest Trait

Level 4 | CC: Boss Fighting Savant

Mysteliates

Level 5 | CC: Boss Fighting Savant | Rarity: Exotic | Cost: 3 TP
Gain access to 3 Mysteliates: the Basic, Heal, and Strong Mysteliates. Once per round, the Basic and Strong Mysteliates will fire a beam of magic at the first enemy to enter within 15ft of you, dealing 6d10 and 10d10 Epithymic damage respectively. At the start of your first turn each round, the Heal Mysteliate will fire a beam of magic at you, healing you for 6HD.

Level 50 Abilities

Level 6 | CC: Boss Fighting Savant | Rarity: Exotic | Cost: 5 TP
Gain a set of skills that are dependent on your currently equipped weapon. Each of these skills costs 1 AA to use, and can only be used once per turn:
  • Mega Sphere: Throw a much larger version of your Ball. The Ball deals double the normal amount of damage, and hits in a 10ft radius AOE.
  • Arrow Rain: Fire a rain of arrows, dealing double the normal amount of your Bow’s damage in a 15ft radius AOE at a point you can see within 60ft of you.
  • Brandish: Charge up a flourish with your blade at a target, making a sword attack with a reach of 10ft that deals double the normal damage. You can also expend 20 Dodge Energy to move your sword around rapidly while striking the target, increasing the damage boost to triple the normal damage.
  • Breaker: Charge up a powerful overhead swing with your warhammer at a target, making a warhammer attack that deals double the normal damage and inflicts Stagger (I) x1 at a DC 30 CON save.

Mysteliates II

Level 7 | REQ: Mysteliates | Rarity: Exotic | Cost: 3 TP
Gain access to 3 more Mysteliates: the Ice, Fire, and Windforce Mysteliates. You may only have 3 Mysteliates deployed at a time; as a free action at the start of your turn, you can change which Mysteliates are currently active. The Ice, Fire, and Windforce Mysteliates will each fire a beam of magic at the first enemy to enter within 15ft of you, dealing 8d10 Cold, 8d10 Heat, and 8d10 Kinetic damage respectively. In addition, the Ice Mysteliate will reduce the enemy’s DEX movement rolls by 25%; the Fire Mysteliate will inflict Burning (I) 6d10 (3), and the Windforce Mysteliate will knock the enemy back 15ft.

Custom Quest Trait

Level 8 | CC: Boss Fighting Savant

Mysteliates III

Level 9 | REQ: Mysteliates II | Rarity: Exotic | Cost: 3 TP
Gain access to 3 more Mysteliates: the Quake, Darkheart, and Spike Mysteliates. Every other turn, the Quake Mysteliate will send out a shockwave of Kinetic damage in a 30ft radius AOE, dealing 8d10 Kinetic damage to all enemies it hits. The Darkheart Mysteliate will deal 10d10 Thanatonic damage to the closest enemy within 15ft of you once per round, healing you for 6HD HP when it does. The Spike Mysteliate will deal 8d10 Piercing damage whenever you enter melee range of a target, up to 4 times per round per target.

Crisis Mode

Level 10 | CC: Boss Fighting Savant | REQ: Flames of Fate | Rarity: Exotic | Cost: 4 TP
When you are below 50%, you can choose to activate Crisis Mode. Activating Crisis Mode doubles your per-turn UP gain, and gives you a stackable +25% ATK boost. However, entering Crisis Mode prevents you from changing your current FoF. Crisis Mode lasts up to 3 rounds, or until you are above 50% HP.

Crisis Mode -- BassDevil

Level 11 | REQ: Crisis Mode | Rarity: Exotic | Cost: 3 TP
When you enter Crisis Mode with a Ball equipped, you can choose to take the form of a powerful enemy from another world. You gain the following ability:
  • Defeater: As an ability action, you leap into the air and fire a stream of balls at every target you can see within a 120ft AOE, dealing 20d10 Sonic damage at a DC 30 DEX save. For 1 round, you gain +80% DEF, but are immobile. At the end of the round, you exit Crisis Mode.

Custom Quest Trait

Level 12 | CC: Boss FIghting Savant

Crisis Mode -- Mr. Hammer

Level 13 | REQ: Crisis Mode | Rarity: Exotic | Cost: 3 TP
When you enter Crisis Mode with a Warhammer equipped, you can choose to take the form of a powerful enemy from another world. You gain the following ability:
  • Shoop da Woop: As an ability action, summon up to 9 laser AOEs, each with a radius of 10ft, placing them at locations of your choice within 120ft of you. The lasers deal 30d10 Radiant damage at a DC 30 DEX save to any enemies within them. At the end of the round, you exit Crisis Mode.

Crisis Mode -- Sir Noobalot

Level 14 | REQ: Crisis Mode | Rarity: Exotic | Cost: 3 TP
When you enter Crisis Mode with a Sword equipped, you can choose to take the form of a powerful enemy from another world. You gain the following abilities:
  • gard moad!!: When you take the Guard action this round, you gain a physical shield you hold with 8 CC, 30 PC, and +75% RES to all Physical and Energy damage.
  • Noob Smash: Cannot take the Guard action this turn. Spending 2 Ability Actions, you leap into the air and bring your flaming sword down in a powerful slam, dealing 50d10 Heat/Slashing damage in a 15ft radius AOE. At the end of the round, you exit Crisis Mode.

Crisis Mode -- Newbiemancer

Level 15 | Rarity: Exotic | Cost: 3 TP
When you enter Crisis Mode with a Bow equipped, you can choose to take the form of a powerful enemy from another world. You gain the following abilities:
  • Darkness Bolts: When you make a normal attack with your bow, you instead send out bolts of darkness at all enemies you can see within range, dealing damage equivalent to your normal attack.
  • Shadow of Noob: Spending 2 Ability Actions, you summon the shadows of Mr. Hammer and Sir Noobalot. Each has stats equivalent to yours with a Warhammer and Sword equipped respectively, but start off at 50% HP. Both shadows act independently of you, and start with 50% of your HP. The shadows last for 3 rounds before dissipating. After summoning the shadows, you exit Crisis Mode.

Custom Quest Trait

Level 16 | CC: Boss Fighting Savant

Chosen Champion

Level 17 | Rarity: Mythic | Cost: 3 TP
You have attained ultimate mastery of each of the four sacred weapons. Your to-hit with Balls, Bows, Swords, and Warhammers is increased by +5, and you gain access to a special Mysteliate: the Champion Mysteliate. The Champion Mysteliate deals 15d10 damage twice per round at the closest enemy within 15ft of you; once at the start of your turn, and once at the end of your turn.

Nostalgia Revived -- Soul SazErenos

Level 18 | CC: Boss Fighting Savant | Rarity: Mythic | Cost: 6 TP
Once per long rest, when you are about to be KO’ed, you can choose to call upon a powerful enemy from another world. Soul SazErenos will enter the field and be active for 3 rounds.

Custom Quest Trait

Level 19 | CC: Boss Fighting Savant

Nostalgia Revived -- Sir Kadee

Level 20 | REQ: Crisis Mode | Rarity: Mythic | Cost: 6 TP
Once per long rest, when you enter Crisis Mode, you can choose to take the form of a powerful enemy from another world. You gain the following abilities:
  • Dark Orbs: As an ability action, using the stats of your Ball weapon, you fire orbs of darkness at all enemies you can see within range.
  • Sword Throw: As an ability action, you throw your sword at the nearest person, which then curves back around towards you. Hits all enemies within a 5ft line AOE of its path, dealing 2x your base Warhammer damage at a DC 30 DEX save. Pinwheel: As a tactical action, you leap up into the air and begin spinning around, your sword slicing around in a vertical circle as you chase down opponents. When you first enter within 10ft of an enemy, you deal damage equivalent to 1.5x your base Sword damage as an AC attack. Dark Crystals: At the cost of 2 ability actions, you send out a line of dark crystals in the direction you’re facing (10ft line AOE, 100ft range), as well as underneath all enemies you can see within 120ft of you. All enemies within any of the AOEs must make a DC 30 DEX save, otherwise taking Cosmic damage equivalent to 3x your Bow damage once for each overlapping AOE.

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