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Ralasha
2010-06-22, 10:17 AM
Thorite Exemplar:
The Exemplars of Thor. His most devout and faithful believers. In many respects they could be veiwed as his Chosen, though in truth they are not. Though they may not be his Chosen, they are not unrewarded for their dedication. Granted abilities akin to his own, and powers that can turn the tides of most any battle.

Requirements:
Alignment: Neutral or Chaotic Good. (While most followers must be within one step of a deity, the exemplar are among the strictest, and Thor only grants his blessings to those of a like mind in regard to evil.)
BAB +5
Spells: Able to Cast 3rd level divine spells.
Feats: True Believer (Thor), Weapon Focus with any one of: Warhammer, Maul, Greathammer, Club, Greatclub, Goliath Greathammer, or Dwarven Battlehammer, and Power Attack.
Skills: none.

The Thorite Exemplar:
{table]Level|BAB|FS|RS|WS|Special
1|+1|+2|+0|+2|Great Grip
2|+2|+3|+0|+3|Throw Hammer
3|+3|+3|+1|+3|Thundering Hammer
4|+4|+4|+1|+4|Shocking Hammer
5|+5|+4|+1|+4|Mighty Grip
6|+6|+5|+2|+5|Returning Hammer
7|+7|+5|+2|+5|Thunder Burst Hammer
8|+8|+6|+2|+6|Shocking Burst Hammer
9|+9|+6|+3|+6|Titan’s Grasp
10|+10|+7|+3|+7|Called Hammer[/table]
Class Features:
HD: D10
Skills: 2+Int Mod. (Climb (Str), Craft (Int), Intimidate (Str), Jump (Str), Knowledge: Religion (Int), Profession (Int), and Swim (Str).)

Weapon and Armor Proficiencies: The thorite exemplar gains no weapon or armor proficiencies.
Thorite: These men and women in the service of their god are granted many gifts, not the least of which is this, the most basic of them. The Thorite always adds its class level to AC, Attack Rolls, Damage Rolls, and other checks made against or in reference to giants. For purposes of identifying, knowing the weaknesses of, the abilities of, or any other information regarding characters, monsters, or creatures giant in nature, treat knowledge religion as the appropriate knowledge skill. This ability effects all creatures of Giant type, subtype, or with Giant in their racial or template names.
Great Grip: The Thorite Exemplar suffers no penalties to attack for wielding a weapon made for a character of one size category smaller or larger than the character.
Throw Hammer: The Thorite Exemplar may treat any bludgeoning weapon as a thrown weapon with a range increment of 30 feet, this improves to 60 feet at level 5, and finally to 90 feet at level 9.
Thundering Hammer: Any bludgeoning weapon wielded by the Thorite exemplar is treated as thundering. This causes the weapon to deal 2d6 sonic. This does not count against the weapon’s total enhancement bonus.
Shocking Hammer: Any bludgeoning weapon wielded by the thorite exemplar is treated as shocking, this ability is in addition to the thundering ability described above. This causes the weapon to deal 2d6 electricity damage. This does not count against the weapon’s total enhancement bonus.
Mighty Grip: the thorite exemplar’s grip is far stronger than most. The character deals time and a half damage strength when wielding any bludgeoning weapon one handed, and double strength damage when weilding one two handed. In addition the character may make an attack centered on it’s own square. This attack deals normal melee damage (Including the bonuses from this class, and any enhancements upon the weapon) to all characters within 5 feet of the thorite per class level. All effected characters must succeed a DC 10+Thorite Class Level+Strength Modifier strength check or fall prone.
Returning Hammer: Any bludgeoning weapon wielded by the character is treated as having the returning enchantment. This does not count against the weapon’s total enhancement bonus.
Thunder Burst Hammer: Any bludgeoning weapon wielded by the thorite has its critical multiplier increased by one, in addition upon achieving a critical hit against a target, the damage from this ability increases to 2d10 before critical damage is calculated.
Shocking Burst Hammer: Any bludgeoning weapon wielded by the thorite that scores a critical hit deals 2d10 electricity damage in place of the 2d6 caused by ‘Shocking Hammer’. In addition, the opponent struck must succeed a DC 10+Thorite Class Level+Strength Modifier Fortitude Save or be stunned for a number of rounds equal to the thorites level. This save may be attempted again each round, but the save DC increases by 1 each time the character fails its save.
Titan’s Grasp: The thorite cannot be disarmed, and any bludgeoning weapon it wields cannot be damaged. In addition, the thorite always adds double it’s strength bonus to all melee damage dealt one handed, and may wield a bludgeoning weapon up to two size categories larger than the character.
Called Hammer: The thorite may call its bludgeoning weapon to its hand as a free action, The weapon arrives immediately as though teleported. It may do this any number of times in a single round. (Thus a level 10 fighter/level 10 thorite with haste could, while using its bludgeoning weapon as a thrown weapon, get off 6 attacks, using only one weapon, or using multiple weapons.

Any comments?

Nanoblack
2010-06-22, 11:31 AM
Intimidate seems like a viable option for a class skill, as would Knowledge (Religion).

Ralasha
2010-06-22, 12:14 PM
Thanks, made intimidate strength based. >.>

Added Thorite, added alignment restrictions. Added special knowledge and level based bonuses against giants. Added Skills.

Nanoblack
2010-06-22, 12:31 PM
Whew that thorite ability is a bit of a doozy. Its saving grace is that it only applies to giants. I would suggest running some numbers on the ability at levels 1, 5, and 10 to see how the power of that ability scales before you settle on it. +10 to all of that can be gamebreaking especially if the majority of the creatures you face are giants.

I would suggest lowering it down to +1 per two class levels (min 1)

Ralasha
2010-06-22, 10:39 PM
Whew that thorite ability is a bit of a doozy. Its saving grace is that it only applies to giants. I would suggest running some numbers on the ability at levels 1, 5, and 10 to see how the power of that ability scales before you settle on it. +10 to all of that can be gamebreaking especially if the majority of the creatures you face are giants.

I would suggest lowering it down to +1 per two class levels (min 1)

Someone at that level wouldn't be what you could call a 'specialist' though. The Thorites are. Thor kills giants, they kill giants, they are not as good at it though. (Unless you took a level or two of ranger for the favoured enemies, and took Giant.)

I have had it playtested you are more than welcome to do so yourself. It is not as powerful as it looks. Against Giants they are very good, but against other enemies they are only average.

Look at that Thorite ability from another perspective. The soonest you will have level 10 is level 16. At level 7 you have a +1, at 8 you have a +2 at 9 you have a +3, at 10 you have a +4 at 11 you have a +5, at 12 +6, 13 +7, 14 +8, 15 +9, 16 +10. At those levels that ability is hardly game breaking. But, it will make up for not getting fighter feats, or class abilities. It isn't even on par with a spellcaster, but, it is close. Though I will admit compaired to other melee classes that ability is powerful. If the enemy was some form of arcane casting giant, like an Ogre Magi. At least this class wouldn't just die.

Nanoblack
2010-06-23, 02:53 PM
In the end that abilities power level depends on how often you're fighting giants. It is, of course, useless against everyone else but if you happen to find that niche game you're in luck.

Ralasha
2010-06-23, 04:32 PM
That is why I don't find it to be unbalanced. In most games you run into giants infrequently, such as trolls and ogres. Which are not common, though not rare.