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Orzel
2010-11-22, 09:32 PM
Hulk of Strength

Hit Die
d12

Requirements
To qualify to become a Hulk of Strength, a character must fulfill all the following criteria.

Ability Score
Strength 22+

Base Attack Bonus
+10


Feats
Power Attack, Cleave, Improved Sunder

Hulk of Strength
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1
|
+2
|
+0
|
+0
|Inner Strength, Strength of Movement

2nd|
+2
|
+3
|
+0
|
+0
|Test of Strength

3rd|
+3
|
+3
|
+1
|
+1
|Break Anything

4th|
+4
|
+4
|
+1
|
+1
|Strength of the Epics, Shield of Anything

5th|
+5
|
+4
|
+1
|
+1
| Punch through Reality[/table]

Class Skills

The hulk of strength's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Ride (Dex), and Swim (Str).

Skill Points at Each Level

4 + Int modifier.

Class Features

All of the following are features of the Hulk of Strength prestige class.

Weapon and Armor Proficiency
Hulks of Strength gain no proficiency with any weapons or armor

Inner Strength (Su)
A hulk of strength can sacrifice his one body to increase own strength. As a move action, a hulk of Strength can sacrifice a number of hit point and gain an enhancement bonus equal to this amount. This bonus can be applied to Climb, Jump, and Swim checks; Strength checks to break or burst objects; and bull rush, overrun, and grapple checks. This bonus cannot exceed twice the hulk of strength's base attack bonus. The bonus lasts for 1 hour or until the hulk of strength uses inner strength again.

Strength of movement (Ex)
The hulk of strength gains a climb speed or 20ft and burrow speed of 15ft. His or her land speed increases by 10ft.

Test of Strength (Ex)
When the hulk of strength must make an opposed roll involving Strength (including grapple or bull rush checks) or a saving throw to negate movement, the hulk of strength receives a competence bonus of +10 on its roll. If an effect that would remove or restrict movement or move the character, either physically or magically, does not normally allow a saving throw or Strength check, the hulk of strength can use this ability to gain a Will saving throw. He or she does not gain the +10 bonus on the saving throw in such a case.

Break Anything (Su)
At the 3rd level; a hulk of strength can break anything, even things normally unbreakable. A Hulk of Strength can break items made of force, raw energy, or the plane itself once per day day class level. Breaking a item made of force has a Strength DC 32. Breaking an object made of energy (such as a wall of fire or prismatic wall) has a Strength DC 40.

Breaking a hole in the plane is a dangerous act. Punching a hole into the fabric of the plane has a Strength DC or 50. This action deals 5d6 damage to everything within 50ft (reflex halves). The hole created is large enough for a small sized character to walk through and function as any normal portal. Enlarging the hole a size category takes a standard action. The plane will repair the hole after 3 rounds. Holding open the portal requires a move action that does not spend a usage of the Break Anything ability.

Strength of the Epics (Ex)
At the 4th level, a hulk of strength may select an epic feat in place of a nonepic feat as long as the feat has a Strength score as a prerequisite even if he or she is not of at least the 21st level. The hulk of strength still must be meet all other prerequisites, except for being of the 21st level.


Shield of Anything
At the 4th level, a hulk of strength can create a shield out anything he or she can find. As long as he or she has one hand free and is within 5 feet of a solid object, the hulk or strength can pull apart the object and gain a +2 shield bonus to AC as a free action. Doing this requires the hulk of strength to break the object used as the shield. Such shields are flimsy and the bonus disappears once the hulk of strength is missed by an attack.

Punch through Reality(Su)
At the 5th level, a hulk of strength may travel between planes through the holes created by his incredible strength. This effect functions like the gate spell except a creature cannot be called through it. Holes to the Material Plane and the Transitive Planes add +5 to the Break DC for the hole. Holes to the Inner Planes, the Outer Planes, and demiplanes add +10 to the Break DC for the hole


Too broken? Not broken?

Ouranos
2010-11-23, 04:31 PM
Broken and needlessly so. What is the point of this? Also, 18+ strength?Seriously? That isn't anywhere near "Hulk"ish. It's possible albeit unlikely to have that at lvl 1. using a point buy system standard, you can have that at lvl 8 without any magic items. If not for the 10+ BAB requirement, this class has minimal entry requisites and very little actual bonus other than "I break things".

DracoDei
2010-11-23, 05:18 PM
Under the shield one you have "is misses by an attack" which is a typo.

The second paragraph under "Break Anything" should perhaps be moved to the Capstone ability, as it is, it actually has most of the functionality of the capstone if I am reading it right, with the capstone only being quicker in most cases (it works for larger items/creatures perhaps).

All in all, the biggest problem is "Dungeon By-Pass", but that is a problem with a lot of things (Adamintine Weapons, Dimension Door, etc etc).

Halna LeGavilk
2010-11-23, 05:34 PM
Make Str 22 or higher the requirement. At least. A human should barely be able to get into this class.

For Test of Strength, either change it to a Fort-Save or give the dude Good will, because, otherwise, he'll prolly fail it anyway. In fact, just change it to a Fort Save.

And, also, you'll want to apply Test of Strength to every one of the Class features, though perhaps at maybe half-strength or so? Otherwise, not a lot of synergy with itself, and DC 50 becomes nearly impossible (needing a 70 str to beat, at least.)

And for the plane breaking, make it as Plane Shift, or something. It's not incredibly clear what you can do with it.

Orzel
2010-11-23, 05:35 PM
The prc is basically an expansion of the Str Score. Currently High strength just boosts a few skills, meleee damage and accuracy, and carrying capacity. D&D leaves the poor Strong sucker to the back while the Intelligent, Wise, and Charismatic warp reality.

The plan was to expand Strength. As defined, D&D Strength just breaks, moves, and stops things physically. So I simply removed most of the artificial barrier of Strength.

Allow the charatcher to break force, energy, and the plane with raw strength.
Create a class feature that makes up for size differences.
increases speed and grant the charatcher alternate, odes of transportation facilitated by super strength "I makw my own hand holds"

At its present form, it isn't very complete and quite silly. The Prerequisites stink since D&D is stingy with the ability increases (you pretty much need to start as a giant even be considered super strong) and there are few other ways to represent raw superstrength.

Ouranos
2010-11-24, 09:37 AM
Well, again, if not for th feat requirements and BAB reqs. I could actually make a character get this at lvl 2. Giantism trait that simply increases your size by one step. Paint him green put him in purple shorts and this class and bam.

FishAreWet
2010-11-28, 09:56 AM
Well, again, if not for th feat requirements and BAB reqs. I could actually make a character get this at lvl 2. Giantism trait that simply increases your size by one step. Paint him green put him in purple shorts and this class and bam.
That's not a real trait. And "If you ignore BAB and feat this is easy to qualify for!" ...duh. That goes for every martial prestige class.

Drop the feat requirements. Cleave and Imp Sunder are terrible feats and you shouldn't punish people who want to enter the class.

Orzel
2010-11-28, 12:45 PM
Then what exactly should be the prerequisites?