Dumbledore lives
2011-09-26, 11:33 PM
Muscle Man
http://cdn.gamerant.com/wp-content/uploads/Marvel-vs-Capcom-3-Mike-Haggar.jpg
Some people are content to be strong, to be tough, and to allow their armor to take the blows for them. This class is not for those people. This class is for the toughest of the bunch, the ones who fight unarmored rushing into the fray ready and willing to take the hits, and to deal them out just as well. The ones who piledrive their enemies through the ground, crushing them with their massive muscles and boldly striding through battles, aware of the death all around but in no danger themselves. (http://www.youtube.com/watch?v=ce9J-J30B3o)
Entry Requirements
BAB: +5
Feats: Improved Toughness
Special: Has a maximum HP of at least 50.
Class Skills:
Muscle Man's class skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Ride (Dex), Swim (Str)
Skills per level (2 + Int)
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|DR|Maneuvers Known|Maneuvers Readied|Stances Known
1st|
+1|
+2|
+0|
+0|Greater Toughness, Muscle Code|1|1|1|0
2nd|
+2|
+3|
+0|
+0|Man's Mettle, Unbreakable Fury 1/day|2|0|0|0
3rd|
+3|
+3|
+1|
+1|Block It With Your Chest|3|0|0|0
4th|
+4|
+4|
+1|
+1|I Don't Feel A Thing, Unbreakable Fury 2/day|4|1|0|0
5th|
+5|
+4|
+1|
+1|Chest Bump|5|0|1|1
6th|
+6|
+5|
+2|
+2|Even More Unbreakable, Unbreakable Fury 3/day|6|0|0|0
7th|
+7|
+5|
+2|
+2|Block It ALL With Your Chest|7|1|0|0
8th|
+8|
+6|
+2|
+2|Improved Chest bump, Unbreakable Fury 4/day|8|0|0|0
9th|
+9|
+6|
+3|
+3|Death Is Merely A Man To Be Beaten|9|0|1|0
10th|
+10|
+7|
+3|
+3|Toughest Of All, Unbreakable Fury 5/day|10|1|0|0[/table]
Weapon Proficiencies: A Muscle Man gains no proficiency with any weapon or armor. In fact he loses his class abilities if he wears armor, so typically swears off of it.
Maneuvers: A Muscle Man gains new maneuvers known at levels 1, 4, 7, and 10. These may be chosen from the Iron Heart or Stone Dragon disciplines. You add your full Muscle Man level to your initiator level. For a non martial adept class they may recover a number of maneuvers spent by taking damage from an enemy equal to the amount of damage divided by 10. This can only be used on a round when they did not otherwise use a maneuver. A martial adept may choose to replace his standard recovery mechanic with this one.
In addition, a muscle man gains new maneuvers readied at 1st, 5th, and 9th levels.
Stances Known: A Muscle Man gains a new stance known at 5th level, this must be from either the Iron Heart or Stone Dragon disciplines.
Damage Reduction (Ex): A Muscle Man gains damage reduction equal to his class level. This damage reduction is overcome by no materials or alignment, as a barbarian's, and stacks with all similar damage reduction from other sources.
Greater Toughness (Ex): At 1st level a Muscle Man gains Improved Toughness as a bonus feat, and has the unique ability for this to stack and increase. This instance of Improved Toughness grants him 2 extra HP per HD, bringing it to 3 total combined with the prerequisite feat. This feature also enables him to take Improved Toughness as many times as he likes, each time stacking more, for example if he took it 2 additional times he would be gaining 10 extra HP per level.
Man's Mettle (Ex): At 2nd level and higher, a Muscle Man can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mucle Man still gains the benefit of Man's Mettle.
Unbreakable Fury (Ex): Once per day starting at second level, (And one more time per day for every 2nd level thereafter) a Muscle Man may go into a fury, becoming almost impossible to put down. Entering this state requires no action, and may be done even when not your turn, so it can be a response to another's action. This state gives him +2 bonus to Strength and a +6 bonus to Constitution and the benefits of the Diehard feat. This state lasts for a number of rounds equal to 3 + the Muscle Man's newly modified con modifier. This ability counts as rage for prerequisites or other things like feats. This ability can only be used one per encounter.
Block It With Your Chest (Ex): At 3rd level a Muscle Man can become such an imposing presence, that by thrusting his chest forward he can have blows deflect off of him harmlessly. When you use this you lose one maneuver that you had prepared as if you had initiated it, though you gain no effect, then you make a Concentration check with DC equal to the damage dealt, minus any damage reduction, and if you are successful you take no damage.
I Don't Feel A Thing (Ex): At 4th level A Muscle Man becomes able to delay damage, appearing to shake off blows, though suffering the effects later. Whenever a Muscle Man takes damage he can choose to put any number into his delayed damage pool, equaling a total of 2 x his constitution modifier. This is similar to a Crusader's Steely Resolve feature, so it starts at 0 at the beginning of an encounter, and at the end of the next turn since you have taken damage you take the damage from the delayed damage pool.
Chest Bump (Ex): At 5th level a Muscle Man gains a natural slam attack dealing 1d8 damage if medium, and adding 1 1/2 times his strength modifier to damage. If he already had a slam attack then he gains this as an additional natural attack. A Muscle Man does not need his hands free to use this attack.
Even More Unbreakable (Ex): At 6th level a Muscle Man's Unbreakable Fury improves, giving +4 to Strength and +8 to Constitution, as well as granting the additional benefit of the Steadfast Determination feat, and the Diehard feat.
Block It ALL With Your Chest (Ex): A Muscle Man has become so adept at blocking blows that he is able to block area of effect spells too, taking their complete focus. A Muscle Man of 7th Level or higher who is affected by an area spell like Fireball may block most of it, providing a 15 ft. Cone of protection in any direction he chooses, he then takes 150% of the damage, even if it was already empowered.
Additionally a Muscle Man may leap in front of an effect, shielding his allies. By making a jump check with DC equal to the amount of feet moved he may jump to a square as an immediate action, and block any effect as above.
Improved Chest Bump (Ex): A Muscle Man of 8th level or higher skills have improved so he may chest bump with the gods. A Muscle Man of medium size's slam attack improves to 2d6, and adds twice his strength modifier to damage.
Death Is Merely A Man To Be Beaten (Ex): A Muscle Man of 9th level or higher may shrug off even the direst of effects, even death. Whenever a Muscle Man is targeted by a death effect he may expend a readied maneuver and make a concentration check with a DC equal to that of the spell plus 10, and if he succeeds he ignores the spells effect.
Toughest of All (Ex): A Muscle Man is unbeatable in toughness, withstanding blows which would drop giants and gods. All of his hit dice, retroactively, are now maximized, and he gains the feat Epic Toughness. He also becomes immune to constitution damage and drain, because of his sheer muscle.
In addition during his Unbreakable Fury he can literally not be killed. His fury increases to +4 Strength and +12 Constitution, and he continues fighting from -1 until -9, and is not killed if brought to -10 or below, as long as he is still in his fury.
Muscle Code: A Muscle Man abstains from armor, believing that all things in life can be blocked with his chest. If he ever wears armor he loses the abilities and maneuvers granted by this class for 24 hours, this includes any feats gained from this class, and it may drop his HP below 0, or even kill him. Typically Muscle Men don't wear shirts, though it is not actually a requirement.
I feel that I'm mostly done with this class, I just have to add a little bit more fluff, and do some editing, which is what you guys are for. Though I need advice on a better name, as well as a homebrew discipline that would add some much needed choice to the class.
http://cdn.gamerant.com/wp-content/uploads/Marvel-vs-Capcom-3-Mike-Haggar.jpg
Some people are content to be strong, to be tough, and to allow their armor to take the blows for them. This class is not for those people. This class is for the toughest of the bunch, the ones who fight unarmored rushing into the fray ready and willing to take the hits, and to deal them out just as well. The ones who piledrive their enemies through the ground, crushing them with their massive muscles and boldly striding through battles, aware of the death all around but in no danger themselves. (http://www.youtube.com/watch?v=ce9J-J30B3o)
Entry Requirements
BAB: +5
Feats: Improved Toughness
Special: Has a maximum HP of at least 50.
Class Skills:
Muscle Man's class skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Ride (Dex), Swim (Str)
Skills per level (2 + Int)
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|DR|Maneuvers Known|Maneuvers Readied|Stances Known
1st|
+1|
+2|
+0|
+0|Greater Toughness, Muscle Code|1|1|1|0
2nd|
+2|
+3|
+0|
+0|Man's Mettle, Unbreakable Fury 1/day|2|0|0|0
3rd|
+3|
+3|
+1|
+1|Block It With Your Chest|3|0|0|0
4th|
+4|
+4|
+1|
+1|I Don't Feel A Thing, Unbreakable Fury 2/day|4|1|0|0
5th|
+5|
+4|
+1|
+1|Chest Bump|5|0|1|1
6th|
+6|
+5|
+2|
+2|Even More Unbreakable, Unbreakable Fury 3/day|6|0|0|0
7th|
+7|
+5|
+2|
+2|Block It ALL With Your Chest|7|1|0|0
8th|
+8|
+6|
+2|
+2|Improved Chest bump, Unbreakable Fury 4/day|8|0|0|0
9th|
+9|
+6|
+3|
+3|Death Is Merely A Man To Be Beaten|9|0|1|0
10th|
+10|
+7|
+3|
+3|Toughest Of All, Unbreakable Fury 5/day|10|1|0|0[/table]
Weapon Proficiencies: A Muscle Man gains no proficiency with any weapon or armor. In fact he loses his class abilities if he wears armor, so typically swears off of it.
Maneuvers: A Muscle Man gains new maneuvers known at levels 1, 4, 7, and 10. These may be chosen from the Iron Heart or Stone Dragon disciplines. You add your full Muscle Man level to your initiator level. For a non martial adept class they may recover a number of maneuvers spent by taking damage from an enemy equal to the amount of damage divided by 10. This can only be used on a round when they did not otherwise use a maneuver. A martial adept may choose to replace his standard recovery mechanic with this one.
In addition, a muscle man gains new maneuvers readied at 1st, 5th, and 9th levels.
Stances Known: A Muscle Man gains a new stance known at 5th level, this must be from either the Iron Heart or Stone Dragon disciplines.
Damage Reduction (Ex): A Muscle Man gains damage reduction equal to his class level. This damage reduction is overcome by no materials or alignment, as a barbarian's, and stacks with all similar damage reduction from other sources.
Greater Toughness (Ex): At 1st level a Muscle Man gains Improved Toughness as a bonus feat, and has the unique ability for this to stack and increase. This instance of Improved Toughness grants him 2 extra HP per HD, bringing it to 3 total combined with the prerequisite feat. This feature also enables him to take Improved Toughness as many times as he likes, each time stacking more, for example if he took it 2 additional times he would be gaining 10 extra HP per level.
Man's Mettle (Ex): At 2nd level and higher, a Muscle Man can resist magical and unusual attacks with great fortitude. If he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Mucle Man still gains the benefit of Man's Mettle.
Unbreakable Fury (Ex): Once per day starting at second level, (And one more time per day for every 2nd level thereafter) a Muscle Man may go into a fury, becoming almost impossible to put down. Entering this state requires no action, and may be done even when not your turn, so it can be a response to another's action. This state gives him +2 bonus to Strength and a +6 bonus to Constitution and the benefits of the Diehard feat. This state lasts for a number of rounds equal to 3 + the Muscle Man's newly modified con modifier. This ability counts as rage for prerequisites or other things like feats. This ability can only be used one per encounter.
Block It With Your Chest (Ex): At 3rd level a Muscle Man can become such an imposing presence, that by thrusting his chest forward he can have blows deflect off of him harmlessly. When you use this you lose one maneuver that you had prepared as if you had initiated it, though you gain no effect, then you make a Concentration check with DC equal to the damage dealt, minus any damage reduction, and if you are successful you take no damage.
I Don't Feel A Thing (Ex): At 4th level A Muscle Man becomes able to delay damage, appearing to shake off blows, though suffering the effects later. Whenever a Muscle Man takes damage he can choose to put any number into his delayed damage pool, equaling a total of 2 x his constitution modifier. This is similar to a Crusader's Steely Resolve feature, so it starts at 0 at the beginning of an encounter, and at the end of the next turn since you have taken damage you take the damage from the delayed damage pool.
Chest Bump (Ex): At 5th level a Muscle Man gains a natural slam attack dealing 1d8 damage if medium, and adding 1 1/2 times his strength modifier to damage. If he already had a slam attack then he gains this as an additional natural attack. A Muscle Man does not need his hands free to use this attack.
Even More Unbreakable (Ex): At 6th level a Muscle Man's Unbreakable Fury improves, giving +4 to Strength and +8 to Constitution, as well as granting the additional benefit of the Steadfast Determination feat, and the Diehard feat.
Block It ALL With Your Chest (Ex): A Muscle Man has become so adept at blocking blows that he is able to block area of effect spells too, taking their complete focus. A Muscle Man of 7th Level or higher who is affected by an area spell like Fireball may block most of it, providing a 15 ft. Cone of protection in any direction he chooses, he then takes 150% of the damage, even if it was already empowered.
Additionally a Muscle Man may leap in front of an effect, shielding his allies. By making a jump check with DC equal to the amount of feet moved he may jump to a square as an immediate action, and block any effect as above.
Improved Chest Bump (Ex): A Muscle Man of 8th level or higher skills have improved so he may chest bump with the gods. A Muscle Man of medium size's slam attack improves to 2d6, and adds twice his strength modifier to damage.
Death Is Merely A Man To Be Beaten (Ex): A Muscle Man of 9th level or higher may shrug off even the direst of effects, even death. Whenever a Muscle Man is targeted by a death effect he may expend a readied maneuver and make a concentration check with a DC equal to that of the spell plus 10, and if he succeeds he ignores the spells effect.
Toughest of All (Ex): A Muscle Man is unbeatable in toughness, withstanding blows which would drop giants and gods. All of his hit dice, retroactively, are now maximized, and he gains the feat Epic Toughness. He also becomes immune to constitution damage and drain, because of his sheer muscle.
In addition during his Unbreakable Fury he can literally not be killed. His fury increases to +4 Strength and +12 Constitution, and he continues fighting from -1 until -9, and is not killed if brought to -10 or below, as long as he is still in his fury.
Muscle Code: A Muscle Man abstains from armor, believing that all things in life can be blocked with his chest. If he ever wears armor he loses the abilities and maneuvers granted by this class for 24 hours, this includes any feats gained from this class, and it may drop his HP below 0, or even kill him. Typically Muscle Men don't wear shirts, though it is not actually a requirement.
I feel that I'm mostly done with this class, I just have to add a little bit more fluff, and do some editing, which is what you guys are for. Though I need advice on a better name, as well as a homebrew discipline that would add some much needed choice to the class.