thedarkstone
2012-01-03, 06:41 PM
Massivist
"Using a sword against me is as futile as it would be to use one against a mountain."
There are those few who, due to their unique mass density, have skin as strong as stone, capable of withstanding the elements and common weaponry both. They are called massivists, and they use this mass to aid in their attacks as well, enabling them to do many things that would not normally be possible.
Making a Massivist
Abilities: Constitution is the only necessary ability score for a massivist. Eventually, they can do without most other ability scores; intelligence, however, remains useful, as it grants additional skills. Dexterity improves their armor class, which is useful since they cannot wear armor.
Races: Dwarves and goliaths are most commonly massivists. Their races have a propensity for sturdier mass, and so they are more likely to simply become tougher. Humans can be found as massivists frequently, due to their extraordinary ability to excel in anything. Surprisingly, halflings and gnomes are able to become quite proficient massivists as well. Elven massivists are few and far between. Warforged cannot become massivists.
Alignment: Massivists can be of any alignment. Resiliency of mass doesn’t depend on mentality.
Religion: Religion is commonly ignored by massivists. They have near perfect control of their bodies; they need not deities to give them peace of mind and soul. They attain this inner peace themselves. Some are the opposite, instead using their faith in a deity to fuel their massivist capabilities. These are a rarity.
Starting Gold: 4d4 x 10 (100)
Starting Age: As Fighter (PHB 109)
Hit Die: d10
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Slam Attack
1 | +1 | +2 | +0 | +0 | Elemental Resilience I, Toughened Skin, Ruthless Fist | 1d8
2 | +2 | +3 | +0 | +0 | Well-Constituted +1, Bulk, Light as a Feather (1/day) | 1d8
3 | +3 | +3 | +1 | +1 | Skin of Bronze, Body of Armor | 1d8
4 | +4 | +4 | +1 | +1 | Elemental Resilience II | 1d8
5 | +5 | +4 | +1 | +1 | The Strength to Endure, Light as a Feather (3/day) | 1d10
6 | +6/+1 | +5 | +2 | +2 | Growth +1, Well-Constituted +2 | 1d10
7 | +7/+2 | +5 | +2 | +2 | Ironskin, Supermassive | 1d10
8 | +8/+3 | +6 | +2 | +2 | Elemental Resilience III, Light as a Feather (3+Con/day) | 1d10
9 | +9/+4 | +6 | +3 | +3 | Made of Tougher Stuff | 1d10
10 | +10/+5 | +7 | +3 | +3 | Massive Meleeist, Well-Constituted +3 | 2d6
11 | +11/+6/+1 | +7 | +3 | +3 | Skin of Mithril, Light as a Feather (at will) | 2d6
12 | +12/+7/+2 | +8 | +4 | +4 | Elemental Resilience IV | 2d6
13 | +13/+8/+3 | +8 | +4 | +4 | Gravitational Pull | 2d6
14 | +14/+9/+4 | +9 | +4 | +4 | Growth +2, Well-Constituted +4 | 2d6
15 | +15/+10/+5 | +9 | +5 | +5 | Impenetrability | 2d8
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Elemental Resilience V | 2d8
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Disabling Pull | 2d8
18 | +18/+13/+8/+3 | +11 | +6 | +6 | Well-Constituted +5 | 2d8
19 | +19/+14/+9/+4 | +11 | +6 | +6 | Solidarity | 2d8
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Elemental Resilience VI, Perfect Negation | 3d6[/table]
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points: 4 + Int modifier, x4 at 1st level
Class Features
Weapon and Armor Proficiency: Massivists are proficient with all simple and martial weapons. They are not proficient with any type of armor but are proficient with all shields (except tower shields).
Elemental Resilience I (Ex): A massivist has the capability to withstand irritating levels of the elements. At 1st level, he has energy resistance 1 to the following: acid, cold, electricity, fire, and sonic. This increases as he gains levels.
Toughened Skin (Ex): Already at first level, a massivist shows slightly toughened skin, causing what would injure most to instead glance off—for a price. He has damage reduction 1/- and a natural armor of +4, but he can never wear armor. This increases as he gains levels.
Ruthless Fist (Ex): Due to his body becoming much more compact, the massivist's fists become weapons in and of themselves. The massivist gains a slam attack. This is treated as a natural attack and, if the massivist is wielding a manufactured weapon, can be used as a secondary attack at -5. This attack deals 1d8 points of damage at first level, and increases in damage at fifth and every five levels thereafter (1d10 at 5th, 2d6 at 10th, 2d8 at 15th, and 3d6 at 20th).
At 6th level, upon gaining a second attack, the massivist also gains a second slam attack.
NOTE: If you think this feature is too powerful, tell me so. I can fix it then.
Well-Constituted (Ex): At second level, the massivist realizes how to control the distribution of his mass and begins to be able to maximize its use. This gives him a +1 to his constitution score, which increases by an additional point every 4 levels (+2 at 6th, +3 at 10th, etc.). He also gains an additional point of Constitution at 20th.
Bulk (Ex): Beginning at 2nd level, a massivist's mass has reached the point where it does not matter if he moves gracefully or not. Instead of using his Dexterity modifier on his Armor Class, a massivist can use his Constitution modifier.
Light as a Feather (Ex): At 2nd level, a massivist learns that he can shift his mass in such a way that it seems as if he is light as a feather. This enables him to enact a Feather Fall-like effect once per day. This improves to three times per day at 5th, three plus Constitution modifier times per day at 8th, and finally, at 11th, the massivist can use it as many times per day as he wants.
Skin of Bronze (Ex): Upon reaching third level, the massivist attains better control of his skin structure and its mass distribution. This gives it the strength of bronze, granting him a damage reduction of 3/- and a natural armor bonus of +5. This does not stack with Toughened Skin.
Body of Armor (Ex): A 3rd level massivist learns an important lesson from his time absorbing blows; his body is as good as armor. In fact, it might as well BE armor. This ability enables him--or another--to enchant his body as if it were a suit of armor. This helps to make up for the inability to wear armor.
Elemental Resilience II (Ex): At 4th level, a massivist can shrug off the spells of weak mages. His energy resistance improves to 5 against all five of the elements previously defended against.
The Strength to Endure (Ex): A massivist learns to use their mass for more than defense. At 5th level, he learns to use it for some skill checks. For all strength based skills as well as balance, tumble, and any strength based craft (such as smithing), the massivist can use their constitution bonus instead of the standard ability score bonus.
Growth (Ex): A massivist has so much mass density, and his general increase in mass is so large, that he gains the capability to grow in size in a short span of time. He becomes able to become large if he was medium, medium if he was small, or huge if he was large at 6th level. He can increase in size an additional size category at 14th. This continues every eight levels until he is capable of becoming colossal+. This change happens at a rate of 1 round/size category. When changing size, he gains all of the benefits and penalties associated with his new size, and he loses all those associated with his prior size. This growth lasts for 1 round/class level; afterward, the massivist is fatigued for 1d4-1 minutes (min. 1).
Ironskin (Ex): Upon attaining 7th level, a massivist gains an understanding of his mass that goes far beyond that which most could hope to achieve. His damage reduction and natural armor improve, to 5/- and +6 respectively.
Supermassive (Ex): A massivist begins to draw all those around him towards him as he gains in bulk, forming a small gravitational field around himself. Beginning at 7th level, if the massivist spends a move action to activate this ability, any time a creature, friend or foe, is within 20 feet of the massivist when the massivist begins his turn, each must make a Fortitude save (DC 10 + 1/2 massivist level + Con) or be drawn five feet towards him. If this would move them into another solid object (a wall, the massivist, or another obstruction), this save is instead to avoid falling prone. This effect can be ended with a swift action.
Elemental Resilience III (Ex): A massivist of 8th level can confound even decently powerful magic-users. He now has energy resistance 10 to acid, cold, electricity, fire, and sonic.
Made of Tougher Stuff (Ex): A massivist is made of sterner stuff than average men. At 9th level, he passively gains a bonus on all saves equal to his constitution bonus; this gives twice his constitution bonus to fortitude.
Massive Meleeist (Ex): A massivist’s mass not only improves defensive capabilities; his offensive capabilities increase as well. At 10th level, he learns to use his mass to enhance his attacks. He can now use his constitution bonus instead of his strength bonus on melee attack and damage rolls.
Skin of Mithril (Ex): At 11th level, the massivist’s mass is far denser than it has ever been before. So tightly packed are his molecules, he is as hard to pierce as mithril. His damage reduction is now 10/-, and his natural armor is now +7.
Elemental Resilience IV (Ex): At 12th level, the massivist laughs at common fires, wintry weather, and bolts of lightning. All of his energy resistances improve to 15.
Gravitational Pull (Ex): Whenever a hostile spell is cast or targeted within 50 feet of a massivist of 13th level or higher, that spell automatically targets the massivist, and only the massivist. If the spell has an area of effect, the massivist becomes either the target or the center of the area (whichever is most appropriate), and the area is halved. This can result in some area of effect spells being wasted - if a massivist is 30 feet away from a mage casting burning hands, for example, the center of the cone would be the massivist's position, but it would still only travel out to 15 feet. The massivist can suppress this effect as a swift action; re-enabling it is a move action.
Impenetrability (Ex): Like a mountain, a massivist is so massive and dense that striking him would do little harm. At 15th level, he is nearly immune to common weaponry, and even men of great strength admit their blows would have little effect. His damage reduction is now 15/-, and his natural armor is now +8.
Elemental Resilience V (Ex): Powerful wizards are confounded with the massivist’s near-immunity to the elements achieved at level 16. Fireballs harmlessly explode around him. His energy resistances are 20 to all five.
Disabling Pull (Ex): Upon reaching 17th level, the massivist's gravitational field is greatly improved in every way. If a creature is within 40 feet of the massivist when the massivist begins his turn, each must make a Fortitude save (DC 15 + 1/2 massivist level + Con) or be drawn 10 feet towards him and be knocked prone. The massivist may choose to exclude up to 3 creatures from his gravitational field as a minor action; this must be decided before the gravitational field comes into effect.
Solidarity (Ex): At 19th level, a massivist has finally achieved the state, known as “solidarity,” which is his ultimate goal. At this state, his molecules are so densely packed that he is as one mass, with no holes in his defenses. His damage reduction improves to 20/-, and his natural armor bonus becomes +9.
Elemental Resilience VI (Ex): Upon reaching 20th level, a massivist’s ability to resist energy damage has become so mighty, it is greater than that of minor deities. His energy resistances in acid, cold, electricity, fire, and sonic improve to 25.
Perfect Negation (Ex): At 20th level, a massivist achieves near physical perfection. He no longer suffers any penalties for aging, and his maximum age is increased to three times its prior number. In addition, when rolling a saving throw, his result is treated as the higher of itself or his constitution score.
All right, so, any thoughts? Things I should change? Adjust? Other such?
Note: If anyone wants to use this (especially after it is determined to be "good" or at least decent), go ahead! Just PM me how it goes (or went). I'd like to see--or read, rather--how my class does!
"Using a sword against me is as futile as it would be to use one against a mountain."
There are those few who, due to their unique mass density, have skin as strong as stone, capable of withstanding the elements and common weaponry both. They are called massivists, and they use this mass to aid in their attacks as well, enabling them to do many things that would not normally be possible.
Making a Massivist
Abilities: Constitution is the only necessary ability score for a massivist. Eventually, they can do without most other ability scores; intelligence, however, remains useful, as it grants additional skills. Dexterity improves their armor class, which is useful since they cannot wear armor.
Races: Dwarves and goliaths are most commonly massivists. Their races have a propensity for sturdier mass, and so they are more likely to simply become tougher. Humans can be found as massivists frequently, due to their extraordinary ability to excel in anything. Surprisingly, halflings and gnomes are able to become quite proficient massivists as well. Elven massivists are few and far between. Warforged cannot become massivists.
Alignment: Massivists can be of any alignment. Resiliency of mass doesn’t depend on mentality.
Religion: Religion is commonly ignored by massivists. They have near perfect control of their bodies; they need not deities to give them peace of mind and soul. They attain this inner peace themselves. Some are the opposite, instead using their faith in a deity to fuel their massivist capabilities. These are a rarity.
Starting Gold: 4d4 x 10 (100)
Starting Age: As Fighter (PHB 109)
Hit Die: d10
{table=head]Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Slam Attack
1 | +1 | +2 | +0 | +0 | Elemental Resilience I, Toughened Skin, Ruthless Fist | 1d8
2 | +2 | +3 | +0 | +0 | Well-Constituted +1, Bulk, Light as a Feather (1/day) | 1d8
3 | +3 | +3 | +1 | +1 | Skin of Bronze, Body of Armor | 1d8
4 | +4 | +4 | +1 | +1 | Elemental Resilience II | 1d8
5 | +5 | +4 | +1 | +1 | The Strength to Endure, Light as a Feather (3/day) | 1d10
6 | +6/+1 | +5 | +2 | +2 | Growth +1, Well-Constituted +2 | 1d10
7 | +7/+2 | +5 | +2 | +2 | Ironskin, Supermassive | 1d10
8 | +8/+3 | +6 | +2 | +2 | Elemental Resilience III, Light as a Feather (3+Con/day) | 1d10
9 | +9/+4 | +6 | +3 | +3 | Made of Tougher Stuff | 1d10
10 | +10/+5 | +7 | +3 | +3 | Massive Meleeist, Well-Constituted +3 | 2d6
11 | +11/+6/+1 | +7 | +3 | +3 | Skin of Mithril, Light as a Feather (at will) | 2d6
12 | +12/+7/+2 | +8 | +4 | +4 | Elemental Resilience IV | 2d6
13 | +13/+8/+3 | +8 | +4 | +4 | Gravitational Pull | 2d6
14 | +14/+9/+4 | +9 | +4 | +4 | Growth +2, Well-Constituted +4 | 2d6
15 | +15/+10/+5 | +9 | +5 | +5 | Impenetrability | 2d8
16 | +16/+11/+6/+1 | +10 | +5 | +5 | Elemental Resilience V | 2d8
17 | +17/+12/+7/+2 | +10 | +5 | +5 | Disabling Pull | 2d8
18 | +18/+13/+8/+3 | +11 | +6 | +6 | Well-Constituted +5 | 2d8
19 | +19/+14/+9/+4 | +11 | +6 | +6 | Solidarity | 2d8
20 | +20/+15/+10/+5 | +12 | +6 | +6 | Elemental Resilience VI, Perfect Negation | 3d6[/table]
Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points: 4 + Int modifier, x4 at 1st level
Class Features
Weapon and Armor Proficiency: Massivists are proficient with all simple and martial weapons. They are not proficient with any type of armor but are proficient with all shields (except tower shields).
Elemental Resilience I (Ex): A massivist has the capability to withstand irritating levels of the elements. At 1st level, he has energy resistance 1 to the following: acid, cold, electricity, fire, and sonic. This increases as he gains levels.
Toughened Skin (Ex): Already at first level, a massivist shows slightly toughened skin, causing what would injure most to instead glance off—for a price. He has damage reduction 1/- and a natural armor of +4, but he can never wear armor. This increases as he gains levels.
Ruthless Fist (Ex): Due to his body becoming much more compact, the massivist's fists become weapons in and of themselves. The massivist gains a slam attack. This is treated as a natural attack and, if the massivist is wielding a manufactured weapon, can be used as a secondary attack at -5. This attack deals 1d8 points of damage at first level, and increases in damage at fifth and every five levels thereafter (1d10 at 5th, 2d6 at 10th, 2d8 at 15th, and 3d6 at 20th).
At 6th level, upon gaining a second attack, the massivist also gains a second slam attack.
NOTE: If you think this feature is too powerful, tell me so. I can fix it then.
Well-Constituted (Ex): At second level, the massivist realizes how to control the distribution of his mass and begins to be able to maximize its use. This gives him a +1 to his constitution score, which increases by an additional point every 4 levels (+2 at 6th, +3 at 10th, etc.). He also gains an additional point of Constitution at 20th.
Bulk (Ex): Beginning at 2nd level, a massivist's mass has reached the point where it does not matter if he moves gracefully or not. Instead of using his Dexterity modifier on his Armor Class, a massivist can use his Constitution modifier.
Light as a Feather (Ex): At 2nd level, a massivist learns that he can shift his mass in such a way that it seems as if he is light as a feather. This enables him to enact a Feather Fall-like effect once per day. This improves to three times per day at 5th, three plus Constitution modifier times per day at 8th, and finally, at 11th, the massivist can use it as many times per day as he wants.
Skin of Bronze (Ex): Upon reaching third level, the massivist attains better control of his skin structure and its mass distribution. This gives it the strength of bronze, granting him a damage reduction of 3/- and a natural armor bonus of +5. This does not stack with Toughened Skin.
Body of Armor (Ex): A 3rd level massivist learns an important lesson from his time absorbing blows; his body is as good as armor. In fact, it might as well BE armor. This ability enables him--or another--to enchant his body as if it were a suit of armor. This helps to make up for the inability to wear armor.
Elemental Resilience II (Ex): At 4th level, a massivist can shrug off the spells of weak mages. His energy resistance improves to 5 against all five of the elements previously defended against.
The Strength to Endure (Ex): A massivist learns to use their mass for more than defense. At 5th level, he learns to use it for some skill checks. For all strength based skills as well as balance, tumble, and any strength based craft (such as smithing), the massivist can use their constitution bonus instead of the standard ability score bonus.
Growth (Ex): A massivist has so much mass density, and his general increase in mass is so large, that he gains the capability to grow in size in a short span of time. He becomes able to become large if he was medium, medium if he was small, or huge if he was large at 6th level. He can increase in size an additional size category at 14th. This continues every eight levels until he is capable of becoming colossal+. This change happens at a rate of 1 round/size category. When changing size, he gains all of the benefits and penalties associated with his new size, and he loses all those associated with his prior size. This growth lasts for 1 round/class level; afterward, the massivist is fatigued for 1d4-1 minutes (min. 1).
Ironskin (Ex): Upon attaining 7th level, a massivist gains an understanding of his mass that goes far beyond that which most could hope to achieve. His damage reduction and natural armor improve, to 5/- and +6 respectively.
Supermassive (Ex): A massivist begins to draw all those around him towards him as he gains in bulk, forming a small gravitational field around himself. Beginning at 7th level, if the massivist spends a move action to activate this ability, any time a creature, friend or foe, is within 20 feet of the massivist when the massivist begins his turn, each must make a Fortitude save (DC 10 + 1/2 massivist level + Con) or be drawn five feet towards him. If this would move them into another solid object (a wall, the massivist, or another obstruction), this save is instead to avoid falling prone. This effect can be ended with a swift action.
Elemental Resilience III (Ex): A massivist of 8th level can confound even decently powerful magic-users. He now has energy resistance 10 to acid, cold, electricity, fire, and sonic.
Made of Tougher Stuff (Ex): A massivist is made of sterner stuff than average men. At 9th level, he passively gains a bonus on all saves equal to his constitution bonus; this gives twice his constitution bonus to fortitude.
Massive Meleeist (Ex): A massivist’s mass not only improves defensive capabilities; his offensive capabilities increase as well. At 10th level, he learns to use his mass to enhance his attacks. He can now use his constitution bonus instead of his strength bonus on melee attack and damage rolls.
Skin of Mithril (Ex): At 11th level, the massivist’s mass is far denser than it has ever been before. So tightly packed are his molecules, he is as hard to pierce as mithril. His damage reduction is now 10/-, and his natural armor is now +7.
Elemental Resilience IV (Ex): At 12th level, the massivist laughs at common fires, wintry weather, and bolts of lightning. All of his energy resistances improve to 15.
Gravitational Pull (Ex): Whenever a hostile spell is cast or targeted within 50 feet of a massivist of 13th level or higher, that spell automatically targets the massivist, and only the massivist. If the spell has an area of effect, the massivist becomes either the target or the center of the area (whichever is most appropriate), and the area is halved. This can result in some area of effect spells being wasted - if a massivist is 30 feet away from a mage casting burning hands, for example, the center of the cone would be the massivist's position, but it would still only travel out to 15 feet. The massivist can suppress this effect as a swift action; re-enabling it is a move action.
Impenetrability (Ex): Like a mountain, a massivist is so massive and dense that striking him would do little harm. At 15th level, he is nearly immune to common weaponry, and even men of great strength admit their blows would have little effect. His damage reduction is now 15/-, and his natural armor is now +8.
Elemental Resilience V (Ex): Powerful wizards are confounded with the massivist’s near-immunity to the elements achieved at level 16. Fireballs harmlessly explode around him. His energy resistances are 20 to all five.
Disabling Pull (Ex): Upon reaching 17th level, the massivist's gravitational field is greatly improved in every way. If a creature is within 40 feet of the massivist when the massivist begins his turn, each must make a Fortitude save (DC 15 + 1/2 massivist level + Con) or be drawn 10 feet towards him and be knocked prone. The massivist may choose to exclude up to 3 creatures from his gravitational field as a minor action; this must be decided before the gravitational field comes into effect.
Solidarity (Ex): At 19th level, a massivist has finally achieved the state, known as “solidarity,” which is his ultimate goal. At this state, his molecules are so densely packed that he is as one mass, with no holes in his defenses. His damage reduction improves to 20/-, and his natural armor bonus becomes +9.
Elemental Resilience VI (Ex): Upon reaching 20th level, a massivist’s ability to resist energy damage has become so mighty, it is greater than that of minor deities. His energy resistances in acid, cold, electricity, fire, and sonic improve to 25.
Perfect Negation (Ex): At 20th level, a massivist achieves near physical perfection. He no longer suffers any penalties for aging, and his maximum age is increased to three times its prior number. In addition, when rolling a saving throw, his result is treated as the higher of itself or his constitution score.
All right, so, any thoughts? Things I should change? Adjust? Other such?
Note: If anyone wants to use this (especially after it is determined to be "good" or at least decent), go ahead! Just PM me how it goes (or went). I'd like to see--or read, rather--how my class does!