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View Full Version : The Castle Crasher (3.5/P PrC, PEACH)



Kane0
2012-02-25, 10:09 PM
The Castle Crasher makes a habit of arguing with walls, doors and other large pieces of permanent structures and winning, usually with a show of force. The Castle crusher knows little of subtlety but when a dungeon needs to be curbstomped or a fort knocked in there are few you would rather have doing it for you.

Prerequisites:
- Intelligence 13+
- BAB +7
- Improved Sunder feat
- Know (Engineering/Architecture) 5 ranks
- Special: Must have destroyed a suitable piece of architecture in the presence of a Castle Crasher. Bonus points for using your bare damn hands. :smallamused:

Hit Dice: d10
Skills Per level: 4+Int
Skills: Climb, Craft, Escape Artist, Intimidate, Jump, Know (Engineering/Architecture, Dungeoneering), Profession, Spot, Swim
Proficiencies: All simple and Martial bludgeoning weapons.

{table=head] Level | BAB | Fort | Ref | Will | Special
1st| +1 | +2 | +0 | +0 | Demolish, Break
2nd| +2 | +3 | +0 | +0 | Tear, Create Pit
3rd| +3 | +3 | +1 | +1 | Breach, Shatter
4th| +4 | +4 | +1 | +1 | Dismantle, Burrow
5th| +5 | +4 | +1 | +2 | Raze, Stone Shape
[/table]


SLAs
The Castle crasher gains a limited use of magic to aid him in annihilating any obstacles to his destination. His caster level is equal to his character level.
At level 1 he can cast Break once a day.
At level 2 he can cast Create Pit once a day (Except there is no extradimensional space; the material is either displaced or destroyed.)
At level 3 he can cast Shatter once a day.
At level 4 he can cast Burrow once a day.
At level 5 he can cast Stone Shape once a day.

Demolish
The Castle Crasher gains a +2 on all rolls to break, destroy or otherwise damage things using blunt weapons. This also applies to Sunder attempts.

Note: A Castle Crasher's unarmed strike counts as a blunt weapon for the purposes of his abilities, but he still takes penalties associated with unarmed fighting if he does not have improved unarmed strike or a similar ability.

Tear
The Castle Crasher no longer takes penalties to sunder attempts, and on a successful sunder attempt can choose whether the sundered object is repairable or totally destroyed and irreparable (ie. FUBAR).
In addition all blunt weapons damage are increased by one step when used by the Castle Crasher.

Breach
All attacks the Castle Crasher makes bypass hardness when using blunt weapons.

Dismantle
The Castle Crasher will not set off traps by attempting to break the object it is attached to. Other collateral damage or consequences may still occur.
In addition all blunt weapons threat range are doubled when used by the Castle Crasher. This does not stack with improved critical but does stack with the Impact magical property and similar effects.

Raze
The Castle Crasher can choose to break any object without affecting the contents or what is immediately on the other side. Other collateral damage or consequences may still occur.
In addition all blunt weapons critical multiplier is increased by x1 when wielded by the Castle Crasher. This does not stack with any other multiplier increase granted by feats or class abilities but does with magical properties and effects.


Alright, all done. I tried not to make him too OP when breaking or using blunt weapons, and to give him some uses outside of that if he gets creative. Tell me what you think!

TuggyNE
2012-02-25, 11:22 PM
The Castle Crasher no longer takes penalties to sunder attempts, and on a successful sunder attempt can choose whether the sundered object is repairable or FUBAR.

I suggest using more precise, professional language here, such as "whether the sundered object is irreparably damaged."


In addition all blunt weapons threat range are doubled when used by the Castle Crasher. This does not stack with improved critical.

But does it stack with the impact weapon ability or the weapon of impact spell? (You should probably use the standard language to exclude "similar effects".)

Kane0
2012-02-26, 01:00 AM
Bonus points for using your bare damn hands. :smallamused:


I wouldve thought that established the tone :smallconfused:

Anyway it does stack with magical properties like impact, just not class abilities like a weapon master's critical increases.

Kane0
2012-02-28, 11:16 PM
Shameless bump :smallredface:

Mo_the_Hawked
2012-02-29, 09:05 AM
I have a barbarian that might enjoy this class. If only so I can say 'Grulk smash!'

Kane0
2012-02-29, 05:35 PM
Thats pretty much the idea, but fighters and unarmed brawlers/monk/whatever could find some use too.

Steward
2012-03-01, 03:09 PM
Theoretically, a fighter could use these class abilities to crush a rampaging orc barbarian under a pile of masonry... despite the latter's superior strength, couldn't he?

Which books are Break and Create Pit from?

Kane0
2012-03-01, 04:23 PM
Sorry, they are Pathfinder spells:

Break
School transmutation; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, M (a twig)
Range close (25 ft. + 5 ft./2 levels)
Target one Medium or smaller object
Duration instantaneous
Saving Throw Fortitude negates (object); Spell Resistance yes (object)

You can attempt to break or at least damage any one Medium or smaller object within range. If the target fails its Fortitude saving throw, it gains the broken condition. If cast on a broken item, that item is destroyed on a failed save.


Create Pit
School conjuration (creation); Level sorcerer/wizard 2, summoner 2
Casting Time 1 standard action
Components V, S, F (miniature shovel costing 10 gp)
Range medium (100 ft. + 10 ft./level)
Effect 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels
Duration 1 round + 1 round/level
Saving Throw Reflex negates; Spell Resistance no

You create a 10-foot-by-10-foot extradimensional hole with a depth of 10 feet per two caster levels (maximum 30 feet). You must create the pit on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the area where you first conjured the pit must make a Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect.

Creatures who fall into the pit take falling damage as normal. The pit's coarse stone walls have a Climb DC of 25. When the duration of the spell ends, creatures within the hole rise up with the bottom of the pit until they are standing on the surface over the course of a single round.

Note: As stated in the SLA description the Castle Crasher's version of create pit is not extradimensional, the target is displaced or destroyed. Because the pit is literally made it remains after the duration of the spell.