CinuzIta
2012-12-18, 03:18 PM
Hello everyone!
I'm new on this forum and these is my first post! I play d&d 3.5 from some years and I always liked to create classes and races (maybe, like all the modders, I enjoy creating more than playing)! Anyway, I decided to registrate to present my works to the community, in order to have suggestions and critics! :)
This is one of my works, the king's hammer: it's a dwarven prestige class; in game, those who belong to these class are the dwarven kings' bodyguards on the battlefield. Here they are:
King's Hammer
King's Hammers are the dwarven kings bodyguard on the battlefield. Wielding their warhammers, they create the void around their sovereign, while their shields fly on the battlefield to protect him and their own comrades. They would never allow anyone to get close to their protect and, even when they'll find themselves on critical health situations, they'll never surrender to the enemy.
Prerequisites:
Race: Subtype (dwarf)
BAB: +10
Feats:
Weapon Focus (warhammer)
Weapon Specialization (warhammer)
Melee Weapon Mastery (blunt)
Block Arrows
Special: Must be invited to join the King's Hammer by the dwarven king himself. Must use a two handed warhammer and a shield with the Animated enchantment.
HD: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|One With the Hammer, Hammer's Swing 1/Encounter
2nd|+2|+3|+0|+3|Living Shield
3rd|+3|+3|+1|+3|Hammer's Swing 2/Encounter
4th|+4|+4|+1|+4|Bastion of the Realm
5th|+5|+4|+1|+4|Hammer's Swing 3/Encounter, Last Stand
[/table]
Skills: 2+Int. Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Jump (Str), Sense Motive (Wis), Swim (Str).
- One with the Hammer (Ex): from the first level on, the character can add his Wisdom modifier to the damage rolls when he wields any bludgeoning weapon that must be wielded with two hands.
- Hammer's Swing (Ex): once per encounter, the character can swing his hammer all around him to create a void and permit his king and comrades to advance safely. As a full round action, he can make use of the Whirlwind Attack feat. In addition, every enemy who fail a reflex saving throw (DC 10 +1/2 of the damage dealt) is knocked prone.
- Living Shield (Ex): as an immediate action, the character can make his shield fly over the battlefield to protect his king and comrades. He can transfer his shield bonus to an ally within 30 feet as an immediate action to protect him from an enemy attack (the bonus must be transferred before knowing the result of the attack roll). The character loses his shield bonus to the ac until the start of his next turn.
- Bastion of the Realm (Ex): if an enemy is hit while moving by the King's Hammer's attack of opportunity, he must immediately stop and his move action for the turn is lost.
- Last Stand (Ex): a King's Hammer can continue the fight without penalties even when his HP reaches -10. To continue fighting, he must pass a Fortitude saving throw at the start of his turn (DC 20+2 per previous success). Last stand virtually allows the character to continue fighting endlessly, until he fails the saving throw or the fight ends, whichever comes first.
I'm new on this forum and these is my first post! I play d&d 3.5 from some years and I always liked to create classes and races (maybe, like all the modders, I enjoy creating more than playing)! Anyway, I decided to registrate to present my works to the community, in order to have suggestions and critics! :)
This is one of my works, the king's hammer: it's a dwarven prestige class; in game, those who belong to these class are the dwarven kings' bodyguards on the battlefield. Here they are:
King's Hammer
King's Hammers are the dwarven kings bodyguard on the battlefield. Wielding their warhammers, they create the void around their sovereign, while their shields fly on the battlefield to protect him and their own comrades. They would never allow anyone to get close to their protect and, even when they'll find themselves on critical health situations, they'll never surrender to the enemy.
Prerequisites:
Race: Subtype (dwarf)
BAB: +10
Feats:
Weapon Focus (warhammer)
Weapon Specialization (warhammer)
Melee Weapon Mastery (blunt)
Block Arrows
Special: Must be invited to join the King's Hammer by the dwarven king himself. Must use a two handed warhammer and a shield with the Animated enchantment.
HD: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|+1|+2|+0|+2|One With the Hammer, Hammer's Swing 1/Encounter
2nd|+2|+3|+0|+3|Living Shield
3rd|+3|+3|+1|+3|Hammer's Swing 2/Encounter
4th|+4|+4|+1|+4|Bastion of the Realm
5th|+5|+4|+1|+4|Hammer's Swing 3/Encounter, Last Stand
[/table]
Skills: 2+Int. Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (Nobility and Royalty) (Int), Jump (Str), Sense Motive (Wis), Swim (Str).
- One with the Hammer (Ex): from the first level on, the character can add his Wisdom modifier to the damage rolls when he wields any bludgeoning weapon that must be wielded with two hands.
- Hammer's Swing (Ex): once per encounter, the character can swing his hammer all around him to create a void and permit his king and comrades to advance safely. As a full round action, he can make use of the Whirlwind Attack feat. In addition, every enemy who fail a reflex saving throw (DC 10 +1/2 of the damage dealt) is knocked prone.
- Living Shield (Ex): as an immediate action, the character can make his shield fly over the battlefield to protect his king and comrades. He can transfer his shield bonus to an ally within 30 feet as an immediate action to protect him from an enemy attack (the bonus must be transferred before knowing the result of the attack roll). The character loses his shield bonus to the ac until the start of his next turn.
- Bastion of the Realm (Ex): if an enemy is hit while moving by the King's Hammer's attack of opportunity, he must immediately stop and his move action for the turn is lost.
- Last Stand (Ex): a King's Hammer can continue the fight without penalties even when his HP reaches -10. To continue fighting, he must pass a Fortitude saving throw at the start of his turn (DC 20+2 per previous success). Last stand virtually allows the character to continue fighting endlessly, until he fails the saving throw or the fight ends, whichever comes first.