LordErebus12
2013-07-24, 09:11 AM
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Class
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The Warhulk
https://www.wizards.com/dnd/images/mmiii_gallery/83029.jpg
"Puny God..."
The Hulk, from the Avengers
Abilities: Constitution is paramount to the warhulk, the longer they can remain alive, the longer they have to wreak havok against their enemies. Strength holds a lesser importance, since they typically have quite large modifiers in the ability score. Dexterity helps the warhulk's reflexes, which aids in avoiding AoE's. Dexterity also helps their defenses, but can be limited by heavier armors. Charisma is good for intimidation, but serves the warhulk little beyond that.
Races: Any, typically Lesser Giant (half-giant), Orc, or Troll.
Alignment: Any
Hit Die: d12
Class Skills
The Warhulk's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Listen (Wis), Jump (Str), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: 4x (2 + Int modifier)
Skill Points per Level: 2 + Int modifier
Class Table: Warhulk
{table=head]Level|Base Attack Bonus|Fortitude|Reflex|Will|Special Abilities|Ability Enhancement
1st| +0| +2| +0| +0| Bonus Feat, Power Attack| +0 Str
2nd| +1| +3| +0| +0| Hamstring, No Time to Think| +2 Str
3rd| +2| +3| +1| +1| Great Swing| +2 Str
4th| +3| +4| +1| +1| Beyond Tough (+1 HP/level), Bonus Feat| +4 Str
5th| +3| +4| +1| +1| Impetuous Endurance| +4 Str
6th| +4| +5| +2| +2| Knockback, Mettle| +6 Str
7th| +5| +5| +2| +2| Bonus Feat| +6 Str
8th| +6/+1| +6| +2| +2| Staredown, Unstoppable Stride| +8 Str
9th| +6/+1| +6| +3| +3| Mighty Swing| +8 Str
10th| +7/+2| +7| +3| +3| Beyond Tough (+2 HP/Level), Bonus Feat| +10 Str
11th| +8/+3| +7| +3| +3| Impetuous Offense| +10 Str
12th| +9/+4| +8| +4| +4| Gut Blow, Improved Staredown| +12 Str
13th| +9/+4| +8| +4| +4| Bonus Feat| +12 Str
14th| +10/+5| +9| +4| +4| Flanking Blow, Overwhelming Power| +14 Str
15th| +11/+6/+1| +9| +5| +5| Frightful Presence| +14 Str
16th| +12/+7/+2| +10| +5| +5| Beyond Tough (+3 HP/Level), Bonus Feat| +16 Str
17th| +12/+7/+2| +10| +5| +5| Powerful Body| +16 Str
18th| +13/+8/+3| +11| +6| +6| Break the Unbreakable, Juggernaut's Defense| +18 Str
19th| +14/+9/+4| +11| +6| +6| Bonus Feat| +18 Str
20th| +15/+10/+5| +12| +6| +6| Massive Swing| +20 Str
[/Table]
CLASS FEATURES
All of the following are class features of the warhulk.
Weapon and Armor Proficiency:
Warhulks are proficient in all simple and martial weapons. Warhulks are also proficient in light, medium and heavy armors and shields (including tower shields).
Ability Boost (Ex):
As a warhulk gains levels in this class, his Strength score gains an enhancement bonus. This enhancement bonus increases as noted on the Table: The Warhulk. This bonus does not stack. This bonus is lost if under a polymorph effect.
Bonus Feats:
Starting at 1st level, a warhulk gains a fighter bonus feat. He gains an additional fighter bonus feat at 4th, 7th, 10th, 13th, 16th, and 19th level. The warhulk must still meet all prerequisites for each feat.
Power Attack (Ex):
Starting at 1st level, a warhulk gains power attack as a bonus feat, in addition to his normal feat(s) for first level.
Hamstring (Ex):
Starting at 2nd level, as a standard action, a warhulk can make an attack at one target. If successful, the target must make a Fortitude save or have all movement speeds halved for one round per warhulk level. If affected by this ability again before the penalty wears off, he is instead immobilized for 1 round per warhulk level.
This penalty can be removed by magical healing that restores more than your Warhulk level in hit points, or by a lesser restoration spell or its like. Plants, constructs and oozes are not affected by this ability.
Beginning at 12th level, a target only needs to fail one Fortitude save before being immobilized.
No Time to Think (Ex):
Starting at 2nd level, a warhulk receives a –X penalty to all Intelligence-, Wisdom-, and Charisma-based skills, where X equals 1/2th of the warhulk's level. The exceptions are the Intimidate, listen, search and spot skills, which work normally.
Great Swing (Ex):
Starting at 3rd level, a warhulk is able to make a great, sweeping swing with a two-handed melee weapon (or a one-handed melee weapon held in two hands). As a full-round action, the warhulk can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender.
If the warhulk uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally.
Walls and similar obstacles can block a great swing. Start with one square that the warhulk threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can’t be chosen as adjacent squares for a great swing.
The warhulk may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the warhulk can choose those three squares for the great swing but strike only the two enemies. If a warhulk drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.
Beyond Tough (Ex):
Starting at 4th level and every six levels thereafter, a warhulk gains a +1 bonus to his hit point total per warhulk level. This counts as both the Toughness feat and the Improved Toughness feat for the purposes of prerequisites.
Impetuous Endurance (Ex):
Starting at 5th level, a warhulk reckless lifestyle and toughness enables its body to be pushed beyond its normal limits of endurance. The warhulk no longer automatically fails a saving throw on a roll of 1. The warhulk might still fail the save if the total roll fails to equal or beat the DC.
Knockback (Ex):
Starting at 6th level, If a warhulk scores a hit while using the Power Attack feat, the warhulk can make a free bull rush attempt against the foe struck, applying the attack penalty reduced as a bonus on the opposed Strength check (as well as on the damage dealt). If the warhulk hits with a two-handed weapon, he can apply double that number on the opposed Strength check.
Unlike standard bull rush attempts, knockback attempts do not provoke attacks of opportunity, and the warhulk cannot move with the enemy he knocks backward. Bull rush rules can be found on page 154 of the Player’s Handbook.
Mettle (Ex):
Starting at 6th level, a warhulk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or 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 Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping warhulk does not gain the benefit of mettle.
Staredown (Ex):
Starting at 8th level, a warhulk becomes able to strike fear into his foes by his mere presence. He gains a +X bonus (X = 1/2 warhulk level) on Intimidate checks and can demoralize a single opponent as a move action, otherwise as described in the Intimidate skill description (page 76 of the Player’s Handbook).
Unstoppable Stride (Ex):
Starting at 8th level, once a warhulk begins gathering momentum, little can stop or hinder the warhulk's movement. The Warhulk is immune to any effect which would hinder its ability to move, such as difficult terrain, dense undergrowth or a solid fog spell, as though the Warhulk were under the effects of a freedom of movement spell, although the warhulk can still be grappled and pinned.
Mighty Swing (Ex):
Starting at 9th level, the warhulk may use it's Great Swing class feature in place of any attack it makes; in addition, if the warhulk uses a special attack (such as disarm, trip, or sunder), this special attack affects all targets in the effect; rather than just the first target.
Impetuous Offense (Ex):
Starting at 11th level, a warhulk becomes truly dangerous, his reckless missed attacks can still prove deadly, rending through armor and bone with brutal effectiveness. The warhulk no longer automatically fails an attack roll of 1. The warhulk might still fail the attack if the total roll fails to equal or beat the AC of the target.
Gut Blow (Ex):
Starting at 12th level, as a standard action, a warhulk can make an attack at one target. If successful, the target must make a Fortitude save or be sickened for one round per warhulk level. Undead, plants, constructs and oozes are not affected by this ability.
Beginning at 15th level, targets who fail their save are also nauseated for a number of rounds equal to the warhulk’s constitution modifier.
Improved Staredown (Ex):
Starting at 12th level, even a glance from the hard eyes of a warhulk is enough to give his foes pause. The warhulk can demoralize all opponents within 30 feet as a move action or a single foe as a swift action.
Flanking Blow (Ex):
Starting at 14th level, after the warhulk makes a full attack, all those that were struck by an attack may be treated as being flanked so long as another ally is within melee range. This effect lasts until the beginning of the attacked foe's next turn.
Overwhelming Power (Ex):
Starting at 14th level, a warhulk no longer is limited by grappling foes. The warhulk still threatens squares while grappling and can freely move while grappled, without making opposed grapple checks. The warhulk still loses its Dexterity bonus to AC (if it has one) against opponents it isn't grappling. (It can still use it against opponents it is grappling.)
Frightful Presence (Ex):
Starting at 15th level, a warhulk’s sheer brutality, fighting prowess, and terrifying visage have become a horror to behold. When the warhulk draws his weapon or growls, opponents within 30 feet must succeed on a Will save (DC 20 + warhulk’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected.
Any foe that successfully resists the effect cannot be affected again by the same warhulk’s frightful presence for 24 hours.
Powerful Body (Ex):
Starting at 17th level, a warhulk is treated in many ways as if he were one size category larger. Whenever a warhulk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the warhulk is treated as one size larger if doing so is advantageous to him.
A warhulk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him.
A warhulk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.
Break the Unbreakable (Ex):
Starting at 18th level, a warhulk can concentrate all of his power, striking at seemingly invincible objects with enough force to destroy them. The warhulk gains a +20 bonus on his Strength check to break or burst a door or item a number of times per day equal to his constitution modifier (minimum 0). Also, the warhulk can attempt to break a wall of force (Strength DC 40, and the character applies his bonus to this check as well). Objects struck in this manner are denied any hardness or DR while resisting this attack. Alternatively, the warhulk can apply the +20 bonus to a single attack roll.
Juggernaut's Defense (Ex):
Starting at 18th level, the warhulk no longer provoke attacks of opportunity.
Massive Swing (Ex):
Starting at 20th-level, when a warhulk uses it's Great Swing class feature, it affects every enemy within it's reach.
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Feats
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Massive Toss [Fighter]
You can throw objects with such massive force that they affect an area.
Prerequisites: Brutal Throw, Great Swing class feature
Benefit: You may use Great Swing with Thrown Weapons, using the weapon's first range increment in place of your reach.
In addition, you may increase the range increment of any Thrown Weapon you use by your Strength score, rounded down to the nearest 5' increment. For instance, if the Warhulk has a strength score of 32, then he adds 30' to each range increment.
Class
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The Warhulk
https://www.wizards.com/dnd/images/mmiii_gallery/83029.jpg
"Puny God..."
The Hulk, from the Avengers
Abilities: Constitution is paramount to the warhulk, the longer they can remain alive, the longer they have to wreak havok against their enemies. Strength holds a lesser importance, since they typically have quite large modifiers in the ability score. Dexterity helps the warhulk's reflexes, which aids in avoiding AoE's. Dexterity also helps their defenses, but can be limited by heavier armors. Charisma is good for intimidation, but serves the warhulk little beyond that.
Races: Any, typically Lesser Giant (half-giant), Orc, or Troll.
Alignment: Any
Hit Die: d12
Class Skills
The Warhulk's class skills (and the key ability for each skill) are Climb (Str), Intimidate (Cha), Listen (Wis), Jump (Str), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: 4x (2 + Int modifier)
Skill Points per Level: 2 + Int modifier
Class Table: Warhulk
{table=head]Level|Base Attack Bonus|Fortitude|Reflex|Will|Special Abilities|Ability Enhancement
1st| +0| +2| +0| +0| Bonus Feat, Power Attack| +0 Str
2nd| +1| +3| +0| +0| Hamstring, No Time to Think| +2 Str
3rd| +2| +3| +1| +1| Great Swing| +2 Str
4th| +3| +4| +1| +1| Beyond Tough (+1 HP/level), Bonus Feat| +4 Str
5th| +3| +4| +1| +1| Impetuous Endurance| +4 Str
6th| +4| +5| +2| +2| Knockback, Mettle| +6 Str
7th| +5| +5| +2| +2| Bonus Feat| +6 Str
8th| +6/+1| +6| +2| +2| Staredown, Unstoppable Stride| +8 Str
9th| +6/+1| +6| +3| +3| Mighty Swing| +8 Str
10th| +7/+2| +7| +3| +3| Beyond Tough (+2 HP/Level), Bonus Feat| +10 Str
11th| +8/+3| +7| +3| +3| Impetuous Offense| +10 Str
12th| +9/+4| +8| +4| +4| Gut Blow, Improved Staredown| +12 Str
13th| +9/+4| +8| +4| +4| Bonus Feat| +12 Str
14th| +10/+5| +9| +4| +4| Flanking Blow, Overwhelming Power| +14 Str
15th| +11/+6/+1| +9| +5| +5| Frightful Presence| +14 Str
16th| +12/+7/+2| +10| +5| +5| Beyond Tough (+3 HP/Level), Bonus Feat| +16 Str
17th| +12/+7/+2| +10| +5| +5| Powerful Body| +16 Str
18th| +13/+8/+3| +11| +6| +6| Break the Unbreakable, Juggernaut's Defense| +18 Str
19th| +14/+9/+4| +11| +6| +6| Bonus Feat| +18 Str
20th| +15/+10/+5| +12| +6| +6| Massive Swing| +20 Str
[/Table]
CLASS FEATURES
All of the following are class features of the warhulk.
Weapon and Armor Proficiency:
Warhulks are proficient in all simple and martial weapons. Warhulks are also proficient in light, medium and heavy armors and shields (including tower shields).
Ability Boost (Ex):
As a warhulk gains levels in this class, his Strength score gains an enhancement bonus. This enhancement bonus increases as noted on the Table: The Warhulk. This bonus does not stack. This bonus is lost if under a polymorph effect.
Bonus Feats:
Starting at 1st level, a warhulk gains a fighter bonus feat. He gains an additional fighter bonus feat at 4th, 7th, 10th, 13th, 16th, and 19th level. The warhulk must still meet all prerequisites for each feat.
Power Attack (Ex):
Starting at 1st level, a warhulk gains power attack as a bonus feat, in addition to his normal feat(s) for first level.
Hamstring (Ex):
Starting at 2nd level, as a standard action, a warhulk can make an attack at one target. If successful, the target must make a Fortitude save or have all movement speeds halved for one round per warhulk level. If affected by this ability again before the penalty wears off, he is instead immobilized for 1 round per warhulk level.
This penalty can be removed by magical healing that restores more than your Warhulk level in hit points, or by a lesser restoration spell or its like. Plants, constructs and oozes are not affected by this ability.
Beginning at 12th level, a target only needs to fail one Fortitude save before being immobilized.
No Time to Think (Ex):
Starting at 2nd level, a warhulk receives a –X penalty to all Intelligence-, Wisdom-, and Charisma-based skills, where X equals 1/2th of the warhulk's level. The exceptions are the Intimidate, listen, search and spot skills, which work normally.
Great Swing (Ex):
Starting at 3rd level, a warhulk is able to make a great, sweeping swing with a two-handed melee weapon (or a one-handed melee weapon held in two hands). As a full-round action, the warhulk can choose three squares adjacent to one another (he must threaten all of them). His attack applies to all creatures in those squares. Make one attack roll and apply that roll as an attack against each defender.
If the warhulk uses a special attack (such as disarm, trip, or sunder), this special attack affects only the first target; the other creatures are attacked normally.
Walls and similar obstacles can block a great swing. Start with one square that the warhulk threatens. Each successive square chosen must be adjacent to the previous square and have line of effect from that square. Two squares separated by a wall, for instance, can’t be chosen as adjacent squares for a great swing.
The warhulk may skip creatures, attacking only those he wants to. For example, if there are three creatures in a row—an enemy, an ally, and another enemy—the warhulk can choose those three squares for the great swing but strike only the two enemies. If a warhulk drops one of his foes with a great swing, he may make a cleave attack normally. However, he may do so only once for every time he swings, even if he drops more than one foe.
Beyond Tough (Ex):
Starting at 4th level and every six levels thereafter, a warhulk gains a +1 bonus to his hit point total per warhulk level. This counts as both the Toughness feat and the Improved Toughness feat for the purposes of prerequisites.
Impetuous Endurance (Ex):
Starting at 5th level, a warhulk reckless lifestyle and toughness enables its body to be pushed beyond its normal limits of endurance. The warhulk no longer automatically fails a saving throw on a roll of 1. The warhulk might still fail the save if the total roll fails to equal or beat the DC.
Knockback (Ex):
Starting at 6th level, If a warhulk scores a hit while using the Power Attack feat, the warhulk can make a free bull rush attempt against the foe struck, applying the attack penalty reduced as a bonus on the opposed Strength check (as well as on the damage dealt). If the warhulk hits with a two-handed weapon, he can apply double that number on the opposed Strength check.
Unlike standard bull rush attempts, knockback attempts do not provoke attacks of opportunity, and the warhulk cannot move with the enemy he knocks backward. Bull rush rules can be found on page 154 of the Player’s Handbook.
Mettle (Ex):
Starting at 6th level, a warhulk can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or 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 Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping warhulk does not gain the benefit of mettle.
Staredown (Ex):
Starting at 8th level, a warhulk becomes able to strike fear into his foes by his mere presence. He gains a +X bonus (X = 1/2 warhulk level) on Intimidate checks and can demoralize a single opponent as a move action, otherwise as described in the Intimidate skill description (page 76 of the Player’s Handbook).
Unstoppable Stride (Ex):
Starting at 8th level, once a warhulk begins gathering momentum, little can stop or hinder the warhulk's movement. The Warhulk is immune to any effect which would hinder its ability to move, such as difficult terrain, dense undergrowth or a solid fog spell, as though the Warhulk were under the effects of a freedom of movement spell, although the warhulk can still be grappled and pinned.
Mighty Swing (Ex):
Starting at 9th level, the warhulk may use it's Great Swing class feature in place of any attack it makes; in addition, if the warhulk uses a special attack (such as disarm, trip, or sunder), this special attack affects all targets in the effect; rather than just the first target.
Impetuous Offense (Ex):
Starting at 11th level, a warhulk becomes truly dangerous, his reckless missed attacks can still prove deadly, rending through armor and bone with brutal effectiveness. The warhulk no longer automatically fails an attack roll of 1. The warhulk might still fail the attack if the total roll fails to equal or beat the AC of the target.
Gut Blow (Ex):
Starting at 12th level, as a standard action, a warhulk can make an attack at one target. If successful, the target must make a Fortitude save or be sickened for one round per warhulk level. Undead, plants, constructs and oozes are not affected by this ability.
Beginning at 15th level, targets who fail their save are also nauseated for a number of rounds equal to the warhulk’s constitution modifier.
Improved Staredown (Ex):
Starting at 12th level, even a glance from the hard eyes of a warhulk is enough to give his foes pause. The warhulk can demoralize all opponents within 30 feet as a move action or a single foe as a swift action.
Flanking Blow (Ex):
Starting at 14th level, after the warhulk makes a full attack, all those that were struck by an attack may be treated as being flanked so long as another ally is within melee range. This effect lasts until the beginning of the attacked foe's next turn.
Overwhelming Power (Ex):
Starting at 14th level, a warhulk no longer is limited by grappling foes. The warhulk still threatens squares while grappling and can freely move while grappled, without making opposed grapple checks. The warhulk still loses its Dexterity bonus to AC (if it has one) against opponents it isn't grappling. (It can still use it against opponents it is grappling.)
Frightful Presence (Ex):
Starting at 15th level, a warhulk’s sheer brutality, fighting prowess, and terrifying visage have become a horror to behold. When the warhulk draws his weapon or growls, opponents within 30 feet must succeed on a Will save (DC 20 + warhulk’s Cha modifier) or become panicked for 4d6 rounds (if they have 4 or fewer Hit Dice) or shaken for 4d6 rounds (if they have from 5 to 19 Hit Dice). Creatures with 20 or more Hit Dice are not affected.
Any foe that successfully resists the effect cannot be affected again by the same warhulk’s frightful presence for 24 hours.
Powerful Body (Ex):
Starting at 17th level, a warhulk is treated in many ways as if he were one size category larger. Whenever a warhulk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the warhulk is treated as one size larger if doing so is advantageous to him.
A warhulk is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him.
A warhulk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.
Break the Unbreakable (Ex):
Starting at 18th level, a warhulk can concentrate all of his power, striking at seemingly invincible objects with enough force to destroy them. The warhulk gains a +20 bonus on his Strength check to break or burst a door or item a number of times per day equal to his constitution modifier (minimum 0). Also, the warhulk can attempt to break a wall of force (Strength DC 40, and the character applies his bonus to this check as well). Objects struck in this manner are denied any hardness or DR while resisting this attack. Alternatively, the warhulk can apply the +20 bonus to a single attack roll.
Juggernaut's Defense (Ex):
Starting at 18th level, the warhulk no longer provoke attacks of opportunity.
Massive Swing (Ex):
Starting at 20th-level, when a warhulk uses it's Great Swing class feature, it affects every enemy within it's reach.
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Feats
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Massive Toss [Fighter]
You can throw objects with such massive force that they affect an area.
Prerequisites: Brutal Throw, Great Swing class feature
Benefit: You may use Great Swing with Thrown Weapons, using the weapon's first range increment in place of your reach.
In addition, you may increase the range increment of any Thrown Weapon you use by your Strength score, rounded down to the nearest 5' increment. For instance, if the Warhulk has a strength score of 32, then he adds 30' to each range increment.