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xanaphia
2007-11-08, 03:11 AM
Could someone please make a class or prestige class called Human Weapon?

The idea: He holds very still and tight and people use him as a weapon, and he adds in magical abilities.

Kyace
2007-11-08, 06:01 AM
Humanoid Club

Hit Dice: d12

Requirements:
Feat: Improved Unarmed Strike
BAB: +5
Special: Must have defeated a foe with unarmed strikes. Must be a humanoid or monstrous humanoid.

Class Skills: The humanoid club’s class skills (and the key ability for each skill) are Craft (Int), Knowledge (arcana) (Int), Listen (Wis), Sense Motive (Wis) and Spot (Wis).

Skill Points: 4 + Int modifier.

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Unarmed Damage, Natural Armor, Humanoid Club (Greatclub)

2nd|
+2|
+3|
+0|
+0|Elemental Strike

3rd|
+3|
+3|
+1|
+1|Humanoid Club (Club)

4th|
+4|
+4|
+1|
+1|Material Strike

5th|
+5|
+4|
+1|
+1|Flurry of Attacks[/table]

Class Features:
Weapon and Armor Proficiency: Humanoid clubs gains proficiency with clubs and greatclubs. Humanoid clubs gain no armor proficiencies.

Unarmed Damage: A humanoid club deals unarmed damage as monk of twice their class levels in humanoid club plus their levels of monk, if any.

Natural Armor: A humanoid club is callused and tougher than most of their kind. They gain a bonus to their natural armor bonus equal to their levels in humanoid club. A creature without natural armor has an effective natural armor bonus of +0.

Humanoid Club (Greatclub): At first level, humanoid clubs know how to make themselves into usable weapons. For purposes of feats and proficiencies, treat a humanoid club as a greatclub that deals the humanoid club's unarmed damage and weighs as much as the humanoid club. While being used as a weapon, the humanoid club a partial action every turn, a move action OR a standard action. Use the welder's strength score, feats, BAB and such when the welder attacks with the humanoid club. Any feats or class abilities that improves the humanoid club's unarmed attack improve attacks made using the humanoid club as a club.

Elemental Strike (Su): At second level, the humanoid club's unarmed attacks gain the ability to magically deal elemental damage instead of their normal damage. As a move action that doesn't provoke attacks of opportunity, they may change the damage type of their unarmed attacks from Bludgeoning to either Acid, Cold, Electric or Fire damage or back. Further more, the humanoid club's unarmed attacks are considered magical weapons for the purpose of bypassing DR.

Humanoid Club (Club): At third level, the humanoid club has improved their ability to act as a weapon so that they may be considered a Club in addition to a Greatclub for the purpose of feats and proficiencies. As well, they may be thrown as thrown weapon with range increments of 10 ft. After the attack, the humanoid club is placed standing in an empty square of their choice, adjacent to square they struck; if there are no such squares empty, they fall prone in the adjacent square of their choice.

Material Strike: At fourth level, the humanoid club's unarmed attacks are treated any material they choice. Changing the material that the unarmed attacks mimic is a move action that doesn't provoke attacks of opportunity. Further more, the unarmed attacks are treated as a weapon with ghost touch.

Flurry of Attacks: At fifth level, if their welder deals damage to a foe with a humanoid club, on their next turn they may do a full attack (or Flurry of Blows if they have the ability) however they may only attack foes that their welder dealt damage to. This uses up the partial action that a welded humanoid club can take in a turn.

----~+~+~+~+~+~+~+~+~----

Hows that look?

MagFlare
2007-11-08, 07:12 AM
This is a fantastic idea. But why Human Weapon, though? Why should elves, dwarves, and the like be prevented from entering this class? That's a bit racist, that is.

Human(oid) Weapon
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Weaponized

2nd|
+2|
+3|
+3|
+0|+1 Enhancement

3rd|
+3|
+3|
+3|
+1|-1 Brain Damage, Beatdown

4th|
+4|
+4|
+4|
+1|+2 Enhancement, More Criticals
5th|
+5|
+4|
+4|
+1|Sunder-Proof
6th|
+6|
+5|
+5|
+2|+3 Enhancement, -2 Brain Damage
7th|
+7|
+5|
+5|
+2|Improved Beatdown
8th|
+8|
+6|
+6|
+2|+4 Enhancement, Better Criticals
9th|
+9|
+6|
+6|
+3|-3 Brain Damage
10th|
+10|
+7|
+7|
+3|+5 Enhancement, Oh the Human(oid)ity[/table]

Requirements: BAB +5, Endurance, Toughness, Balance 4 ranks, must be a humanoid, must have befriended a creature at least one size category larger than he is who is proficient with all martial weapons
Hit Die: d12
Skill Points per Level: 2 + Int
Class Skills:The Human(oid) Weapon's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Proficiencies: Human(oid) Weapons gain no proficiency with any weapon or armor.

Weaponized: The Human(oid) Weapon has discovered, probably involuntarily, how to be effective as a melee weapon. When picked up by a creature one size category larger than he is, he is treated as a greatclub of the appropriate size for that creature. (For example, a halfling Human(oid) Weapon would deal 1d10 damage in the hands of a half-orc, while a half-orc Human(oid) Weapon would deal 2d8 damage in the hands of an ogre.) Creatures more than one size category larger than the Human(oid) Weapon are unable to wring any more damage out of their companions.

Human(oid) Weapons deal bludgeoning damage unless they happen to be wearing spiked armor, in which case they deal both piercing and bludgeoning damage.

If an enemy attempts to sunder a Human(oid) Weapon, the sunder attack must beat the Human(oid) Weapon's AC before damage is applied. If an enemy successfully disarms a Human(oid) Weapon's wielder, the Human(oid) Weapon ends up laying prone in (one of) his wielder's square(s).

The Human(oid) Weapon is only treated as a weapon while in the hands of an ally.

+1/+2/+3/+4/+5 Enhancement: The Human(oid) Weapon gradually learns how to be more effective when swung at an enemy. At second level and every other level thereafter, a Human(oid) Weapon gains a cumulative +1 enhancement bonus to his attack and damage rolls when being used as a weapon.

-1/-2/-3 Brain Damage: Being repeatedly smacked against enemies (and doors, and walls, and so forth) takes its toll. At third level and every third level thereafter, a Human(oid) Weapon suffers a cumulative -1 penalty to his Int score. If this penalty is ever removed (with Greater Restoration or a wish spell, for example), either completely or in part, the Human(oid) Weapon immediately loses all Human(oid) Weapon class features until he's been used to deal damage in combat three times, whereupon he regains the amount of brain damage appropriate for his class level as well as the rest of his class features.

A Human(oid) Weapon's Int score may never be reduced below 3 due to Brain Damage.

Beatdown: When the Human(oid) Weapon is swung at an enemy, he may make a single attack (at his highest BAB) against that enemy regardless of whether his wielder hits or not. He may use this ability once per round.

More Criticals: At fourth level, a Human(oid) Weapon is treated as a keen weapon, even though bludgeoning weapons generally do not qualify for the attribute. His critical threat range when being wielded becomes 19-20.

Sunder-Proof: The Human(oid) Weapon is now immune to sunder and disarm attempts when being wielded by another.

Improved Beatdown: As Beatdown, but the Human(oid) Weapon may now make a full attack against his target when swung at an enemy.

Better Criticals: At eighth level, a Human(oid) Weapon's critical hit changes from x2 to x3.

Oh the Human(oid)ity: At tenth level, if a Human(oid) Weapon is used to score a critical hit, performs an Improved Beatdown, and one of those attacks scores a critical hit, the target of the attack must make a Fort save (DC 20) or die. Obviously this does not apply to enemies who are immune to critical hits.

Korias
2007-11-08, 07:16 AM
Magflare, you might want to put in a clause stating that a Human Weapon's Int cant go below 3, in the case of brain damage.

Closet_Skeleton
2007-11-08, 07:24 AM
Magflare, you might want to put in a clause stating that a Human Weapon's Int cant go below 3, in the case of brain damage.

Why? It would be pretty hilarious if he ended up with animal intelligence. Especially if his base class was ranger.

"Why is that person sitting around like an idiot?"

"Too many blows to the head."

"It must be a pain to look after him."

"Nah, his pet bear does all the thinking for him."

MagFlare
2007-11-08, 07:34 AM
Magflare, you might want to put in a clause stating that a Human Weapon's Int cant go below 3, in the case of brain damage.

Done and done.

boomwolf
2007-11-08, 08:12 AM
Now we can have the classic LOTR "Troll Goblin Club"

But a change is needed.
A Throw option. (as a rock.) probably 2 sizes bigger and Is returning. (you can make a ranger-style choice between throwing or melee!)

DracoDei
2007-11-08, 08:36 AM
Removing the Brain damage should only revoke your powers back to level 2 (keep 1 and 2, lose 3 and up).
The first version of the class was way to tempting to be taken for a monk since all the bonuses applied even when you WEREN'T being wielded.

MagFlare
2007-11-08, 08:43 AM
Removing the Brain damage should only revoke your powers back to level 2 (keep 1 and 2, lose 3 and up).

I don't know about that. I rather think that, once your brain has recovered and is again operating at full capacity, you might start to reconsider whether being picked up and used as a blunt weapon was ever that great an idea to start with.

DracoDei
2007-11-08, 09:10 AM
Well, YES, but you would still remember at least the basics of how to go about it, even if you aren't quite as good at it without the brain damage...

MagFlare
2007-11-08, 09:32 AM
Well, YES, but you would still remember at least the basics of how to go about it, even if you aren't quite as good at it without the brain damage...

You know what? You're probably right. I'm struggling a bit trying to figure out how to put this rule into writing, though.

brian c
2007-11-08, 09:12 PM
Oh the Humanoidanity!

Awesome class MagFlare.