The_Reaper
2008-02-17, 08:04 PM
Okay, this is my first try at a PRC so bear with me. Tell me what you think of the mechanics, and please excuse any poor wording or phrasing :smallfrown: . The feat Blasting Strike is at the bottom, it's also my creation. Also, he can use a name and some fluff.
Heavy melee.
Prerquisites:
Base Attack Bonus: +10
Feats: Power Attack, Cleave, Blasting Strike, Brutal Throw
Class Skills:
Climb, Intimidate, Jump, Swim, Concentration
Skill points at each level: 2+ Int modifier
BAB- 3/4
Saves- Good Fort, poor Will/Reflex
HD- d12
Class features:
Code of Conduct- If a Heavy Melee attepts to use any ranged weapon other than a thrown weapon, he immediately loses all class features. He may also not utilize any spells, spell-like abilities, or psionic powers.
Mighty Thews- At first level, and every level thereafter, Heavy Melee gains a cumulative +1 to his Str score. This bonus is lost if the Heavy Melee breaks his code.
Shrug Off- At first level, a Heavy Melee gains a pool of temporary Hit Points equa to his class levelx2. These hit points are lost first, and regenerate at a rate of 1/2 class level every round. This pool increases to levelx3 at 5th level and levelx4 and regen equal to Heavy Melee level at 10th level.
The Blade's That Wide For A Reason- At 2nd level, when weilding a two-handed weapon, except for a spiked chain, a Heavy Melee gains a +2 sheild bonus to AC
Mighty Swing- At 3rd level, a Heavy Melee can make a single attack that targets two adjacent squares. This applies to Cleave attacks as well, meaning if both targets are killed the Heavy Melee can attack two other adjacent taegets.
Focused Mind- When a Heavy melee is in combat, he suffers no distractions. At 4th level, in any round when a Heavy Melee makes a melee attack, he gains a +4 bonus to his Will save against mind affecting spells and effects. This bonus increases to +8 at 9th level.
Beat Back- At 5th level, when a Heavy Melee deals damage with a melee weapon in the same round he uses his Power Attack feat, the target must make an opposed Str check to be the target of a Bull Rush effect with a bonus equal to 1/2 the Heave Melee's base attack bonus.
Take It On The Armor- At 7th level, a Heavy Melee adds his armor bonus to his Shrug Off hit points. At 10th level, he adds twice his armor bonus.
Combat Mastery- By 8th level, a Heavy Melee has had years of experience fighting large groups. He is used to attacking many foes at once, as well as landing repeated blows on a single enemy. A Heavy Melee's iterative attacks suffer a -3 penalty insyead of -5. For example, a Heavy melee has a base attack bonus of +16/+11/+6/+5 at 7th level. Upon gaining this ability at 8th level, it becomes +16/+13/+10/+7.
Explosive Strike- At 10th level, a Heavy Melee can use his Power Attack feat to attack a large area. This is a full round action, that does not provoke an attack of opprotunity. This attack affects a 10-foot square directly in front of the Heavy Melee, and the Beat Back ability appies to anyone hit, with a +4 bonus. Any creature in this area does not benefit from cover or it's sheild bonus to AC. Anything successfuly Bull Rushed by this attack is knocked prone at the end of their movement.
Blasting Strike Feat:
Prereqs: BAB+10, fighter level 10
Whenever you make a melee attack, the target must make a DC 10+BAB+Str bonus Fortitude save or be pushed back 5 feet.
Heavy melee.
Prerquisites:
Base Attack Bonus: +10
Feats: Power Attack, Cleave, Blasting Strike, Brutal Throw
Class Skills:
Climb, Intimidate, Jump, Swim, Concentration
Skill points at each level: 2+ Int modifier
BAB- 3/4
Saves- Good Fort, poor Will/Reflex
HD- d12
Class features:
Code of Conduct- If a Heavy Melee attepts to use any ranged weapon other than a thrown weapon, he immediately loses all class features. He may also not utilize any spells, spell-like abilities, or psionic powers.
Mighty Thews- At first level, and every level thereafter, Heavy Melee gains a cumulative +1 to his Str score. This bonus is lost if the Heavy Melee breaks his code.
Shrug Off- At first level, a Heavy Melee gains a pool of temporary Hit Points equa to his class levelx2. These hit points are lost first, and regenerate at a rate of 1/2 class level every round. This pool increases to levelx3 at 5th level and levelx4 and regen equal to Heavy Melee level at 10th level.
The Blade's That Wide For A Reason- At 2nd level, when weilding a two-handed weapon, except for a spiked chain, a Heavy Melee gains a +2 sheild bonus to AC
Mighty Swing- At 3rd level, a Heavy Melee can make a single attack that targets two adjacent squares. This applies to Cleave attacks as well, meaning if both targets are killed the Heavy Melee can attack two other adjacent taegets.
Focused Mind- When a Heavy melee is in combat, he suffers no distractions. At 4th level, in any round when a Heavy Melee makes a melee attack, he gains a +4 bonus to his Will save against mind affecting spells and effects. This bonus increases to +8 at 9th level.
Beat Back- At 5th level, when a Heavy Melee deals damage with a melee weapon in the same round he uses his Power Attack feat, the target must make an opposed Str check to be the target of a Bull Rush effect with a bonus equal to 1/2 the Heave Melee's base attack bonus.
Take It On The Armor- At 7th level, a Heavy Melee adds his armor bonus to his Shrug Off hit points. At 10th level, he adds twice his armor bonus.
Combat Mastery- By 8th level, a Heavy Melee has had years of experience fighting large groups. He is used to attacking many foes at once, as well as landing repeated blows on a single enemy. A Heavy Melee's iterative attacks suffer a -3 penalty insyead of -5. For example, a Heavy melee has a base attack bonus of +16/+11/+6/+5 at 7th level. Upon gaining this ability at 8th level, it becomes +16/+13/+10/+7.
Explosive Strike- At 10th level, a Heavy Melee can use his Power Attack feat to attack a large area. This is a full round action, that does not provoke an attack of opprotunity. This attack affects a 10-foot square directly in front of the Heavy Melee, and the Beat Back ability appies to anyone hit, with a +4 bonus. Any creature in this area does not benefit from cover or it's sheild bonus to AC. Anything successfuly Bull Rushed by this attack is knocked prone at the end of their movement.
Blasting Strike Feat:
Prereqs: BAB+10, fighter level 10
Whenever you make a melee attack, the target must make a DC 10+BAB+Str bonus Fortitude save or be pushed back 5 feet.