watsyurname529
2008-04-20, 06:50 PM
PINBALL CHARGER
"Just wait 'till I get rollin'." - Smash, Warforged Pinball
Your a crazy warrior who threw away weapons in favor of just slamming into your opponents with your armor. You tumble around hitting people and running them over. Some powerful pinball chargers can even hit two people in the same charge.
BECOMING A PINBALL CHARGER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
To qualify to become a Pinball Charger, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Skills: Tumble 4 Ranks, Jump 6 Ranks
Feats: Powerful Charge, Power Attack
Proficiency: Must be proficient in Medium or Heavy Armor
Special: Must be tought the pinball charge from another Pinball Charger
Class Skills
Pinball Charger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Tumble (Dex), Swim (Str)
Skills Points at Each Level : 2 + Int Mod
Hit Dice: d10
BAB Fort Ref Will Abilities Slam Damage
1. +1 +2 +2 +0 Pinball Charge, Rolling Armor 1d6
2. +2 +3 +3 +0 Steel Pinball +1, Heavy Ball 1d6
3. +3 +3 +3 +1 Spin Ball, Roll Over 1d10
4. +4 +4 +4 +1 Steel Pinball +2, Cannon Ball 1d10
5. +5 +4 +4 +1 Bumper Hit 2d6
Weapon Proficiencies: The Pinball Charger gains proficiency in their slam but no new armor proficiencies.
Slam (Ex): The Pinball Charger uses themself as a weapon, slamming in to their enemies, although they still need some steel to slam with. You gain a slam attack with damage equal to the chart that deals bludgeoning damage and threatens a critical on a 20/x2. The slam only works if you are wearing Medium or Heavy Armor. If armor spikes are used, the damage is increased by one die and it does Piercing & Bludgeoning damage.
Note: Anytime you use a feat or other ability that uses an Armor Spike attack, you may use your slam attack (and damage) instead; Ex. Blood Spiked Charger.
Pinball Charge (Ex): The Pinball Charger's signature move, the pinball charge. By tumbling, jumping, and then slamming into your opponent is where it got its name. By making a DC 15 Tumble Check you can roll and try to slam into your opponent dealing your slam damage plus your strength mod. You still must make a normal attack to deal damage. Also, you gain a +4 to AC to all AoO's made against you while charging.
Rolling Armor (Ex): The Pinball Charger practices in his armor and refines his technique to make the best of the armor. When making a pinball charge, you may ignore the movement penalty from Medium or Heavy Armor. Also, the Armor Check penalty for Tumble and Jump is reduced by half, rounded up.
Steel Pinball (Ex): The Pinball Charger uses the armor to get the best cover from attacks. The AC bonus from all Medium and Heavy Armor is increased by +1. It is increased to +2 at 4th Level.
Heavy Ball (Ex): The Pinball Charger uses the weight of his armor to cause the most damage. When making a pinball charge, you add 2x your strength mod to damage. Also, if you use power attack, the return is now 1:2 for BAB spent to Damage bonus.
Spin Ball (Ex): The Pinball Charger can roll around and change the direction of his charge to hit any opponent. While making a Pinball Charge, you can attempt a DC 17 Tumble Check to make one direction change during a charge. You still must have a line of sight to your enemy to charge.
Roll Over (Ex): The Pinball Charger can just run over people, leaving them in the dust. When making a Pinball Charge you are treated if having the Improved Overrun feat if you succeed on a DC 18 Tumble Check.
Cannon Ball (Ex): The Pinball Charger can leap into the air and come crashing down on his enemies dealing massive damage. When making a Pinball Charge, a Pinball Charger must make a Jump check equal to the AC of his target. If the check succeeds, the Pinball Charger deals twice the damage. Extra dice from enchantments, etc. are not doubled.
Bumper Hit (Ex): The Pinball Charger can hit one enemy, then bounce off and slam into another, both with rolling fury. A Pinball Charger may attack two opponets in the same Pinball charge, provided that they are no more than 15ft apart and you still have movement left. This requires a DC 20 Tumble check and the second attack suffers a -5 penalty.
PLAYING A PINBALL CHARGER
You are a charger. You are all about trying to do the most damage with one roll.
Combat: First action: Charge. Second action: Charge. Repeat as needed.
Advancement: Many Pinball Chargers go on to try to become better and more powerful warriors. Others go on to teach the Pinball Charge to inspiring young fighters.
Resources: Pinball Chargers can get resources from anywhere.
PINBALL CHARGERS IN THE WORLD
"That warforged is crazy. He just ran and rolled right into the orc!"
People view you as crazy, insane, or sucidal even. Others actually are interested by your bizarre fighting style.
Daily Life: Your typical day is that like anyother warrior, although your training is vastly different.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: There are no real organization to Pinball Chargers, however Pinball Chargers are glad to help fellow Pinball Chargers on their quests and such.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
PINBALL CHARGERS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
"Just wait 'till I get rollin'." - Smash, Warforged Pinball
Your a crazy warrior who threw away weapons in favor of just slamming into your opponents with your armor. You tumble around hitting people and running them over. Some powerful pinball chargers can even hit two people in the same charge.
BECOMING A PINBALL CHARGER
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS
To qualify to become a Pinball Charger, a character must fulfill all the following criteria:
Base Attack Bonus: +5
Skills: Tumble 4 Ranks, Jump 6 Ranks
Feats: Powerful Charge, Power Attack
Proficiency: Must be proficient in Medium or Heavy Armor
Special: Must be tought the pinball charge from another Pinball Charger
Class Skills
Pinball Charger’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Tumble (Dex), Swim (Str)
Skills Points at Each Level : 2 + Int Mod
Hit Dice: d10
BAB Fort Ref Will Abilities Slam Damage
1. +1 +2 +2 +0 Pinball Charge, Rolling Armor 1d6
2. +2 +3 +3 +0 Steel Pinball +1, Heavy Ball 1d6
3. +3 +3 +3 +1 Spin Ball, Roll Over 1d10
4. +4 +4 +4 +1 Steel Pinball +2, Cannon Ball 1d10
5. +5 +4 +4 +1 Bumper Hit 2d6
Weapon Proficiencies: The Pinball Charger gains proficiency in their slam but no new armor proficiencies.
Slam (Ex): The Pinball Charger uses themself as a weapon, slamming in to their enemies, although they still need some steel to slam with. You gain a slam attack with damage equal to the chart that deals bludgeoning damage and threatens a critical on a 20/x2. The slam only works if you are wearing Medium or Heavy Armor. If armor spikes are used, the damage is increased by one die and it does Piercing & Bludgeoning damage.
Note: Anytime you use a feat or other ability that uses an Armor Spike attack, you may use your slam attack (and damage) instead; Ex. Blood Spiked Charger.
Pinball Charge (Ex): The Pinball Charger's signature move, the pinball charge. By tumbling, jumping, and then slamming into your opponent is where it got its name. By making a DC 15 Tumble Check you can roll and try to slam into your opponent dealing your slam damage plus your strength mod. You still must make a normal attack to deal damage. Also, you gain a +4 to AC to all AoO's made against you while charging.
Rolling Armor (Ex): The Pinball Charger practices in his armor and refines his technique to make the best of the armor. When making a pinball charge, you may ignore the movement penalty from Medium or Heavy Armor. Also, the Armor Check penalty for Tumble and Jump is reduced by half, rounded up.
Steel Pinball (Ex): The Pinball Charger uses the armor to get the best cover from attacks. The AC bonus from all Medium and Heavy Armor is increased by +1. It is increased to +2 at 4th Level.
Heavy Ball (Ex): The Pinball Charger uses the weight of his armor to cause the most damage. When making a pinball charge, you add 2x your strength mod to damage. Also, if you use power attack, the return is now 1:2 for BAB spent to Damage bonus.
Spin Ball (Ex): The Pinball Charger can roll around and change the direction of his charge to hit any opponent. While making a Pinball Charge, you can attempt a DC 17 Tumble Check to make one direction change during a charge. You still must have a line of sight to your enemy to charge.
Roll Over (Ex): The Pinball Charger can just run over people, leaving them in the dust. When making a Pinball Charge you are treated if having the Improved Overrun feat if you succeed on a DC 18 Tumble Check.
Cannon Ball (Ex): The Pinball Charger can leap into the air and come crashing down on his enemies dealing massive damage. When making a Pinball Charge, a Pinball Charger must make a Jump check equal to the AC of his target. If the check succeeds, the Pinball Charger deals twice the damage. Extra dice from enchantments, etc. are not doubled.
Bumper Hit (Ex): The Pinball Charger can hit one enemy, then bounce off and slam into another, both with rolling fury. A Pinball Charger may attack two opponets in the same Pinball charge, provided that they are no more than 15ft apart and you still have movement left. This requires a DC 20 Tumble check and the second attack suffers a -5 penalty.
PLAYING A PINBALL CHARGER
You are a charger. You are all about trying to do the most damage with one roll.
Combat: First action: Charge. Second action: Charge. Repeat as needed.
Advancement: Many Pinball Chargers go on to try to become better and more powerful warriors. Others go on to teach the Pinball Charge to inspiring young fighters.
Resources: Pinball Chargers can get resources from anywhere.
PINBALL CHARGERS IN THE WORLD
"That warforged is crazy. He just ran and rolled right into the orc!"
People view you as crazy, insane, or sucidal even. Others actually are interested by your bizarre fighting style.
Daily Life: Your typical day is that like anyother warrior, although your training is vastly different.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: There are no real organization to Pinball Chargers, however Pinball Chargers are glad to help fellow Pinball Chargers on their quests and such.
NPC Reaction
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
PINBALL CHARGERS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions