Zeta Kai
2008-04-23, 01:43 PM
Walking Colossus
“Oh, my god, it’s huge! It’s a giant… Redgar?”
Some people consider magic to be an art form, a craft of shaping the very fabric or reality. Others see is a science of sorts, an arcane mystery to be explored & solved. There are those, though, that see it as a tool, to be applied to a situation to solve a problem & little more. For these practically-minded folk, there is the appealing path of the Walking Colossus, an incarnate challenge to the axiom “size doesn’t matter.”
The Walking Colossus is, for the most part, a non-spellcaster who uses magic to accomplish a goal, gaining size & strength in order to be more effective on the battlefield. Walking Colossi use their thorough understanding of the Enlarge Person spell to grow to tremendous sizes, towering over obstacles & dwarfing opponents. This simple-yet-effective application of magic allows them to be wild cards in combat, shocking foes almost as quickly as they are swept away.
Requirements
• BAB: +5
• Feats: Spell Mastery (Enlarge Person)
• Spells: ability to cast Enlarge Person
Fastest Route: Fighter 5/Wiz 1
Class Information
Hit Die: d8
Class Skills: The Walking Colossus’s class skills (& the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis) & Swim (Str).
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Walking Colossus. See level progression on Table 1-1: The Walking Colossus (PrC) for more information.
Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.
Increase Size (Su): At 1st level, you can grow up to 1 size category larger (Colossal maximum) for up to 10 minutes (100 rounds) per class level. This time does not have to be spent consecutively, & can be broken up as you see fit. Changing size (either increasing it or returning to one’s normal size) is a full-round action that does not provoke an attack of opportunity. For stat changes caused by size increases, consult Table 1-2: New Size Statistics. This spell does not change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you. You, therefore, cannot be crushed or otherwise harmed by increasing your size. All equipment worn or carried by you is similarly enlarged by the effect. Melee & projectile weapons affected by this ability deal more damage. Other magical properties are not affected by this ability. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, & projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this ability. Multiple magical effects that increase size do not stack, so use of spells to increase size further are not effective, but a successful reduce person spell will decrease your size. As this ability is not a spell, it cannot be made permanent with a permanency spell. At 4th level, you can grow up to 2 size categories, at 7th level, you can grow up to 3 size categories, & at 10th level, you can grow up to 4 size categories (Colossal maximum). The transformation round to increase one’s size counts as 1 round of use, but the transformation round to reduce one’s size does not.
Spells per Day: At 2nd, 5th, 8th level, you gain new spells per day as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one spellcasting class before becoming a Walking Colossus, you must decide to which class you add the new level for purposes of determining spells known.
Slam Attack (Ex): At 3rd level, you can use your mighty fists to produce a slam attack (20/×2 critical) on a successful melee attack. Your slam is a natural weapon. If you do not already have a slam attack, use the appropriate damage value from Table 1-3: Damage by Size. If you already have other kinds of natural weapons, retain your old damage values or use the appropriate value on Table 1-3, whichever is better.
Trample Attack (Ex): At 6th level, you can use a trample attack on opponents, as per the special ability. As a full-round action, you can move up to twice your speed & literally run over any opponents at least 1 size category smaller than yourself. You merely have to move over the opponents in your path; any creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5’, it is only considered trampled if you move over all the squares it occupies. If you move over only some of a target’s space, the target can make an attack of opportunity against you at a -4 penalty. If you accidentally end your movement in an illegal space, you return to the last legal position that you occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals bludgeoning damage (your slam damage + 1˝ × your Strength modifier). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take ˝ damage. The save DC against your trample attack is 10 + ˝ of your HD + your Strength modifier. You can only deal trampling damage to each target once per round, no matter how many times your movement takes you over a target creature.
Awesome Blow (Ex): At 9th level, you gain Awesome Blow as a bonus feat. You do not need the Power Attack or Improved Bull Rush feats to perform this action, but your current size must be Large or larger, & you must have a Strength score that is currently 25 or more. As a standard action, you may choose to subtract 4 from your melee attack roll & deliver an awesome blow. If you successfully hit an opponent smaller than yourself with an awesome blow, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10’ in a direction of your choice & fall prone. You can only push the opponent in a straight line, & the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent & the obstacle each take 1d6 points of damage, & the opponent stops in the space adjacent to the obstacle.
“Oh, my god, it’s huge! It’s a giant… Redgar?”
Some people consider magic to be an art form, a craft of shaping the very fabric or reality. Others see is a science of sorts, an arcane mystery to be explored & solved. There are those, though, that see it as a tool, to be applied to a situation to solve a problem & little more. For these practically-minded folk, there is the appealing path of the Walking Colossus, an incarnate challenge to the axiom “size doesn’t matter.”
The Walking Colossus is, for the most part, a non-spellcaster who uses magic to accomplish a goal, gaining size & strength in order to be more effective on the battlefield. Walking Colossi use their thorough understanding of the Enlarge Person spell to grow to tremendous sizes, towering over obstacles & dwarfing opponents. This simple-yet-effective application of magic allows them to be wild cards in combat, shocking foes almost as quickly as they are swept away.
Requirements
• BAB: +5
• Feats: Spell Mastery (Enlarge Person)
• Spells: ability to cast Enlarge Person
Fastest Route: Fighter 5/Wiz 1
Class Information
Hit Die: d8
Class Skills: The Walking Colossus’s class skills (& the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis) & Swim (Str).
Skill Points at Each Additional Level: 2 + Int modifier
Class Features
All of the following are class features of the Walking Colossus. See level progression on Table 1-1: The Walking Colossus (PrC) for more information.
Weapon & Armor Proficiency: You gain no proficiency with any weapon or armor.
Increase Size (Su): At 1st level, you can grow up to 1 size category larger (Colossal maximum) for up to 10 minutes (100 rounds) per class level. This time does not have to be spent consecutively, & can be broken up as you see fit. Changing size (either increasing it or returning to one’s normal size) is a full-round action that does not provoke an attack of opportunity. For stat changes caused by size increases, consult Table 1-2: New Size Statistics. This spell does not change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size & may make a Strength check (using your increased Strength) to burst any enclosures in the process; if the check fails, you are constrained without harm by the materials enclosing you. You, therefore, cannot be crushed or otherwise harmed by increasing your size. All equipment worn or carried by you is similarly enlarged by the effect. Melee & projectile weapons affected by this ability deal more damage. Other magical properties are not affected by this ability. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, & projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this ability. Multiple magical effects that increase size do not stack, so use of spells to increase size further are not effective, but a successful reduce person spell will decrease your size. As this ability is not a spell, it cannot be made permanent with a permanency spell. At 4th level, you can grow up to 2 size categories, at 7th level, you can grow up to 3 size categories, & at 10th level, you can grow up to 4 size categories (Colossal maximum). The transformation round to increase one’s size counts as 1 round of use, but the transformation round to reduce one’s size does not.
Spells per Day: At 2nd, 5th, 8th level, you gain new spells per day as if you had also gained a level in a spellcasting class you belonged to before adding the prestige class. You do not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If you had more than one spellcasting class before becoming a Walking Colossus, you must decide to which class you add the new level for purposes of determining spells known.
Slam Attack (Ex): At 3rd level, you can use your mighty fists to produce a slam attack (20/×2 critical) on a successful melee attack. Your slam is a natural weapon. If you do not already have a slam attack, use the appropriate damage value from Table 1-3: Damage by Size. If you already have other kinds of natural weapons, retain your old damage values or use the appropriate value on Table 1-3, whichever is better.
Trample Attack (Ex): At 6th level, you can use a trample attack on opponents, as per the special ability. As a full-round action, you can move up to twice your speed & literally run over any opponents at least 1 size category smaller than yourself. You merely have to move over the opponents in your path; any creature whose space is completely covered by your space is subject to the trample attack. If a target’s space is larger than 5’, it is only considered trampled if you move over all the squares it occupies. If you move over only some of a target’s space, the target can make an attack of opportunity against you at a -4 penalty. If you accidentally end your movement in an illegal space, you return to the last legal position that you occupied, or the closest legal position, if there’s a legal position that’s closer. A trample attack deals bludgeoning damage (your slam damage + 1˝ × your Strength modifier). Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take ˝ damage. The save DC against your trample attack is 10 + ˝ of your HD + your Strength modifier. You can only deal trampling damage to each target once per round, no matter how many times your movement takes you over a target creature.
Awesome Blow (Ex): At 9th level, you gain Awesome Blow as a bonus feat. You do not need the Power Attack or Improved Bull Rush feats to perform this action, but your current size must be Large or larger, & you must have a Strength score that is currently 25 or more. As a standard action, you may choose to subtract 4 from your melee attack roll & deliver an awesome blow. If you successfully hit an opponent smaller than yourself with an awesome blow, your opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10’ in a direction of your choice & fall prone. You can only push the opponent in a straight line, & the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent & the obstacle each take 1d6 points of damage, & the opponent stops in the space adjacent to the obstacle.