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Thread: Princess Celestia's Homebrew Corner

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    Ogre in the Playground
     
    Celestia's Avatar

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    Dec 2016
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    Default Colossal Champion

    The Colossal Champion

    "I crush all my enemies underfoot! Fear me!" ~Gortek, Orc Colossal Champion

    Sometimes, having a clever strategy or great skill will win the day, but sometimes you just need an overwhelming amount of pure strength. The Colossal Champion is that strength.

    Adventures: A Colossal Champion adventures for much the same reasons as any: fame, fortune, power, the desire to do good. Many also do it simply for the freedom of the outdoors. Ceilings are far too restricting.

    Characteristics: Colossal Champions are known for their ability to change size. Specifically, they can get bigger, much bigger. They tower over the battlefield, figuratively and literally crushing their opponents with raw might.

    Alignment: Colossal Champions are no more drawn to certain alignments than others of their kind. Some use their strength to protect the weak, while others use it to subjugate them. They run the whole gamut.

    Religion: The Colossal Champions who choose faith tend to worship gods of strength and power.

    Background: Colossal Champions can have many backgrounds. Maybe their power comes from the gods, or maybe it's a natural ability. Maybe it's created by some form of magic or science. It could be any number of things.

    Races: Races that are already predisposed to physical strength tend to choose the path of a Colossal Champion, such as orcs, but there are also a number of smaller races who pick the class as a form of compensation for their height.

    Other Classes: Colossal Champions tend to view other melee classes as being weak and misguided but respect their value for physical prowess, nonetheless. They have no strong opinions on other classes.

    Role: A Colossal Champion is a martial character through and through and can't do much else.

    Adaptation: Colossal Champions are difficult to fit in games with a lot of dungeon delving and cave exploring due to the low ceilings, but they can otherwise fit in most any campaign with primarily outdoor battles.

    GAME RULE INFORMATION
    Colossal Champions have the following game statistics.
    Abilities: Like any martial character, Strength and Constitution are the most important ability scores.
    Alignment: Any
    Size: A Colossal Champion must be medium size or smaller.
    Hit Die: d12
    Starting Age: As Barbarian
    Starting Gold: As Fighter

    Class Skills
    The Colossal Champion's class skills (and the key ability for each skill) are Climb (Str), Craft (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)

    Skill Points at First Level: (2 + Int modifier) x 4
    Skill Points at Each Additional Level: 2 + Int modifier

    Level BAB Saves Special
    1 +1 +2/+0/+0 Colossal Form (Large), Form Augmentation, Fighter Bonus Feat
    2 +2 +3/+0/+0 Damage Reduction 1/-
    3 +3 +3/+1/+1 Natural Armor +1, Fast Healing 1
    4 +4 +4/+1/+1 Damage Reduction 2/-
    5 +5 +4/+1/+1 Colossal Form (Huge), Form Augmentation
    6 +6 +5/+2/+2 Damage Reduction 3/-, Natural Armor +2, Fighter Bonus Feat
    7 +7 +5/+2/+2 Fast Healing 2
    8 +8 +6/+2/+2 Damage Reduction 4/-
    9 +9 +6/+3/+3 Natural Armor +3, Form Augmentation
    10 +10 +7/+3/+3 Colossal Form (Huge), Damage Reduction 5/-
    11 +11 +7/+3/+3 Regeneration 3, Fighter Bonus Feat
    12 +12 +8/+4/+4 Damage Reduction 6/-, Natural Armor +4
    13 +13 +8/+4/+4 Form Augmentation
    14 +14 +9/+4/+4 Damage Reduction 7/-
    15 +15 +9/+5/+5 Colossal Form (Colossal), Natural Armor +5, Regeneration 4
    16 +16 +10/+5/+5 Damage Reduction 8/-, Fighter Bonus Feat
    17 +17 +10/+5/+5 Form Augmentation
    18 +18 +11/+6/+6 Damage Reduction 9/-, Natural Armor +6
    19 +19 +11/+6/+6 Regeneration 5
    20 +20 +12/+6/+6 Colossal Form (Colossal+), Damage Reduction 10/-

    Class Features
    The following are class features of the Colossal Champion.

    Weapon and Armor Proficiency: All simple and martial weapons and all armor and shields (except tower shields).

    Colossal Form (Su): A Colossal Champion's primary ability is to increase his size. Doing so is a move action that does not provoke attacks of opportunity. At first level, he can become Large size, increasing his Strength by 4 and his Constitution by 2. All his equipment increases in size with him. He can maintain this form for a number of rounds equal to his class level plus his new Constitution modifier. He can use this ability a number of times per day equal to half his Colossal Champion level (minimum 1).

    While transformed, A Colossal Champion gains two Slam attacks that do 1d8 bludgeoning damage each. He also gains the ability to throw rocks and other large objects. Thrown objects can weigh up to 100 pounds per point of his Strength modifier and do 1d6 bludgeoning damage per 100 pounds of weight. Thrown objects function similarly to grenade weapons and deal half damage to creatures and objects within five feet of the target, Reflex negates (DC10 + 1/2 Colossal Champion level + Strength modifier). The range increment for thrown objects is 20 feet.

    If, due to the Colossal Champion's increase in size, any creatures would be within his new space, they are forcibly moved to the closest safe square. They take 1d8 bludgeoning damage per five feet moved in this fashion, Reflex save for half (DC10 + 1/2 Colossal Champion level + Strength modifier).

    While in Colossal Form, he cannot speak, cast spells or use spell-like abilities, or use any intelligence, wisdom, or charisma-based skills except Intimidate, Listen, and Spot.

    As he increases in level, a Colossal Champion can become larger sizes. When he transforms, he can choose which size to become. At level five, he can become Huge, increasing his Strength by 8, his Constitution by 4, and his Slam damage to 1d10 and decreasing his Dexterity by 2. At level ten, he can become Gargantuan, increasing his Strength by 12, his Constitution by 6, and his Slam damage to 2d6 and decreasing his Dexterity by 4. At level 15, he can become Colossal, increasing his Strength by 16, his Constitution by 8, and his Slam damage to 2d8 and decreasing his Dexterity by 6. Finally, at level 20, he can become Colossal+, increasing his Strength by 20, his Constitution by 10, and his Slam damage to 2d10 and decreasing his Dexterity by 8.

    Form Augmentation: At level one and every four levels after, a Colossal Champion can choose to acquire one of the following abilities.

    Armored Form (Ex): Your natural armor bonus triples instead of doubles when in Colossal Form.

    Cloudy Change (Su): Your transformation creates a thick cloud of steam. When you change into Colossal Form, the area within 30 feet of you becomes filled with a fog that blocks all line of sight. The fog lasts 1d4+1 rounds.

    Durable Form (Ex): Your damage reduction triples instead of doubles when in Colossal Form.

    Elemental Form (Su): You become encased in an aura of one of the following energy types: acid, cold, electricity, fire, or sonic. Whenever you are hit in melee combat, your enemy takes 1d4/2 levels damage of that type (minimum 1d4), and all your melee attacks deal 2d6 damage of that type. You also gain immunity to that type. The energy type chosen cannot be one that bypasses your regeneration. If you gain this ability before regeneration, you cannot pick this energy type to deal you normal damage.

    Explosive Change (Su): Your transformation releases a shockwave of sheer force that blasts everything around you. When you change into Colossal Form, everything within 30 feet of you takes 1d4/level force damage and must make a Fortitude save (DC10 + 1/2 Colossal Champion level + Strength modifier) or be knocked prone.

    Powerful Form (Ex): Your Colossal Form is even stronger than normal, granting you an extra 4 points of Strength and increasing your Slam attacks by one die step. You also gain the Awesome Blow feat while transformed, even if you don't qualify for it.

    Rapid Change (Su): You can now change into your Colossal Form as a swift action.

    Regenerative Form (Ex): Your fast healing/regeneration triples instead of doubles when in Colossal Form.

    Terrifying Change (Ex): The sight of your transformation is horrifying to behold. When you change into Colossal Form, you can make a free Intimidate check against all creatures that can see you, substituting your Colossal Form's Strength modifier for your Charisma modifier. Any creature that fails becomes panicked for as long at you remain in Colossal Form. A successful roll reduces this to shaken.

    Thunderous Change (Su): Your transformation creates a loud crack of sound, like thunder. When you change into Colossal Form, all creatures within 60 feet of you must make a Fortitude save (DC10 + 1/2 Colossal Champion level + Strength modifier) or become permanently deafened. A successful save reduces this to 1d4+1 rounds of temporary deafness.

    Bonus Feats: At first level and every five levels after, a Colossal Champion can acquire one Fighter Bonus Feat for which he qualifies.

    Damage Reduction (Ex): At second level, a Colossal Champion's skin grows tougher, granting him damage reduction of 1/-, which increases by one every even level. When adopting his Colossal Form, this damage reduction doubles.

    Natural Armor (Ex): At third level, a Colossal Champion becomes more resistant to blows and gains a natural armor bonus of +1 or increases any existing natural armor bonus by one. This bonus increases every three levels. When he enters his Colossal Form state, this bonus doubles.

    Fast Healing (Ex): At level three, a Colossal Champion can utilize the process that allows him to rapidly grow body tissue when he increases in size to also heal himself. He gains fast healing 1, which doubles in his Colossal Form. This fast healing increases by 1 ever four levels.

    At level eleven, his fast healing is replaced by regeneration. He takes normal damage from two of the following energy types chosen when he acquires the regeneration: acid, cold, electricity, fire, or sonic. He can regrow missing limbs in 1d4 minutes or reattach them in one round by holding the limb to the stump.
    Last edited by Celestia; 2017-03-15 at 09:25 AM.
    Princess Celestia's Homebrew Corner
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