1. - Top - End - #7
    Barbarian in the Playground
     
    Griffon

    Join Date
    Oct 2008
    Location
    South Africa
    Gender
    Male

    Default Re: Base Class Challenge - The Altar of Naught

    DEMOLISHER

    You should thank me! I am removing you from this meaningless existence and returning you to the dust that you once were and were always meant to be!

    Demolishers are warriors whom have dedicated themselves to destruction. They fight wildly and brutally and their devotion to destruction has given them supernatural powers which reduce their connection to the world and enhance their ability to destroy it. These powers are stronger as the demolisher becomes more injured.

    Abilities: Demolishers are most powerful when they have many injuries. Therefore they need many hit points and therefore a high constitution. A high strength is also important as they are melee warriors and are at their best when causing a lot of damage.

    Role: Demolishers break things. That is what they do. They function well as a tank and have a few blasting and utility abilities as well.

    Background: Demolishers start as people whom revel in violence and destruction. Eventually they come to see destruction as something beautiful. They decide that as it is easier to destroy than create, it must mean that things are meant to e destroyed. They believe that things are somehow better when they are. They embrace this philosophy and devote themselves to it, finding ways to bring further destruction at the cost of their own safety. When they do this, they awaken the power of destruction within them which strengthens them when injured and gives them supernatural destructive powers.

    Organization: Organizations of demolishers do exist but hardly ever last long. Groups of demolishers have too much of a tendency to fight each other to the death. Even those that are friends will do so as a way of showing respect. It is also against demolishers’ natures to create, which includes new organisations.

    Alignment: Demolishers are violent harbingers of destruction whom are happy to injure, maim, kill and vandalise all they come across. They carve out a path of terror and ruins wherever they go. As such, Chaotic Evil is the most common alignment among demolishers. Lawful demolishers see destruction as the only way to obtain true order. The rare good demolishers restrict themselves to using their powers on those whom they believe the world would be better without and those whom have come to accept that the demolishers are right. Even those good demolishers feel the need to do a lot of unnecessary damage though.

    Races: Orcs are the race most likely to develop the philosophy required to become a demolisher. Other savage races are also reasonably likely to do so. Humans include a fair number of demolishers as well. Dwarves whom have been cast out of their clan occasionally turn to the path of the demolisher as well. Elves are the race whom are least likely to become demolishers as the philosophy of the demolisher is absolute anathema to almost all elves. Most fey have similar feelings to the elves in this regard.

    Religion: Demolishers whom worship gods are naturally drawn to those that offer the destruction domain. Tharizdun is a particularly popular choice as a god whom wishes to destroy the multiverse. However, many demolishers believe that destroying the whole mutiverse is a little extreme and that the prime material planes should suffice.

    Other Classes: Members of other classes have a tendency to view demolishers as utterly insane. However, they may be willing to work with them if they believe that they can direct them away from themselves and towards their enemies. Arcane casters are glad to have demolishers as a meat shield as long as they are far enough away to not be injured by their own team mate. Clerics tend to find demolishers worrying as they don’t know how to deal with an ally whom doesn’t want to be healed. Skill monkeys tend to become exasperated at trying to explain that some things require subtlety and ask the demolisher to stand back while they deal with the problem. Other warriors, especially paladins and knights, though less so for barbarians tend to be shocked by the utter lack of discipline and concern for possible collateral damage that demolishers display. Demolishers themselves are happy to have allies, as long as there’s still plenty to smash.

    Adaptation: As written, demolishers are crazy brutes whose pure destructiveness gives them supernatural powers. You may wish to strengthen the supernatural element and tie them to cults, fiends or other dark forces. Alternatively you may wish to cut out the supernatural elements completely and make them more like individuals whom are so used to destroying that their muscles have become extraordinarily good at it. You my want to give them access to martial disciplines then, such as Tiger claw.

    Hit Die: d12

    Starting Gold: As fighter

    Class Features

    Class Skills: The demolisher's class skills (and the key ability for each skill) are: Climb (Str), Disable Device (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Listen (Wis), Survival (Wis), and Swim (Str).

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

    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Aura of Destruction, Destructive Blast, Destructive Cause, Improved Unarmed Strike

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    |Destructive Strike

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    |Living on the Edge

    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    |Disabling Strike

    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    | Magic Strike

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +2
    | Improved Sunder

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +2
    | Horrifying Wounds

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +2
    | Energising Wounds

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +3
    | Overpowering Strike

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +2
    |Dispelling Strike

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +3
    | Invigorating Wounds

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +4
    | Shattering Strike

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +4
    | Only a Flesh Wound

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +4
    |Disintegrating Strike

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +5
    | Examine Structural Integrity, Reckless Rush

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +5
    | Crushing Grip, Into the Line of Fire

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +5
    | Penetrating Strike, Visage of the Apocalypse

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +6
    | Wounding Strike

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +6
    | Earthquake, Empty Mind

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +6
    |Unworldly [/table]

    Weapon and Armor Proficiencies: Demolishers are only proficient with their unarmed strikes.

    Aura of Destruction (su): While injured, the demolisher may give off an aura with a radius indicated in the table below which inflicts force damage of a quantity indicated in the table every round to all objects and creatures within the aura as a swift action which lasts until dismissed or the demolisher loses consciousness. While active, the aura looks like black flames. The demolisher and his/her gear are immune to the aura. A fortitude save DC 10 + demolisher level + constitution modifier is allowed for half damage and allies are treated as having improved mettle for this purpose.

    Destructive Blast (sp): While injured, a demolisher may fire a destructive blast which looks like a concentrated form of their aura as a ranged touch attack which does force damage as indicated on the table and has a range of 60 ft.

    Destructive Cause: Demolishers have dedicated themselves to destruction. To heal, repair or create goes against what they believe in and weakens them. If a demolisher repairs an object or heals a creature, they are treated as having an additional number of hit points equal to the number that they healed or repaired for the purposes of their class abilities for the next 24 hours. If they create an object, then they are treated as having 1 additional hitpoint for every 10 gp that the object is worth for the next 24 hours.

    Improved Unarmed Strike (ex): A demolisher gains the improved unarmed strike feat even if they do not qualify for it. If they already have the improved unarmed strike feat they gain another feat for which they qualify.

    Destructive Strike (su): From 2nd level, an demolisher can wreath their fists (or another part of their body) in the destructive power of their aura. While they are injured, their unarmed strikes do additional force damage as indicated in the table.

    Living on the Edge (ex): Demolishers enjoy being injured which discourages them from using armour or using other forms of protection. When they are injured however, they can use their pain to encourage their bodies to move just a little bit faster out of the way of a lethal attack. From 3rd level, while the demolisher is not wearing armour , they gain a competence bonus to armour class equal to 1 point for every 10 hit points below their maximum hit point level they have to a maximum of twice their class level. This bonus to armour class is lost when their dexterity modifier to armour class does not apply.

    Disabling Strike (ex): By 4th level, a demolisher is used to destroying objects with brute strength and gains a bonus to strength checks to destroy objects equal to their class level.

    Magic Strike (su): From 5th level, while injured, a demolisher’s unarmed strikes are treated as magic for the purpose of overcoming damage reduction.

    Improved Sunder (ex): At 6th level, the demolisher gains improved sunder as a bonus feat. If s/he already has improved sunder, s/he may take another bonus feat that s/he qualifies for.

    Horrifying Wounds (ex): From 7th level, a demolisher gains a circumstance bonus on intimidate checks equal to 1 per 10 hitpoints fewer than his/her maximum s/he has to a maximum of twice his/her class level due to the unnerving nature of seeing an individual covered in gory wounds who seems to be enjoying the pain.

    Energising Wounds (ex): From 8th level, grievous injury no longer causes the demolisher to lose consciousness as the pain keeps them alert. They no longer lose consciousness below 0 hit points and remain free to act.

    Overpowering Strike (ex): From 9th level, when using power attack with his/her unarmed strike, the demolisher gains the benefits associated with using a two-handed weapon, even though their unarmed strike is not one.

    Dispelling Strike (ex): From 10th level, the demolisher can destroy not only material objects, but also the effects of magic. As a full round action, the demolisher may make a dispelling strike, which, if it hits causes the effect of a targeted dispel magic with a caster level equal to the demolisher’s class level.

    Invigorating Wounds (ex): From 11th level, the demolishers wounds invigorate them even more effectively increasing their strength. While the demolisher has fewer than three quarters of their maximum hitpoints, they are treated as having a +2 circumstance bonus to their strength score. This increases to +4 at under half, +6 at under a quarter and +8 at less than 0.

    Shattering Strike (ex): From 12th level, the demolisher’s unarmed strikes ignore all hardness and damage reduction other than that which is negated by epic weapons and do double damage to all objects and constructs.

    Only a Flesh Wound (ex): From 13th level the demolisher can easily shrug off injuries that would kill almost anyone else. They will not die from hitpoint damage until they reach their class level plus their constitution modifier below zero hitpoints.

    Disintegrating Strike (su): From 14th level, the demolisher may choose to disintegrate any object or creature which s/he reduces to 0 hitpoints. This special ability can only affect objects or creatures normally vulnerable to a disintegrate spell and allows for a fortitude save DC 10 + demolisher level + strength modifier. This is considered part of the attack. This attack can also be used on effects which are not vulnerable to hit point damage but are vulnerable to disintegrate spells.

    Examine Structural Integrity (ex): From 15th level, the demolisher is experienced enough in breaking things that they can look for weaknesses in a structure to exploit in order to do more damage. As a swift action the demolisher may make a Knowledge (Architecture and Engineering) check with a difficulty class of 15 before attacking an object, structure or construct. If they make the check, they do bonus damage equal to twice the amount by which they exceeded the required difficulty class plus their class level for their attacks against that specific object or creature until the end of the encounter or until they use this ability on a different object or creature.

    Reckless Rush (ex): From 15th level, the demolisher is used to wildly charging into battle without any care for personal safety. On a successful attack after a charge, they do double damage as well as 1d6 damage to themselves and may make a free bull rush attempt which still does damage with a bonus on their strength check equal to their class level.

    Crushing Grip (ex): From 16th level, the demolisher can easily squeeze the life out of a person. While grappling, they do an extra 1d6 hitpoints plus strength modifier bludgeoning damage to their enemy. This damage increases one die step for every 10 hitpoints below maximum that the demolisher has.

    Into the Line of Fire (ex): From 16th level, the demolisher eagerly sacrifices their own safety for an advantage in battle. As an immediate action, the demolisher may cause any melee attack directed at them to be an automatic critical hit. If they do so, and they attack the individual who attacked on the first attack of their next round, they gain the benefit of the Truestrike spell and perform an additional amount of damage equal to double their class level.

    Penetrating Strike(ex): From 17th level, the demolisher can destroy a suit of armour whilst it is being worn. As a full round attack, the demolisher may perform a penetrating strike, which, if successful, also reduces the armour bonus supplied by the armour of the victim by 1. If the armour bonus is reduced to zero this way, the armour is destroyed.

    Visage of the Apocalypse(su): From 17th level, all can tell that the demolisher is an envoy of destruction. Whilst their aura of destruction is active, they gain the benefits of frightful presence as if they were a dragon of their hit dice.

    Wounding Strike(ex): From 18th level, the demolisher’s attacks ruin the body. As a full round attack, the demolisher may perform a wounding strike, which, if successful, also causes 1 point of constitution damage.

    Earthquake(su): From 19th level, the demolisher may use their brute force and supernatural abilities to bring about a natural disaster. As a full round action, the demolisher may strike the ground to cause the effects of an Earthquake spell with a caster level equal to their class level.

    Empty Mind (su): From 19th level, the demolisher’s mind is so distant from the material mthat s/he is treated as if permenantly under a mind blank spell as long as s/he is injured.

    Unworldly: At 20th level, the demolisher is rejected by the material so s/he is no longer considered native to it. His/her type changes to outsider and s/he is no longer considered native to any plane. Any effect that would transport him/her to his/her home plane will instead transport him/her to either the plane of shadow, the astral plane or the ethereal plane at random. S/he can also plane shift to and from these planes at will as long as s/he is injured and can bring up to one willing individual with for every 10 hit points below his/her maximum that s/he has.

    {table=head]Hp Fewer than Max|Aura of Destruction Damage|Aura of Destruction Radius|Destructive Blast Damage |Destructive Strike Bonus Damage

    1-10|
    1d2
    |
    5 ft.
    |
    1d4
    |1

    11-20|
    1d3
    |
    10 ft.
    |
    1d6
    |1d2

    21-30|
    1d4
    |
    15 ft.
    |
    2d4
    |1d3

    31-40|
    1d6
    |
    20 ft.
    |
    2d6
    |1d4

    41-50|
    1d8
    |
    25 ft.
    |
    2d8
    |1d6

    51-60|
    2d6
    |
    30 ft.
    |
    4d6
    |1d8

    61-70|
    2d8
    |
    35 ft.
    |
    4d8
    |2d6

    71-80|
    4d6
    |
    40 ft.
    |
    8d6
    |2d8

    81-90|
    4d8
    |
    45 ft.
    |
    8d8
    |4d6

    91-100|
    8d6
    |
    50 ft.
    |
    16d6
    |4d8[/table]