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    Dwarf in the Playground
     
    HalfOrcPirate

    Join Date
    Mar 2010

    Default Dnd 3.5 Hombrew Throwing PRC v1.0

    I've been a bit bored and created a rather fun sounding PRC. I'm currently playing a similiar character, using thrown weapons. Here you go. What do you guys think?

    Requirements: Base Attack +7, Brutal Throw, Power Attack, Power Throw, Point Blank Shot, Proficiencies: Tower Shield, Craft (Weaponsmith) 3.

    Hit die: d10. Skills 2 + int. Normal fighter save progress

    1. BaB + 1 - Penetrating Throw, Piercing Weapons
    2. BaB + 2 - Nimble Titan
    3. BaB + 3 - Driving Throw, Strength of the Titan
    4. BaB + 4 - Towering Titan
    5. BaB + 5 - Reverse Throw, Titan's Smash

    Fleshgrinding Throw
    As a standard action you can initiate a special throwing attempt a number of times per day equal to your Titan's Arm level + your INT modifier.

    Roll attack and damage as normal. If the attack hits the defender has to make a reflex save DC = 10 + damage dealt.
    If he fails the thrown weapon is stuck, dealing 1d8 + STR damage each round.
    This damage is reduced by damage reduction as normal, if you have piercing weapons ignore damage reduction based on the initial throw.
    The foe can attempt to remove the weapon as a full round action, dealing the original damage again. A heal check of 15 lets you remove the weapon without taking damage.
    You have to be in point blank reach to initiate this attempt.

    Titan's Arm special throws all count towards the daily limit. This means a 3rd level Titan's Arm with a +3 INT modifier could use penetrating throw 6 times or split it between using penetrating throw 3 times and driving throw 3 times.

    Piercing Weapons
    When using the Power Throw Feat you also ignore one point of damage reduction /magic for each point of base attack bonus subtracted in this way, up to twice your Titan's Arm level. In this way, you can ignore up to 10 points of DR/magic if you take a penalty of 10 on your BaB.

    Nimble Titan
    You can gain the benefits of Total Cover while using a Tower Shield as a move action. Follow the rules outlined in the FAQ.

    Strength of the Titan
    You can add +1 per level of Titan's Arm to any opposed check, such as bull rush, trip, disarm etc.

    Driving Throw
    As a standard action you can initiate a special throwing attempt a number of times per day equal to your Titan's Arm level + your INT modifier.

    Roll attack as normal. If the attack hits you automatically initiate a special bull rush attempt, but deal no damage. Make an opposed roll, using your normal bull rush modifiers.
    If you win, you drive the foe 5 feet and an additional 5 feet for every 5 points you're above his result. This movement provokes attacks of opportunity from allies.
    You have to be in point blank reach to initiate this attempt.

    Titan's Arm special throws all count towards the daily limit. This means a 3rd level Titan's Arm with a +3 INT modifier could use penetrating throw 6 times or split it between using penetrating throw 3 times and driving throw 3 times.

    Towering Titan
    You can gain the benefits of Total Cover while using a Tower Shield as a swift action. Follow the rules outlined in the FAQ.

    Reverse Throw
    As a standard action you can initiate a special throwing attempt a number of times per day equal to your Titan's Arm level + your INT modifier.

    You can pull on the chain of a weapon stuck in a foe you're holding to initiate a reverse bull rush attempt.
    Make an opposed roll, using your normal bull rush modifiers.
    If you win, you pull the foe 5 feet and an additional 5 feet for every 5 points you're above his result. This movement provokes attacks of opportunity from allies.
    You have to be in point blank reach to initiate this attempt.

    Titan's Arm special throws all count towards the daily limit. This means a level 3rd level Titan's Arm with a +3 INT modifier could use penetrating throw 6 times or split it between using penetrating throw 3 times and driving throw 3 times.

    Titan's Smash
    Once per encounter, as a standard action, if you threaten an enemy in melee that has one of your thrown weapons stuck into him, you can attempt to start a special grappling attempt.
    You provoke an attack of opportunity for this grapple from the defender, unless you have the improved grapple feat.
    Make a melee touch attack. If you succeed, you grab the stuck weapon. Make a grapple check with your normal grapple modifiers.
    If you win, you lift the enemy and ram him into the ground. The enemy becomes stationary and is considered grappled and prone.
    Foes can escape as a full round action by either making an escape artist or grapple check against your initial grapple check.

    ---

    Clarification on Tower Shield usage:
    Like other kinds of cover, the shield has to have a location
    relative to you on the battlefield. When you use the shield for
    cover, choose one edge of your space (not a corner). You have
    total cover against any attack’s line of effect that passes
    through that side of your space. If an attack’s line of effect goes
    through the corner of the side of your space that the shield
    blocks, you get cover from the shield (+4 AC, +2 on Reflex
    saves) instead of total cover. If an attack’s line of effect passes
    through a side of your space that the shield does not block, you
    get no cover from the shield at all. To determine where the line
    of effect enters your space, draw a line from the attacker’s
    center to your center. Or, in the case of a magical effect, from
    the effect’s point of origin and your center.
    Once you claim cover from the shield, the shield keeps
    blocking the side of your space that you chose until the
    beginning of your next turn, when you can again decide
    whether you’ll use the shield for cover. Once you choose the
    side of your space that the shield blocks, you cannot change it
    until your next turn.
    You continue to threaten the area around you while you use
    the shield for cover; however, it provides your opponents with
    the same benefits you get. You cannot make attacks through the
    side of your space that the shield blocks, and should you attack
    through the corners of that space, your foe gets cover against
    your attack. Since cover of any kind prevents attacks of
    opportunity (see page 151 in the PH), the shield keeps you
    from making attacks of opportunity in a pretty wide swath.
    Total cover or cover from a tower shield has the following
    effects in different situations:

    - Magical Attacks: A tower shield’s effects on
    magical attacks depend on the kind of magical attack.
    Any attack aimed at your equipment is aimed at you.
    If a magical attack has you as a specific target (that is
    it does not merely affect the area that contains you
    but is aimed right at you), the shield has no effect. All
    rays fall into this category, as does any spell that has
    a Target entry in its header and any spell that has an
    Effect entry and affects creatures (provided, of
    D&D FAQ v.3.5 71 Update Version: 6/30/08
    course, that the attacker can and does choose the
    shield user as a target). Magical attacks that fill areas
    (bursts, cones, cylinders, lines, emanations, and
    spreads) are subject to all the rules for cover on page
    151 of the PH. Such attacks are completely blocked
    if line of effect between you and the attack’s point of
    origin passes through the side of your space the
    shield blocks. You get cover (+4 AC, +2 on Reflex
    saves) if the magical attack’s line of effect passes
    through the corner of the blocked side. Spread effects
    reach around the shield if they normally would
    extend into your space, but you still get a Reflex save
    bonus for cover when they do. A gaze attack is
    blocked if the shield would give you total cover
    against attacks from the creature with the gaze attack.
    If the shield gives you cover only, you’re still subject
    to the gaze attack (although you could avert or close
    your eyes to avoid the attack).

    - Attacks of Opportunity: As noted earlier, cover or
    total cover prevents attacks of opportunity. So you
    could, for example, hunker down behind a tower
    shield and pick up a weapon or rummage around in a
    backpack and avoid attacks of opportunity against
    you. If you’re moving while using the shield for
    cover, things get a little more complicated. You must
    determine whether the shield gives you cover (or
    total cover) at the point during your movement when
    you’d normally provoke an attack of opportunity.
    Remember that attacks of opportunity are usually
    resolved before the actions that provoke them. In
    many cases, the shield won’t be positioned correctly
    to protect you during your whole move.

    - Charging and Bull Rushing: Opponents can charge
    you while you claim cover from the shield. An
    opponent moves as normal when charging you,
    moving to the closest square from which a melee
    attack normally would be possible. If the shield gives
    you total cover from the attack, the attack
    automatically fails. Foes can bull rush you normally,
    moving right into your space in spite of the shield.
    You normally get an attack of opportunity against
    someone entering your space, but not if the shield
    gives your foe cover or total cover.

    - Grapple and Snatch Attacks: Total cover from a
    tower shield blocks such attacks (the foe just can’t
    get hold of you). The foe could, however grab the
    shield. Conduct such attacks just like any other
    grapple or snatch attack. Your foe can’t damage you
    unless he pins you first. You can escape the foe’s
    hold simply by dropping the shield (a standard action
    since it’s strapped to your arm), so long as the foe has
    not pinned you.

    - Traps: Cover or total cover from a tower shield is
    just as effective against a trap as it is against any
    other attack.

    Chain Handling:
    -Weapons with an attached chain can be pulled back as swift action. as long as they're not stuck somewhere, and are ready to be thrown again.

    -If a chained weapon is stuck in a foe or otherwise and you wish to move farther than 30 feet away, you must let go of that chain. Dropping a chain is a free action.

    -You can hold up a number of chains equal to your DEX modfier +1.

    -If a chained foe wants to move farther than 30 feet away from you, he has to win an opposed strength check or he can only move inside the length of the chain. If he wins you let go of that chain.

    -Chains are 30 feet long but the reach can be increased with a craft check. You gain a malus of -1 on your attack throw for each 5 feet the chain is longer than 30 feet.
    Last edited by Panigg; 2010-08-10 at 04:25 PM.

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