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Rauthiss
2010-05-29, 01:35 AM
I submitted this for the last Base Class Challenge, and unfortunately got no votes. So, I thought I'd post it here and see what people thought of it. :D

The Weight Warrior

”Looks like we’re dealing with some heavy stuff here. Luckily, I’m good at taking things lightly.”

At times, a child is born with the lucky ability to manipulate the density of objects, similar to how a sorcerer casts spells – it is simply ingrained into their existence. The weight warrior is one of these children that has matured his abilities to the fullest. He can make full use of his rare ability to cause damage to his opponents, weigh them down, or send them flying with a single blow.

Abilities: Constitution is the most important ability for a Weight Warrior, as many of his abilities are based on constitution. However, strength is still important for the weight warrior, as is dexterity. The mental stats are typically unnecessary for weight warriors.

Role: The weight warrior functions as a melee fighter, using his ability to wear heavy armor and his Weighty hit ability to deal additional damage to his opponents. In addition, a weight warrior can make use of his encumbrance abilities to attain a semblance of battlefield control.

Background: Many weight warriors have had their powers since birth, and have simply trained with them. However, the ability itself exists in many people, although it is latent. With training, however, many people can gain the use of a weight warrior’s abilities.

Organization: Weight warriors are often found in adventurer’s guilds or in mercenary circles, taking advantage of his weight altering abilities.

Alignment: Weight warriors tend toward chaotic, mainly because they rely not on training, but natural skill. That said, any alignment is compatible with the abilities of a weight warrior.

Races: Weight warriors can be found in any race. However, races that tend to have inherent magic, such as gnomes, have a higher likelihood of being born with the weight warrior’s innate ability.

Religion: Since many weight warriors have been able to manipulate weight since they were children, they often view their ability as a gift from the gods. They tend to worship gods of solid, tangible things, such as gods of stone. However, a few weight warriors see the gods as weak, due to the weight warrior’s ability to change creation.

Other Classes: Weight warriors tend to get along well with other martial types, often finding companionship in the ability to hit things hard. Wizards and other educated types may take an unusual interest in the weight warrior’s abilities, while divine casters may view it as a gift from their god.

Adaptation: Weight warriors work best in high magic campaigns, although they are not campaign specific and may be played in nearly any campaign. In low magic campaigns, the weight warrior’s main offensive class features can be refluffed as a high strength, while some of the later abilities would have to be remade.

Hit Die: d10

Starting Gold: As Fighter


Class Features

Class Skills: The Mineral Warrior's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).

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

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

1st|
+1|
+2|
+2|
+0|Weighted Hit +1d6, Reduced Burden|5lbs

2nd|
+2|
+3|
+3|
+0|Nimble Armor (Light)|10 lbs

3rd|
+3|
+3|
+3|
+1|Encumber (20 lbs)|15 lbs

4th|
+4|
+4|
+4|
+1|Weighted Hit +2d6|20 lbs

5th|
+5|
+4|
+4|
+1|Nimble Armor (Medium)|25 lbs

6th|
+6/+1|
+5|
+5|
+2|Feather Fall|30 lbs

7th|
+7/+2|
+5|
+5|
+2|Weighted Hit +3d6|35 lbs

8th|
+8/+3|
+6|
+6|
+2|Nimble Armor (Heavy)|40 lbs

9th|
+9/+4|
+6|
+6|
+3|Encumber (40 lbs) |45 lbs

10th|
+10/+5|
+7|
+7|
+3|Weighted Hit +4d6|50 lbs

11th|
+11/+6/+1|
+7|
+7|
+3|Weighted Movement|55 lbs

12th|
+12/+7/+2|
+8|
+8|
+4|Weighty Slam|60 lbs

13th|
+3/+8/+3|
+8|
+8|
+4|Weighted Hit +5d6|65 lbs

14th|
+14/+9/+4|
+9|
+9|
+4|Leaden Weapon|70 lbs

15th|
+15/+10/+5|
+9|
+9|
+5|Encumber (80 lbs)|75 lbs

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Weighted Hit +6d6|80 lbs

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Rooted to the Ground|85 lbs

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Flighty as a Cloud|90 lbs

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Weighted Hit +7d6|95 lbs

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Imprisoning Weight|100 lbs[/table]

Weapon and Armor Proficiencies: A Weight Warrior is proficient in all simple weapons and one martial weapon, in addition to all types of armor and shields.

Weighted Hit: By increasing a weapon's weight as it hits the opponent, a Weight Warrior can deal extra damage. Whenever the Weight Warrior deals damage with a bludgeoning weapon, he may add the indicated dice to the damage dealt.

Reduced Burden: A Weight Warrior can lighten his load, quite literally in this case – his carrying capacities are increased by 5 lbs per class level.

Nimble Armor: A weight warrior can decrease the weight of his armor to grant him ease of movement. All Armor Check penalties of the armor a Weight Warrior wears, up to the armor types given, are lessened by the Weight Warrior’s Con modifier.

Encumber: A number of times per day equal to the Weight Warrior’s Con modifier, he can use a standard action to cause one creature within 100 ft. to become much heavier. The target is granted a fortitude save of DC 10 + ½ the Weight Warrior’s class level + his Con modifier to negate this effect. The creature’s weight is increased by the weight indicated. However, the creature’s muscles do not grow – the gained weight is counted against that character’s carrying capacity for the purposes of encumbrance. In addition, a spellcaster affected by this ability takes a 20% failure chance on all spells with somatic components. This lasts for one round per the Weight Warrior’s class level.

Feather Fall: The Weight warrior is constantly under the effects of a Feather Fall spell.

Weighted Movement: By manipulating his weight in a favorable fashion, the Weight Warrior can take advantage of new kinds of movement. He gains a burrow speed of ½ his land speed and a flight speed of twice his land speed with clumsy maneuverability. He must end the flight on a solid surface or fall as normal. These movement types work no matter how encumbered the Weight Warrior is.

Weighty Slam: A Weight Warrior’s can cause his body to grow heavier and his opponent’s to become lighter as he hits them. Whenever a Weight Warrior successfully Bull Rushes an opponent, he pushes him twice the distance he normally would.

Leaden Weapon: A number of times per day equal to the Weight Warrior’s Con modifier, he can use an immediate action to greatly increase the weight of an object being held in a creature’s hand and within 100 feet. The weapon gets a fort save to resist this effect. If the save fails, the object immediately becomes too heavy to hold, and the creature drops it at its feet. This effect lasts for a number of rounds equal to the Weight Warrior’s class level.

Rooted to the Ground: A number of times per day equal to the Weight Warrior’s Con modifier, he can use a standard action to greatly increase the weight of a creature’s feet, as long as the creature is within 100 feet. The target is granted a fortitude save of DC 10 + ½ the Weight Warrior’s class level + his Con modifier to negate this effect. If the save fails, the creature’s feet are immovable, dropping all method of movement to 0 ft and giving a -5 penalty on reflex saves. This effect lasts for a number of rounds equal to the Weight Warrior’s class level.

Flighty as a Cloud: A number of times per day equal to the Weight Warrior’s Con modifier, he can use a standard action to greatly decrease the weight of a creature. First, the weight warrior must succeed on a touch attack against the target. The target is granted a fortitude save of DC 10 + ½ the Weight Warrior’s class level + his Con modifier to negate this effect. If the save fails, the creature’s weight drops to 1 lb, including all equipment that creature is wielding. All physical attacks that creature makes take a penalty of -10 to damage. In addition, any time that creature is successfully bull rushed, it is pushed triple the distance. This stacks with the Weighty Slam ability. They are under the effect of Feather Fall, as well. They gain a +30 bonus on Jump checks. This effect lasts for a number of rounds equal to the Weight Warrior’s class level.

Imprisoning Weight: Once per day, A Weight Warrior can use a standard action to increase the weight of a creature within 100 feet to a ludicrous level. The target is granted a fortitude save of DC 10 + ½ the Weight Warrior’s class level + his Con modifier to negate this effect. If the save fails, the target plunges into the ground, falling towards the center of the planet. Due to the density of the creature compared to the density of the earth, he falls at normal falling speed, as if he was falling through air. After 20 rounds, the target finds itself in a small sphere at the center of the earth, as the Imprisonment spell. Due to the density of the subject, he takes no damage on the way down. The subject can only be freed with effects that would free him from Imprisonment.

Sereg
2010-05-29, 06:49 AM
I actually liked this class. It did have a lot of fierce competition though. Therefore, I'm glad that you also have given it it's own thread. Unfortunately, I PEACHed in the chat thread far more than I normally do, so I don't have anything else helpful to say.

Apalala
2010-05-29, 02:30 PM
I really like the concept, but it could use a bit of work. Biggest thing jumping out at me is the Reduced Burden ability. At level 20, you can carry 100 lbs. A bag of holding, type 1, costs 2,500 gp and lets you hold 235 extra lbs. For 10k, you can get the one that lets you carry 1440 more lbs.

Instead, how about reduced burden increases their strength score when carrying or moving objects.

Reduced Burden: A Weight Warrior can lighten his load, quite literally in this case. Treat his strength score as being +1 higher for each class level when determining carrying capacity.

So, if a level 10 weight warrior had 18 strength, he would have a relative score of 28, and could thus carry 800 lbs of stuff as a medium load. At level 20, that'd be 3200, and he could lift six tons off the ground. Definitely not broken by those levels, but it does give the creative player some fun.

Encumber has the same problem. An extra 80 lbs at level 15 is easy to laugh off. That ability maxes out at level 15. A gold dragon is level 15 and has a medium carrying capacity of 4800. An extra 80 lbs is beyond worthless. You'd have better results tossing a halfling in halfplate onto him.

Instead of worrying about having to crunch numbers and consult graphs during gametime, just focus on the results.

Encumber (Su): A number of times equal to one half the weight warrior's class level plus his con modifier, he can increase the weight around a creature within 100 feet. Using this ability is a standard action and the target is granted a fort save (DC equal to the weight warrior's class level + con modifier) against this effect. Failure means the target's load is increased by one step. (Light becomes medium, medium heavy.) Increase the number of steps by one for every five points they fail the save. If a target gains a load past heavy, they instantly become prone and dazed. This ability lasts a number of rounds equal to the weight warrior's class level, but a creature knocked prone by it gains a new saving throw each round (DC 1/2CL+CON) at the end of its turn to lessen the load by one step.