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.
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.