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imp_fireball
2010-06-27, 06:58 PM
Battle Cruiser
http://fc08.deviantart.net/fs29/i/2008/070/c/e/The_Berserker_Armor_by_Loeser.jpg
Crrruuuuuush!
- An Iron Golem on its birthday

The merciless grinding whine of metal on metal resounds as a man, his visage barely revealed under full plate armor that appears much larger then necessary, charges a seemingly unbreakable phalanx formation at incredible speed. All of the metal carnage of a golem is carried with him.

The battlecruiser is a wrecking ball on the battlefield - using weight to his advantage, he merges it with a special martial art designed to mimic the unstoppable traits of a golem.

Requirements
Alignment: Any
Base Attack Bonus: +5
Proficiencies: Must be proficient with all shields, and tower shields
Feats: Improved Shield Bash, Armored Mobility
Fluff: Must pass the rite of aeadeth'eshk'faer'esth (ee-yahk-dueth-ehush-shuk fayer-rust; 'Ceremony of crying born metal or tear metal' in human Den'denethian).

Rite details: The rite takes place in the very center of the black and gray, stark dry soot ridden miles wide area of the well guarded plateau of caer'byrow (See-air bur-oh). The ceremony of crying born metal involves a 7ft. tall, but very hot bonfire at which the ordained is required to present the heavy armor of a slain foe that they have looted. They must wear this armor, and willingly walk through the bonfire pit that sits upon a large 5ft. radius mithril disc (doing so causes a creature to suffer 3d6 fire damage, no save). They are then timed - they must strip themselves of the armor and throw every last piece in the bonfire, all in under 1 minute.

Finally, as the second last part of the ritual, the great bonfire that sits upon the mithril disc is lowered into a round pit (5ft. radius, 10ft. deep). They must leap into the pit with the bon fire, and find a piece of solid metal from the armor that weighs at least 5 pounds. They may search for as long as they wish, but as they remain in the pit, they take 3d6 fire damage each round, must hold their breath due to the almost complete lack of oxygen and take a -8 penalty to search checks due to the blinding smoke and fire.

After succeeding on a climb check to make it out (the normally sandy, muddy walls are smooth but tough like concrete due to constant exposure to the fire; DC 20, 10ft. distance), they are required to ingest all 5 pounds of the metal in under 1 minute. Because the metal is still hot, it burns their insides for 3d6 fire damage and 3d20 nonlethal damage as it rapidly adjusts internal body temperation before cooling down. Ingesting the metal alone is also unsuited for many humanoid creatures (the partaker of the rite will be expected to be human in fact). The harmful affects of digesting 5 pounds of solid metal all at once for humans and other creatures unused or unsuited to digesting requires a DC 20 Fort save overnight, or the character becomes sickened for 1d4 weeks +/- Con modifier days.

Alternatively, refer to the appropriate tables for ingesting food improper for a character of the player's race's diet (book?).

If the character is construct dirived like a warforged or of a race that factors metal into their ordinary diet, the final metal ingesting part of the ceremony is fairly easy. Although the MCs of Dae'ol Den'deneth may demand that said creature undergo an anatomical inspection by the local expert or ranger at Dae'ol outcropping 15 miles east of the location. Most likely, they will lace the looted metal of the heavy armor with an ingredient that is semi-poisonous to the creature or creates a reaction in when contact with other metal, causing it to burn hotly and dish out 12d6 fire damage (instead of 3d6) when consumed and digested by a warforged or other construct dirived creature.

Once the player character, whatever creature they happen to be, consumes the metal and returns to caer'byrow plateau and the fire pit with the great mithril disc two weeks later, it will be announced that they have passed the ritual. Whatever armor they wear will be branded with an elaborate centuries old symbol indicating such. Soft skinned creatures such as humans may also voluntarily receive scarring via branding as well (1 fire damage per scar, one month formation period) and doing so will earn them more honor, and perhaps distinguish them from others who have passed the same ritual.

Battle Cruiser
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Uncanny Dodge, Multiple Shields, Steely Resolve

2nd|
+2|
+3|
+0|
+3|Better Multiple Shields, Absorption

3rd|
+3|
+3|
+1|
+3|Field of Momentum, Perfect Multi-Shield Style

4th|
+4|
+4|
+1|
+4|Shield Offense, Tremendous Obstacle

5th|
+5|
+4|
+1|
+4|Immovable, Knock Away, Pinball Warrior

6th|
+6|
+5|
+2|
+5|Armored Onrush, Perfect Shield Offense, Towering Blows

7th|
+7|
+5|
+2|
+5|Highest Absorption
[/table]

Class Skills (2+Int per level) Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), and Tumble (Dex)

Proficiencies: The Battlecruiser is proficient with weighted full plate (exotic).

Uncanny Dodge (Ex)

At first level, the battlecruiser acquires uncanny dodge as the barbarian's class feature.

If another class feature (ie. barbarian's) has already granted uncanny dodge, acquire improved uncanny dodge (as barbarian class feature) instead.

Multiple Shields

At first level, the battlecruiser can equip a shield in each hand and use it as a weapon via shield bash. However, their shield bonus to AC applies only to one shield. It may apply for each shield, but only while they are in total defense.

Better Multiple Shields

At second level, the battlecruiser can apply each shield's bonus in their shield bonus to AC while fighting defensively. While in total defense, they have improved cover (+8 AC), in addition to their total shield bonus.

Absorption (Ex)

At second level, energy damage dealt by attacks must get through the hardness of the armor the battlecruiser is wearing before affecting the battlecruiser. If the battlecruiser is in total defense, they must get through the hardness of each shield the battlecruiser is holding as well.

Field of Momentum (Ex)

At third level, each round that the battlecruiser spends moving, they gain a deflection bonus to their AC equal to their strength modifier. This applies versus opponents who have lower initiative then the battlecruiser. If the battlecruiser moved in a previous round, this deflection bonus applies to creatures on the next round as well, up until the battlecruiser's turn for that round.

Perfect Multi-Shield Style

At third level, while equipping only shields in all of their hands, the battlecruiser effectively has improved evasion. While in total defense, they have total cover. Thus, in order to eliminate this total cover, one of their shields must be sundered - total cover always applies while the battlecruiser is in total defense and holding a shield in each hand.

Shield Offense

At fourth level, if the battlecruiser attacks with two or more shields and hits with at least two attacks against one target, they may make a grapple without provoking attacks of opportunity. This works exactly like improved grab. The battlecruiser can lock a creature in place with two of his shields (automatic, free action after successful grab) and take no penalty for any grapple checks made against other creatures. For every additional two shields he his holding, he can make another grab and lock another creature.

----
NOTE (asterixes 1 - 3):

* When a creature is locked in place by two shields, the creature's weight and encumbrance add to the battlecruiser's encumbrance. Shields used to lock a creature in place are no longer usable for anything else, such as shield bonus or shield bashes, with the exception of the battlecruiser's 'multiple shields' features. If a battlecruiser lets go of the shields it is using to lock a creature in place, that creature automatically escapes the battlecruiser's grapple but will provoke an attack of opportunity from the battlecruiser.

** A locked creature is held as if grappled. If they try to move, then they must make a grapple check opposed by the battlecruiser's grapple modifier. Success indicates that they escape as well. Although the battlecruiser is grappling with a locked creature, they do not automatically deal damage each round that they do so. The battlecruiser takes no penalty for grappling additional creatures if the only creatures they are grappling are those that are locked. The battlecruiser does not need to make a grapple check to move a locked creature and may move at full speed - the creature's weight and encumbrance still affect the battlecruiser's movement as normal, however.

*** At any time during their turn, a battlecruiser may choose to automatically deal damage each round that it is holding onto a locked creature - however, it must take the penalty for grappling additional creatures.
----

Finally, the battlecruiser may initiate a grapple with a tower shield against any creature occupying the number of spaces that the same unheld, inanimate tower shield would normally occupy without provoking attacks of opportunity, and pin an opponent in just two grapple checks as one attack action. Apply the battlecruiser's weight and encumbrance against the enemy creature's encumbrance. If the enemy cannot lift the battlecruiser above their head, they take a -16 penalty to oppose this grapple. If they cannot even drag the battlecruiser, then they automatically fail their check to oppose the battlecruiser's grapple with a tower shield pressed against them and are pinned unconditionally.

While pinning with a tower shield, the battlecruiser may deal double unarmed damage each round (once) automatically at-will against the victims of such a pin as a free action. They may also make a grapple check as a standard action to crush the creature. When crushing, refer to the appropriate table (book?) for how much damage is dealt when a creature has the battlecruiser's total weight and encumbrance pressed against them.

Finally, when pinning a creature(s) with a tower shield, the battlecruiser cannot move - unless a force is able to move/translocate both the battlecruiser and the pinned creature(s) simultaneously - otherwise the creature(s) is unpinned automatically.

NOTE: The battlecruiser does not acquire 'improved grapple' from having this class feature, hence any other sort of grapple other than any that obey the conditions above still provoke attacks of opportunity under standard grapple rules.

Tremendous Obstacle (Ex)

At fourth level, if the battlecruiser is wearing spiked armor, or some other weapon that can be activated as part of their armor/or function thereof as a free or immediate action (no matter the conditions under which such activation becomes free or immediate) and is fighting defensively or in total defense, then they may make an attack of opportunity with that weapon against opponents for every melee attack the opponent makes against them, assuming the opponent is within reach. This attack of opportunity must be made with a weapon deployed by the armor (such as a spell or supernatural ability) or on the armor (ie. spiked armor).

Immovable (Ex)

While wearing heavy armor, the battlecruiser is exceptionally stable. They have a +6 to oppose trip, bull rush, overrun and grapple attempts. While in total defense, they cannot be moved by any affect, even magic, psionic or supernatural, unless willing.

If prone, the battlecruiser can stand as a free action, but only once per round.

Movement mistakes can be repulsed by rolling the armor back to a standing position, but massive error takes too long to compensate since the armor itself still severely limits the battlecruiser's agility.

Knock Away (Ex)

When successfully opposing a bull rush attempt or succeeding on an attempt made against another creature, the battlecruiser does not have to move with the creature in order to push them beyond the 5ft. limitation and is not limited by base speed. They may also push the creature in any line direction, as long as the direction won't elevate the creature beyond 5ft. or effectively move the creature through the battlecruiser's own occupying space/spaces.

Doing so requires a touch attack, however (failure indicates that this becomes a regular bull rush attempt that the battlecruiser must roll for). If pushed beyond 5ft. in this way, the creature must make a balance check of DC equal to half of the battlecruiser's attack roll or fall prone.

Successfully opposing a bull rush against another creature means that the battle cruiser need not roll another bull rush check to attempt to push them away. Instead, the battlecruiser is assumed to have automatically successfully bull rushed the opponent instead.

Finally, the battlecruiser may bull rush or overrun a creature of any size category and automatically deal up to unarmed damage or damage with any non-magical/non-psionic/non-supernatural armor weapon per bullrush or overrun (or no damage at all) at their option. If they overrun a creature of a size category larger than the standard overrun rules allow, however, the creature does not fall prone, but the battlecruiser may move through their space uninterrupted and the creature still suffers unarmed or mundane armor weapon damage at the battlecruiser's option.

Pin Ball Warrior (Ex)

If the battlecruiser makes movement while tumbling, they can ignore any sort of terrain short of obstacles higher in elevation than their height; unless they succeed on a jump check to exceed such elevation. Additionally, they may tumble at 2/3 of their full base speed (instead of half, round down) and acquire +15ft. or +2/3 ( round down) of their base speed (whatever is highest) to their base move speed for the round in which they move if any of said movement involves moving lower in elevation from that of the space at which they began movement on their turn.

Finally, the battlecruiser acquires an additional +5ft. of free movement whenever he moves away from an space that is adjacent to a barrier.

Ie. Joe Fitzpummelington is size medium. His base speed is 30ft. When tumbling he can, as a move action, tumble 20ft. If he takes moves lower in elevation during this movement, his base speed during a tumble will temporarily change to 40ft.

If Mr. Fitzpummelington then moved through a passage 5ft. wide and 30ft. long, he would gain then 30ft. of movement. But since it costs 30ft. of movement to effectively move through a 30ft. long passage, Joe doesn't actually add to any of his movement - nonetheless this is essentially free movement for him.

This type of exclusive movement during tumbling does not provoke attacks of opportunity should it direct the battlecruiser out of a space being threatened.

All of the above of this class feature applies only while the battlecruiser is wearing heavy armor.

NOTE: The battlecruiser still provokes attacks of opportunity for moving out of threatened spaces (unless explicitly said otherwise), as standard 'movement during combat' rules.

Armored Onrush (Ex)

At sixth level, the battlecruiser can initiate a bull rush or overrun (their option) as a free action against any creature who's occupied space they move into. Moving into an occupied space no longer provokes attacks of opportunity unless the battlecruiser fails their bull rush or overrun check against such a creature. A battlecruiser may 5-foot step into an occupied space and initiate a bull rush or overrun for free, but provokes attacks of opportunity upon failure as well.

Perfect Shield Offense

At sixth level, the battlecruiser may make an attack with each shield they are holding and that is usable at their full base attack bonus. This is a standard action.

If no attack with a held shield directed at a single target misses, the enemy target must make a Fortitude save (DC 5 + Battlecruiser's Str Modifier + Battlecruiser's ECL) and succeed on the check by at least 5 or fall prone. If the target fails the check, they are both dazed for one round and prone.

Towering Blows

You may now bash with a tower shield, however this requires two hands. Although a tower shield can be used to defend with only one hand occupied, using two hands to bash with it means that the Perfect Shield Offense class feature grants only one additional attack per two hands devoted to each tower shield (instead of one additional attack per non-tower shield held by one hand).

NOTE: Medium sized tower shields deal 1d8 Bludgeoning, 20/x2 + 1.5xStr.

Highest Absorption (Ex)

At seventh level, the battlecruiser now may apply its total shield bonus to touch AC. Additionally, the hardness of any of the shields its holding and armor its wearing applies against energy damage while fighting defensively.

While in total defense, they are completely immune to spells, spell-likes, and supernatural abilities that involve touch attacks, as well as automatic damage from such sources such as 'magic missile' and other rays.

Mastery of Metal

The battlecruiser has subconsciously realized the full potential of the rite of aeadeth'eshk'faer'esth. In their metal cocoon, their bodies have biologically conformed to a metal diet (they may now consume any sort of metal or alloy in place of regular food, as long as it close to pure in its content) and can adapt to the armor itself, organs and skin becoming metal while their metal rich blood becomes like the perfect oil for their bodies - all the while still remaining perfectly as a member of their race.

The battlecruiser is immune to suffering morale penalties from affects, unless they will it. They still benefit from morale bonuses.

They may apply their full ECL as a circumstantial bonus to any intimidate check they make during a combat encounter against any creature that cannot see their face - or 1/4 their full ECL outside of combat. The creature does not need to understand their language to be intimidated in this way. Both during and out of combat, intimidate can be performed once against a single creature as a move action, or every creature that can see them without the need of a spot check as a full action.

They no longer suffer any armor check penalties, base move speed limitations or maximum dexterity modifier limitation when wearing any sort of heavy armor or wielding any sort of shields - however they do still retain arcane spell failure. They may sleep in any sort of heavy armor as if they were wearing no armor.

If they lose an armor covered limb while wearing heavy armor, they may reattach it as a move action in the same action required to pick up the limb; this replaces the action if less or more than a move action is required from the battlecruiser to pick something up, thus picking up and re-attaching a limb is always one move action (unless no action can be performed by the battlecruiser at the time) - however they do not recover any hit points lost (this does not function as regeneration).

Finally, while wearing heavy armor, the battlecruiser is considered a construct whenever it would be beneficial to them. If they are already a construct or living construct, then they remove any draw backs of being one (with the exception of healing that applies only to living creatures).

NOTE: The drawbacks of being a construct must compare to the draw backs of a creature type similar in shape to the construct. This is however largely at GM discretion. Alternatively, a GM could just as easily rule that a construct become a living construct without the penalties of a living construct compared to that of being a construct or that a living construct becoming a humanoid without the penalties of a humanoid compared to that of being a living construct (but with the exception that being healed by healing that applies only to living creatures such as humanoids still does not heal them).


Battlecruiser Feats

Golem Trample
Prerequisite: Improved Overrun, 5th level Battlecruiser

You may make one slam attack, using standard natural weapons damage for your size (1d6 if medium, 1d8 if large, etc. + 1.5xStr), as a free action at your full BAB against any opponent you successfully overrun. The attack is an attack roll against the prone opponent that you overran.


New Feats

Armored Mobility
Prerequisite: BAB +1, Armor Focus (D&D Wiki), Medium or Heavy Armor Proficiency

You no longer suffer a reduction in base speed for wearing medium or heavy armor. For any heavy armor that you have 'armor focus' in, you may treat that armor as medium armor for the purpose of armor check penalties made with it (reduce ACP by 2).

You may also run at full multiplier while in heavy armor, however the number of rounds before you tire is at half your Constitution score, rather then full (ie. A person wearing full plate with 18 Constitution can run 9 rounds at x4 base movement, or 18 rounds at x3 base movement, before tiring).

New Armor

Weighted Full Plate

Weighted full plate is a type of very thick full plate (nearly 1 inch or more at the breast) adorned with layers of mail underneath. Mail is like chain mail, except that it consists of several layers of chain overlay - hence, the impact on the chain is vastly reduced, leading to an overall reduction in shock on the wearer as well - however the result is very heavy skin abrasian. Hence, the pompous elitist, scar-detesting weaklings would wear cloth underneath to protect from this.

Irregardless, weighted full plate is (startlingly) a human invention. Any like minded dwarf would instead take advantage of mountain plate - after all, if something protects you, it should protect you 'a lot, somewhat, absolutely or not at all' (the latter is always deemed a failure and efforts are devoted towards shame being brought to that designer's family) as are odd dwarven measurements for such things.

The weighted full plate is so heavy (three times that of full plate - 150lbs.) that it has seen use only in jousting due to its incredible protective properties - that way jousters could be played up as particularly brave and fortuitous.

However, the life starved, bodacious human warriors of ashen Den'deneth (Day-en-doen-eth) have resorted to this armor for that always craved extra edge that their vast and by far disproportionately large warrior kin demographic can make use of on the battlefield.

Weighted Full Plate

Type: Heavy Exotic
Armor Bonus to AC: +8
Weight: 150lbs. (subject to modification under crafting rules)
Maximum Dexterity Bonus: +1
Armor Check Penalty: -8
Market Price: 3800Gp

Special: The wearer of this super heavy armor has 3 hardness against opponents that they are not denied their dexterity bonus towards. Wearers reduce their dexterity modifier to touch AC by 1. If the full plate - worn alone and with no other items encumbering the wearer - would encumber the wearer to a medium load or greater, then their base speed is reduced by 10 (minimum 15) and they cannot run in this armor. Critical confirmations and precision damage always ignore this hardness. Non-lethal damage dealt against the wearer can still affect them, however the hardness subtracts the damage just as if it were lethal damage.

Energy damage ignores the hardness and still affects the wearer. If the hardness of the wearer were to negate the damage from an attack to 0 while the attack had the 'power attack' feat applied to it (or any variant thereof), the wearer must succeed on a fortitude save of DC 10 + the attacker's Base Attack Bonus to avoid still suffering the extra damage from the power attack anyway.

Crafting: You can craft weighted full plate by adding +2 to the DC of crafting armor (normally DC 10 + Armor Bonus). This is in addition to any DC adjustment for crafting masterwork armor.

A crafter may also add to the hardness that applies to the wearer of the weighted full plate, by increasing the market price of the armor itself - for all intents and purposes the price increases by 1200 Gp for 1 increase of hardness; apply +1200 to this price adjustment per 1 increase of hardness beyond 1.

Ie. If you were to craft weighted full plate (DC 20), with 6 hardness - the market price would be 7400Gp. To actually craft the armor would hence cost 1/3 of this price.

The weight of the armor itself increases by 50lbs per point of additional hardness*. If the hardness of the wearer of the weighted full plate would be greater than 5, then any excess hardness applies to the wearer while they are flatfooted as well.

Ie. If you were to create weighted full plate that had 7 hardness that applied to the wearer of the armor while they were aware of the enemy and were not denied any dexterity bonus towards them - then 2 hardness would apply to the wearer while they were flatfooted or denied their dexterity bonus towards those attackers as well.

*If it were medium sized armor. Apply the appropriate multipliers for other size categories as necessary.


Two New Perks

Note: Will add these to the perk list later.

Shielded
Cost: 50 Perk Points
Prerequisite: 3 levels of battlecruiser

Any shield bonus to AC you acquire from now on will stack with other shield bonuses. Please note that this rules exception only applies to your character and not others.

Before: The standard rules for a shield bonus to AC state that they do not stack.



EDIT: So yah, I only just noticed that there's been some interest in this class. Fluff will come soon.

Morph Bark
2010-06-27, 07:05 PM
Intruiging. I will definitely show this to a friend of mine. He wanted to make a shield-bash nuts character who is a total tank, and considering our current campaign allows homebrew...

zenanarchist
2010-06-27, 07:09 PM
Battlecruiser
http://fc08.deviantart.net/fs29/i/2008/070/c/e/The_Berserker_Armor_by_Loeser.jpg

The merciless grinding whine of metal on metal resounds as a man, his visage barely revealed under full plate armor that appears much larger then necessary, charges a seemingly unbreakable phalanx formation at incredible speed. All of the metal carnage of a golem is carried with him.

The battlecruiser is a wrecking ball on the battlefield - using weight to his advantage, he merges it with a special martial art designed to mimic the unstoppable traits of a golem.

Requirements
Alignment: Any
Base Attack Bonus: +5
Proficiencies: Must be proficient with all shields, tower shields, and Weighted Full Plate (Exotic)
Feats: Improved Shield Bash, Armored Mobility

Battlecruiser
Hit Dice: d12
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+0|
+2|Uncanny Dodge, Multiple Shields

2nd|
+2|
+3|
+0|
+3|Better Multiple Shields, Absorption

3rd|
+3|
+3|
+1|
+3|Field of Momentum, Perfect Multi-Shield Style

4th|
+4|
+4|
+1|
+4|Shield Offense, Tremendous Obstacle

5th|
+5|
+4|
+1|
+4|Armored Onrush, Highest Absorption[/table]

Class Skills (2+Int per level) Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), and Swim (Str)

Uncanny Dodge (Ex)

At first level, the battlecruiser acquires uncanny dodge as the barbarian's class feature.

If another class feature (ie. barbarian's) has already granted uncanny dodge, acquire improved uncanny dodge (as barbarian class feature) instead.

Multiple Shields

At first level, the battlecruiser can equip a shield in each hand and use it as a weapon via shield bash. However, their shield bonus to AC applies only to one shield. It may apply for each shield, but only while they are in total defense.

Better Multiple Shields

At second level, the battlecruiser can apply each shield's bonus in their shield bonus to AC while fighting defensively. While in total defense, they have improved cover (+8 AC), in addition to their total shield bonus.

Absorption

At second level, energy damage dealt by attacks must get through the hardness of the armor the battlecruiser is wearing before affecting the battlecruiser. If the battlecruiser is in total defense, they must get through the hardness of each shield the battlecruiser is holding as well.

Field of Momentum

At third level, each round that the battlecruiser spends moving, they gain a deflection bonus to their AC equal to their strength modifier. This applies versus opponents who have lower initiative then the battlecruiser. If the battlecruiser moved in a previous round, this deflection bonus applies to creatures on the next round as well, up until the battlecruiser's turn for that round.

Perfect Multi-Shield Style

At third level, while equipping only shields in all of their hands, the battlecruiser effectively has improved evasion. While in total defense, they have total cover. Thus, in order to eliminate this total cover, one of their shields must be sundered - total cover always applies while the battlecruiser is in total defense and holding a shield in each hand.

Shield Offense

At fourth level, if the battlecruiser attacks with two or more shields, they may make a grapple without provoking attacks of opportunity. This works like improved grab. The battlecruiser can lock a creature in place with two of his shields (automatic, free action after successful grab) and take no penalty for grapple checks performed against other creatures. For every additional two shields he his holding, he can make another grab and lock another creature.

NOTE: When a creature is locked in place by two shields, the creature's weight and encumbrance add to the battlecruiser's encumbrance.

Finally, the battlecruiser can initiate a grapple with a tower shield, without provoking attacks of opportunity, and pin an opponent in just two grapple checks as one attack action. Apply the battlecruiser's weight and encumberance against the enemy's. If the enemy cannot lift the battlecruiser above their head, they take a -16 penalty to oppose this grapple. If they cannot even drag the battlecruiser, then they automatically fail their check to oppose the battlecruiser's grapple with a tower shield against them and are pinned unconditionally.

NOTE: The battlecruiser does not acquire 'improved grapple', hence any other sort of grapple other than those listed above still provoke attacks of opportunity.

Tremendous Obstacle

At fourth level, if the battlecruiser is wearing spiked armor, or some other weapon that can be activated by their armor as a free or immediate action (no matter the conditions under which such activation becomes free or immediate) and is fighting defensively or in total defense, then they may make an attack of opportunity against opponents for every melee attack the opponent makes against them, assuming the opponent is within reach. This attack of opportunity must be made with a weapon deployed by the armor or on the armor (ie. spiked armor).

Armored Onrush

At fifth level, the battlecruiser can initiate a bull rush or overrun (their option) as a free action against any creature who's occupied space they move into. Moving into an occupied space no longer provokes attacks of opportunity unless the battlecruiser fails their bull rush or overrun check against such a creature. A battlecruiser may 5-foot step into an occupied space and initiate a bull rush or overrun for free, but provokes attacks of opportunity upon failure as well.

If the battlecruiser makes movement while tumbling, they can ignore any sort of terrain. All of the above only applies only while the battlecruiser is wearing heavy armor.

NOTE: The battlecruiser still provokes attacks of opportunity for moving out of threatened spaces, as normal.

Highest Absorption

At fifth level, the battlecruiser now may apply its shield bonus to touch AC. Additionally, the hardness of both the shields its holding and armor its wearing applies against energy damage while fighting defensively.

While in total defense, they are completely immune to spells, spell-likes, and supernatural abilities that involve touch attacks, as well as automatic damage from such sources such as 'magic missile'.

Finally, while wearing heavy armor, the battlecruiser is considered a construct whenever it would be beneficial to them. If they are already a construct, then they remove any draw backs of being one.
------

Battlecruiser Feats

Trample (variant)
Prerequisite: 5th level Battlecruiser

You may make one slam attack, using standard natural weapons damage for your size (1d6 if medium, 1d8 if large, etc.), as a free action against any opponent you successfully overrun. The attack is an attack roll against the prone opponent that you overran.

New Feats

Armored Mobility
Prerequisite: BAB +1, Medium or Heavy Armor Proficiency

You no longer suffer a reduction in base speed for wearing medium or heavy armor. For any heavy armor that you have 'armor focus' in, you may treat that armor as medium armor for the purpose of armor check penalties made with it (reduce ACP by 2).

You may also run at full multiplier while in heavy armor, however the number of rounds before you tire is at half your Constitution score, rather then full (ie. A person wearing full plate with 18 Constitution can run 9 rounds at x4 base movement, or 18 rounds at x3 base movement, before tiring).

The art work was hell nice. Like...hellll nice.

So it made me want more fluff. But I looked, and there was no more fluff. Mechanically it seems fine, I'd add some damage on to fighting with two shields. So he's like an armoured fortress.

You can't really call it a battle cruiser if all his abilities resolve around defense. Maybe praise him for keeping two shields by giving him an extra attack dice with shields or improving the shield bash option.

And fluff it. Please!!

EDIT: P.S I get the grapple and the overun and bullrush are offensive, but I mean actual attacking options. Just straight out full attack.

imp_fireball
2010-06-27, 07:13 PM
The art work was hell nice. Like...hellll nice.

It's not mine. :smallamused:

From deviant art - based on the berserk anime.


P.S I get the grapple and the overun and bullrush are offensive, but I mean actual attacking options. Just straight out full attack.

If I extended it up a few levels, I could give him an attack with each held shield at his full BAB. Like perfect TWF, without the ridiculous Dex requirement.

Still haven't stated out weighted full plate - just to note, 'weighted' is a mundane effect that can be applied to any weapon or armor with the exception that it involves a strength prerequisite for weapons and ACP and much higher encumbrance for armor.

Weighted full plate would have hardness that applies to the wearer - damage reduction in other words, except that you cannot sunder the wearer.

zenanarchist
2010-06-27, 07:17 PM
It's not mine. :smallamused:

From deviant art - based on the berserk anime.



If I extended it up a few levels, I could give him an attack with each held shield at his full BAB. Like perfect TWF, without the ridiculous Dex requirement.

Make it so. Could you also make the armour reflective? Hampering spells a little and causing blindness to enemies when in full sunlight?

Might make the class even more playable though screwing with SR is always a pain in my experience.

But yeah, definitely an attack with each shield, no ridiculous dex requirement please :smallwink:

demidracolich
2010-06-27, 08:20 PM
What would be awsome is if someone with this class also had riverrine shields.
Then only a few spells can get rid of their cover.

zenanarchist
2010-06-27, 08:22 PM
What would be awsome is if someone with this class also had riverrine shields.
Then only a few spells can get rid of their cover.

Seconded :-D

imp_fireball
2010-06-28, 02:03 AM
Could you also make the armour reflective? Hampering spells a little and causing blindness to enemies when in full sunlight?

If you want any more bonus stuff, get your armor enchanted.

As for fluff, tumbling allows you to ignore terrain difficulties (which means you can tumble and charge, albeit ACP) - also benefits derived chiefly from armor spikes. I just put that in there because I had the image of some big spikey ball rolling around. That's sorta fluff I guess.

Maybe I'll come up with something later. Perhaps in my own custom setting. :smallcool:

sim2er
2010-06-29, 08:22 PM
neat. how does this work with Mountain plate?
races of stone PG 157
"A character wearing mountain plate cannot run. When
wearing mountain plate, a dwarf’s speed is reduced as if
he were not a dwarf (just as heavy armor would typically
reduce the speed of a human or any other character who is
not a dwarf).
...
Mountain plate constructed of any material that would
reduce its armor category from heavy to medium (such as
mithral) gains all the benefits of the material except the
armor category reduction."

stats not provided because it isn't OGC, but that part is quoted so you get an idea for how heavy it is. and it requires exotic armor proficiency. that book also contains interlocking plate that provides a bonus for characters who don't move. and there are stats for other heavy armors if mountain plate is too heavy for you.

hopefully this will prevent you from having to stat out another kind of armor... provided you have races of stone

imp_fireball
2010-06-29, 08:42 PM
I don't have races of stone.

But does mountain plate grant +8 AC and X hardness, provided the attack does not bypass armor and shield AC by more then Y (maybe a value like 5 or 8 or 10 to represent catching the wearer in a weak spot/joint that hardness to damage is ignored)? Bludgeoning weapons ignore some hardness and the 'bypass hardness on higher attack roll' exception applies to piercing and slashing weapons (or maybe just piercing? swords are actually rather impractical in the middle ages). For this purpose, piercing weapons match up against hardness like slashing. Energy damage does not need to get through this hardness to hurt the wearer (ignores it entirely). The armor doesn't have fortification since it tends to protect from attacks entirely or not at all.

That's essentially what I'm going for.

Weighted full plate might weigh twice as much as full plate or more.