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View Full Version : The Legendary Plumber [Work in Progress] [D&D 3.5, Base Class]



Ziegander
2012-01-31, 04:11 PM
The Legendary Plumber

http://1.media.dorkly.cvcdn.com/4/5/8dda8ef4652c2e68c90737a58bae44cf.jpg

Alignment: Neutral Good
Hit Die: 1d8

{table=head]Level|BAB|Fort|Ref|Will|Special|Mushroom Powers

1st|+0|+0|+2|+0|Fast Movement +10ft, Plumber's Strike 1d6|
1

2nd|+1|+0|+3|+0|Evasion, Really Throw Anything|
1

3rd|+2|+1|+3|+1|Plumber's Strike 2d6|
2

4th|+3|+1|+4|+1|Fast Movement +20ft|
2

5th|+3|+1|+4|+1|Plumber's Strike 3d6|
3

6th|+4|+2|+5|+2|Great Leap|
3

7th|+5|+2|+5|+2|Plumber's Strike 4d6|
4

8th|+6/+1|+2|+6|+2|Fast Movement +30ft|
4

9th|+6/+1|+3|+6|+3|Plumber's Strike 5d6|
5

10th|+7/+2|+3|+7|+3|Improved Evasion|
5

11th|+8/+3|+3|+7|+3|Plumber's Strike 6d6|
6

12th|+9/+4|+4|+8|+4|Fast Movement +40ft|
6

13th|+9/+4|+4|+8|+4|Plumber's Strike 7d6|
7

14th|+10/+5|+4|+9|+4|? ? ? ?|
7

15th|+11/+6/+1|+5|+9|+5|Plumber's Strike 8d6|
8

16th|+12/+7/+2|+5|+10|+5|Fast Movement +50ft|
8

17th|+12/+7/+2|+5|+10|+5|Plumber's Strike 9d6|
9

18th|+13/+8/+3|+6|+11|+6|? ? ? ?|
9

19th|+14/+9/+4|+6|+11|+6|Plumber's Strike 10d6|
10

20th|+15/+10/+5|+6|+12|+6|Legendary Plumber, Fast Movement +60ft|
10
[/table]

Class Skills (6 + Int modifier): Balance, Climb, Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Hide, Jump, Move Silently, Profession, Ride, Search, Swim, Tumble, and Use Magic Device.

Weapon & Armor Proficiencies
A Legendary Plumber is proficient with all improvised weapons (http://www.d20srd.org/srd/equipment/weapons.htm#improvisedWeapons), all simple melee weapons, and all light armors, but is not proficient with shields.

Fast Movement (Ex): As long as a Legendary Plumber carries less than a medium load, then he adds +10ft to his speed (including special movement speeds if he has them). He moves faster as he gains levels, increasing his speed by an additional 10ft at 4th level and every four levels thereafter.

Mushroom Powers (Su)
A Legendary Plumber has found himself transported from a more ordinary world into one filled with magic and strange creatures. In the journey he has been imbued with strange powers, giving him new abilities and causing him to be legend to those he meets in this new world.

A Legendary Plumber may tap into his Mushroom Powers a number of times per day equal to 3 + his Charisma modifier. All Mushroom Powers used in this way are supernatural abilities. At 1st level, a Legendary Plumber knows only a single Mushroom Power, but as he gains levels he gains new powers.

Plumber Power List

Nothing to see here, folks.


Plumber's Strike (Ex): A Legendary Plumber is good with his hands and as long as he attacks with an improvised or simple weapon he is proficient with he deals the weapon's normal damage or 1d6, whichever is higher. This damage increases by 1d6 at every odd level at 1st.

He also gains the Improved Unarmed Strike feat and treats his Unarmed Strike as a light, one-handed, or two-handed weapon at all times it would be beneficial to be treated in one of those ways (but never when it would be detrimental).

Evasion (Ex): 2nd level; as Monk. At 10th level this becomes Improved Evasion.

Really Throw Anything (Ex): A Legendary Plumber can throw anything he is able to lift, be it a weapon, an object, or a creature, a number of feet equal to 5ft per class level and out to 5 range increments. Weapons thrown in this way deal their normal damage (as adjusted by Plumber's Strike). Objects thrown deal damage as improvised weapons.

On the other hand, if the Legendary Plumber throws a creature with this ability, that creature deals damage according to its weight. Particularly weak, cuddly, or non-violent creatures deal only 1 damage per 25lbs, while strong, hard, or dangerous creatures deal 1d6 damage per 25lbs. He may not throw unwilling creatures in this way unless they are Dazed, Helpless, or Stunned.

Great Leap (Ex): Starting at 6th level, a Legendary Plumber gains a +5 morale bonus to Jump checks, moves up to 10 extra feet with any successful Jump check, and is always considered to have a running start when determining the distance moved with a Jump check.