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View Full Version : [3.5] The incredible Hulk (PEACH)



Fruchtfliege
2012-09-20, 12:41 PM
Hey everyone,

ever since watching "The avengers" on DVD again I want to play "The Hulk", but in a d&d 3.5 kind of way. So not 100% the real deal.
And since I had some free time to kill I created a new class instead of trying it with multiclassing and PrCs. These kind of builds were either only playable at a later level, or plain too powerful. I wanted to play an average class that was playable throughout the levels.

The goal is to get stronger gradually but overall stay in the Tiers 3-5. Not higher and not lower. Tier 4 is preferred. It should be playable without forcing the DM to throw stuff at me, that the rest of the party cant deal with.

Current Version

The Hulk
d12 hit die

Proficient with all simple weapons and with medium and light armor, but not with shields.

Class Skills: Climb, Jump, Heal, Spot, Listen, Intimidate, Ride, Survival, Swim, Knowledge (Nature), Knowledge (Arcane), Knowledge (Religion)

Skill Points at First Level: (4 + Intelligence modifier) x 4.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|HS 1/day; Maneuvers 3/2/3

2nd|
+1|
+3|
+0|
+0|HS 2/day; Maneuvers 3/3/3

3rd|
+2|
+3|
+1|
+1|Maneuvers 4/3/3; Slow Fall (20 ft.)

4th|
+3|
+4|
+1|
+1|HS 3/day; Exchange Maneuver 4/4/3; HH (1/hr)

5th|
+3|
+4|
+1|
+1|Maneuvers 5/4/3; Jump +5; SF (30 ft.)

6th|
+4|
+5|
+2|
+2|HS 4/day; Exchange Maneuver 5/5/3

7th|
+5|
+5|
+2|
+2|Maneuvers 6/5/3; SF (40 ft.)

8th|
+6/+1|
+6|
+2|
+2|HS 5/day; Exchange Maneuver 6/6/3; HH (2/hr)

9th|
+6/+1|
+6|
+3|
+3|Maneuvers 7/6/3; SF (50 ft.)

10th|
+7/+2|
+7|
+3|
+3|HS 6/day; Exchange Maneuver 7/7/3; Jump +10

11th|
+8/+3|
+7|
+3|
+3|Maneuvers 8/7/3; SF (60 ft.)

12th|
+9/+4|
+8|
+4|
+4|HS 7/day; Maneuvers 8/8/3; HH (3/hr)

13th|
+9/+4|
+8|
+4|
+4|Maneuvers 9/8/3, Fast HS; SF (70 ft.)

14th|
+10/+5|
+9|
+4|
+4|HS 8/day; Exchange Maneuver 9/9/3

15th|
+11/+6/+1|
+9|
+5|
+5|Maneuvers 10/9/3; Jump +15; SF (80 ft.)

16th|
+12/+7/+2|
+10|
+5|
+5|HS 9/day; Exchange Maneuver 10/10/3; HH (4/hr)

17th|
+12/+7/+2|
+10|
+5|
+5|Maneuvers 11/10/3; Tireless Hulking; SF (90 ft.)

18th|
+13/+8/+3|
+11|
+6|
+6|HS 10/day; Exchange Maneuvers 11/11/3

19th|
+14/+9/+4|
+11|
+6|
+6|Maneuvers 12/11/3; SF (Any distance)

20th|
+15/+10/+5|
+12|
+6|
+6|HS at will; Exchange Maneuvers 12/12/3; Jump +20; HH (5/hr)[/table]

Class Abilities:

Hulk Shape (SU) Functions like wild shape except as noted here. HS counts as a rage effect, so it does not stack with other rages, but you may not take any rage related feat.


Changing into HS is a movement equivalent action.

HS Pool: You gain a "pool" of forms usable.

Hulk speech: You can talk in HS.

Unarmed and dangerous: Your fists and head are considered natural weapons. This means you do not gain additional attacks through your BAB, but can make full attacks as presented in the HS table. Also you do not provoke AoOs against armed enemies.

HS X/day: You may HS the given number of times per day if you are in an encounter. You may "initiate" an encounter yourself. Your Hulk Form will then last until your set task (for example escape a building) is finished, but no longer than 10 minutes.

Powerful: You temporarily gain the "Powerful build" ability. (You are considered large regarding opposed physical checks, such as grapple, bull rush and others)

Hulk-letics: You are always considered jumping with a running start and are able to climb at 1/2 speed without -5

Slow Fall: At 3th level or higher, the hulk within armís reach of a wall can use it to slow her descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The hulkís ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his hulk level (+10 ft every even level) until at 19th level he can use a nearby wall to slow his descent and fall any distance without harm.

Indomitable Hulk: While in HS you gain +1 to will saves at level 1. This untyped bonus becomes +2 at level 11 and +3 at level 20.

Mental block: Until level 17 you are not able to use any skill other than jump and climb in your HS form.

Stupid Hulk: Temporarily reduce your intelligence score to a maximum of 6 points. (level 5: 8; level 8: 10; level 12: 12; level 15: 14; level 17: unlimited)
You do not lose the benefits of combat related feats whose prerequisites you fulfill in your basic form.

Illiteracy: You can not read in HS


Freedom of choice Each time you change an ability score you may chose the form (basic or HS) whose ability score you want to modify. This choice may not be altered retroactively.

Fast HS (EX): You may change into HS as a swift action at any time you could use a swift action.

Manuever progression (EX) (Known/Readied/Refresh) Maneuvers are from the following list. Every odd level you gain a new maneuver known, every even level you may ready an additional maneuver and may exchange one of your maneuvers known for a new maneuver. You must always fulfill the prerequisitions. Your maneuvers refresh automatically after 3 rounds. You may only choose your maneuvers readied when changing into HS.
This class does not count as a martial adept class.

Hulk jump (EX): Hulk excels at jumping. At level 5, 10, 15 and 20 you gain bonuses to your skill "jump".

Hulk-healing (EX): You heal at an exceptional rate. At level 4 you regain one additional hit point per hour. This bonus is increased by one at the levels 8, 12, 16 and 20 up to a maximum of 5 hit points per hour. This ability functions in both HS and basic form.

Maneuvers:

The Setting Sun Maneuvers that let you trip an opponent do not have size restrictions. (You may try to throw anything you like)

lvl 1-2: Sudden Leap (TC, but without prereq; Jump as swift action); Mighty Throw (SS, Throw enemy up to 10 ft), Counter Charge (SS, Ruin Charge Attack), Charging Minotaur (SD, charging bull rush deals dmg and ignores AoOs), Stone Bones (SD, gain DR 5/Adamantine)

lvl 3-4: Mountain Hammer (SD, deal extra dmg, ignore DR/Hardness), Claw at the moon (TC, make jump check, deal +2d6)

lvl 5-6: Soaring Raptor Strike (TC, attack larger foe at +4, deal +6d6 dmg), Devestating Throw (SS, grab and throw enemy), Stone Dragons Fury (SD, deal +4d6 dmg against object, constructs), Bone Crusher (SD, deal +4d6 dmg, +10 crit confirm)

lvl 7-8: Overwhelming Mountain Strike (SD, deal +2d6, target loses movement action), Boulder Roll (SD, +4 on overrun), Comet Throw (SS, grab and throw foe), Death from above (TC, attack foe from above, deal +4d6 dmg)

lvl 9-10: Dancing Mongoose (TC, one extra attack with each weapon), Soaring Throw (SS, grab and throw), Mountain Avalanche (SD, trample foes), Elder Mountain Hammer (SD, +6d6 dmg, ignore DR/Hardness)

lvl 11-12: Iron Bones (SD, gain DR 10/adamantine), Ballista Throw (SS, throw foe in 60 ft line, deal 6d6 dmg there), Rabid Bear Strike (TC)

lvl 13-14: Swooping Dragon Strike (TC; Jump over foe, deal +10d6 dmg, stun), Hydra Slaying Strike (SS, foe is unable to use full attack), Ancient Mountain Hammer (SD, +12d6 dmg, ignore DR/Hardness), Colossus Strike (SD, deal +6d6, knock opponent back)

lvl 15-16: Raging Mongoose (TC, two extra attacks per weapon), Fools Strike (SS, reflect foes attack), Adamantine Bones (SD, DR 20/Adamantine), Earthstrike Quake (SD, lokal quake knocks enemies prone)

lvl 17+: Mountain Tombstone Strike (SD, deal 2d6 constitution dmg), Tornado Throw (SS, move and throw repeatedly), Feral Death blow (TC, leap on foe, slay with single strike)

Please keep in mind, that nearly every maneuver only lets you attack with a standard attack and every effect has a build in save opportunity.
For better informations about these maneuvers please visit: http://www.wizards.com/default.asp?x=dnd/we/20061225a

Hulk Shapes:
Everything medium. Everything powerful built.
lvl 1: Str 16, Dex 12, Con 14; FA: 1 Fist BAB+3 (1d6+3)
lvl 3: +2 to one, +2 to another physical score; +1 Natural Armor, FA: 1 Fist BAB+str (1d6+str)
lvl 5: +1 Natural Armor, FA: 1 Fist BAB+str (1d6+str) and 1 Headbutt BAB+1/2*str (1d4+1/2*str)
lvl 7: +2 to one, +2 to another physical score; +2 Natural Armor, FA: 1 Fist BAB+str (1d6+str) and 1 Headbutt BAB+1/2*str (1d4+1/2*str)
lvl 9: +2 Natural Armor; FA: 1 Fist BAB+str (1d8+str) and 1 Headbutt BAB+1/2*str (1d6+1/2*str)
lvl 11: +2 to one, +2 to another physical score; +3 Natural Armor; FA 2 Fists BAB+str (1d8 +str) and 1 Headbutt BAB+1/2*str (1d6+1/2*str)
lvl 13: +2 to one, +2 to another physical score; +3 Natural Armor; FA 2 Fists BAB+str (1d8+str) and 1 Headbutt BAB+1/2*str (1d6+1/2*str)
lvl 15: +4 Natural Armor; FA 2 Fists BAB+str (1d10+str) 1 Headbutt BAB+1/2*str (1d6+1/2*str)
lvl 17: +2 to one, +2 to another physical score; +4 Natural Armor, FA: 2 Fists BAB+str (1d12+str) and 1 Headbutt BAB+1/2*str (1d8+1/2*str)
lvl 19: +2 to one, +2 to another physical score; +5 Natural Armor; FA: 2 Fists BAB+str (2d6+str) and 1 Headbutt BAB+1/2*str (1d10+1/2*str)




First (Beta) Version:The Hulk
d12 hit die

Proficient with all simple weapons and with medium and light armor, but not with shields.

Class Skills: Climb, Jump, Heal, Spot, Listen, Intimidate, Ride, Survival, Swim, Knowledge (Nature), Knowledge (Arcane), Knowledge (Religion)

Skill Points at First Level: (4 + Intelligence modifier) x 4.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|Hulk Shape (Orc); HS 1/day; Maneuvers 3/2/3

2nd|
+1|
+3|
+0|
+0|HS 2/day; Maneuvers 3/3/3

3rd|
+2|
+3|
+1|
+1|Regeneration(0); HS(Gnoll, Flind); Maneuvers 4/3/3

4th|
+3|
+4|
+1|
+1|HS 3/day; Exchange Maneuver 4/4/3

5th|
+3|
+4|
+1|
+1|HS(Troll, forest); Maneuvers 5/4/3; Jump +5

6th|
+4|
+5|
+2|
+2|HS 4/day; Exchange Maneuver 5/5/3

7th|
+5|
+5|
+2|
+2|HS(Annis); Maneuvers 6/5/3

8th|
+6/+1|
+6|
+2|
+2|HS 5/day; Exchange Maneuver 6/6/3

9th|
+6/+1|
+6|
+3|
+3|HS(Troll, Cave); Maneuvers 7/6/3

10th|
+7/+2|
+7|
+3|
+3|HS 6/day; Exchange Maneuver 7/7/3; Jump +10

11th|
+8/+3|
+7|
+3|
+3|HS(Ape, legendary); Maneuvers 8/7/3

12th|
+9/+4|
+8|
+4|
+4|HS 7/day; Maneuvers 8/8/3

13th|
+9/+4|
+8|
+4|
+4|Maneuvers 9/8/3, Fast HS

14th|
+10/+5|
+9|
+4|
+4|HS 8/day; Exchange Maneuver 9/9/3

15th|
+11/+6/+1|
+9|
+5|
+5|HS(Troll, War); Maneuvers 10/9/3; Jump +15

16th|
+12/+7/+2|
+10|
+5|
+5|HS 9/day; Exchange Maneuver 10/10/3

17th|
+12/+7/+2|
+10|
+5|
+5|HS(Firbolg); Maneuvers 11/10/3; Tireless Hulking

18th|
+13/+8/+3|
+11|
+6|
+6|HS 10/day; Exchange Maneuvers 11/11/3

19th|
+14/+9/+4|
+11|
+6|
+6|HS(Dusk Giant, Greater); Maneuvers 12/11/3

20th|
+15/+10/+5|
+12|
+6|
+6|HS at will; Exchange Maneuvers 12/12/3; Jump +20[/table]

Class Abilities:

Hulk Shape (SU) Functions like wild shape except as noted here. HS counts as a rage effect, so it does not stack with other rages, but you may not take any rage related feat.


Changing into HS is a movement equivalent action.

HS Pool: You gain a "pool" of forms usable.

Hulk speech: You can talk in HS.

Unarmed and dangerous: If your HS form does not have natural weapons you temporarily gain the "improved unarmed attack" feat and deal 1d6+str damage with your fists.

HS X/day: You may HS the given number of times per day if you are in an encounter. You may "initiate" an encounter yourself. Your Hulk Form will then last until your set task (for example escape a building) is finished, but no longer than 10 minutes.

Powerful: If your HS is of medium size you gain the "Powerful build" ability as long as you stay in this form. (You are considered large regarding opposed physical checks, such as grapple, bull rush and others)

Hulk-letics: You are always considered jumping with a running start and are able to climb at 1/2 speed without -5

Slow Fall: At 4th level or higher, the hulk within armís reach of a wall can use it to slow her descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The hulkís ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his hulk level (+10 ft every even level) until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

Mental block: Until level 17 you are not able to use any skill other than jump and climb in your HS form.

Limited Wild Shape: You do not gain any special attack of your assumed form

Stupid Hulk: Temporarily reduce your intelligence score to a maximum of six points. (level 5: 8; level 8: 10; level 12: 12; level 15: 14; level 17: unlimited)

Exhausting Hulk: After using your largest form available you become fatigued. This condition only affects the base race, not the hulk shapes and lasts until you have rested for half an hour. While being fatigued you can not use your largest HS forms [meaning: largest shape "huge", only shape to "large" while fatigued], but can always use medium shapes.

Illiteracy: You can not read in HS


Regeneration 0 (EX): Starting at level 3 you are hard to kill. Damage dealt to you is treated as non-lethal damage. Acid and fire dealt lethal damage to you. When rendered unconcious you may be coup de grace'd. Only hit point damage is subject to regeneration.

Manuever progression (EX) (Known/Readied/Refresh) Maneuvers fromthe following list. Every odd level you gain a new maneuver known, every even level you may ready an additional maneuver and may exchange one of your maneuvers known for a new maneuver. You must always fulfill the prerequisitions. Your maneuvers refresh automatically after 3 rounds. You may only chose your maneuvers readied when changing into HS.
You may not take any maneuver related feats.

Hulk jump: Hulk excels at jumping. At level 5, 10, 15 and 20 you gain bonuses to your skill "jump".

Maneuvers:
lvl 1-2: Sudden Leap (TC, but without prereq; Jump as swift action); Mighty Throw (SS, Throw enemy up to 10 ft), Counter Charge (SS, Ruin Charge Attack), Charging Minotaur (SD, charging bull rush deals dmg and ignores AoOs), Stone Bones (SD, gain DR 5/Adamantine)

lvl 3-4: Mountain Hammer (SD, deal extra dmg, ignore DR/Hardness), Claw at the moon (TC, make jump check, deal +2d6)

lvl 5-6: Soaring Raptor Strike (TC, attack larger foe at +4, deal +6d6 dmg), Devestating Throw (SS, grab and throw enemy), Stone Dragons Fury (SD, deal +4d6 dmg against object, constructs), Bone Crusher (SD, deal +4d6 dmg, +10 crit confirm)

lvl 7-8: Overwhelming Mountain Strike (SD, deal +2d6, target loses movement action), Boulder Roll (SD, +4 on overrun), Comet Throw (SS, grab and throw foe), Death from above (TC, attack foe from above, deal +4d6 dmg)

lvl 9-10: Dancing Mongoose (TC, one extra attack with each weapon), Soaring Throw (SS, grab and throw), Mountain Avalanche (SD, trample foes), Elder Mountain Hammer (SD, +6d6 dmg, ignore DR/Hardness)

lvl 11-12: Iron Bones (SD, gain DR 10/adamantine), Ballista Throw (SS, throw foe in 60 ft line, deal 6d6 dmg there), Rabid Bear Strike (TC)

lvl 13-14: Swooping Dragon Strike (TC; Jump over foe, deal +10d6 dmg, stun), Hydra Slaying Strike (SS, foe is unable to use full attack), Ancient Mountain Hammer (SD, +12d6 dmg, ignore DR/Hardness), Colossus Strike (SD, deal +6d6, knock opponent back)

lvl 15-16: Raging Mongoose (TC, two extra attacks per weapon), Fools Strike (SS, reflect foes attack), Adamantine Bones (SD, DR 20/Adamantine), Earthstrike Quake (SD, lokal quake knocks enemies prone)

lvl 17+: Mountain Tombstone Strike (SD, deal 2d6 constitution dmg), Tornado Throw (SS, move and throw repeatedly), Feral Death blow (TC, leap on foe, slay with single strike)

Please keep in mind, that nearly every maneuver only lets you attack only with a standard attack and every effect has a build in save opportunity.
For better informations about these maneuvers please visit: http://www.wizards.com/default.asp?x=dnd/we/20061225a

HS Forms:
lvl 1: Orc (medium) ; Str 17, Dex 11, Con 12; FA: 1 Fist (1d6+3)
lvl 3: Gnoll, Flind (medium, MM 3); Str 17, Dex 14, Con 15, +2 Natural Armor, FA: 1 Fist (1d6+3)
lvl 5: Troll, forest (medium, MM 3, +2 Str); Str 19 Dex 16, Con 21, +5 Natural Armor, FA: 2 Claws (1d4 +3 + Bonus(2)) and 1 bite (1d4 +1)
lvl 7: Annis (Large, MM, male flavored); Str 25, Dex 12, Con 14, +10 Natural Armor, FA: 2 Claws (1d6+7) and 1 bite (1d6+3)
lvl 9: Troll, Cave (Large, MM3); Str 29, Dex 13, Con 27; Natural Armor 11; FA: 2 Claws (2d6+9) and 1 bite (1d8 +4)
lvl 11: Ape, Legendary (Medium, MM2); Str 30, Dex 17, Con 16; Natural Armor 6; FA 2 Claws (1d8 +10) 1 bite (2d6+5)
lvl 15: Troll, War (Large, Web); Str 31, Dex 16, Con 29; Natural Armor 5; FA 2 Claws (1d8+10) 1 bite (1d6+5)
lvl 17: Firbolg (Large, MM2, Green Skin); Str 36, Dex 13, Con 23, Natural Armor 12, FA: 2 Fists (1d6+13) and 1 headbutt (1d4+6)
lvl 19: Pit Fiend (Large, MM, Without wings and tail, plus in green please ^^); Str 37, Dex 27, Con 27; Natural Armor 23, FA: 2 claws (2d8+13) and 1 bite (4d6 +6)


Concerns:
I am unsure wether "regeneration X" is too strong. I would heal a lot faster than the rest of my party.

Setting a fix amount of transformations per day feels a bit weak, given that you can only contribute to a fight when you are the hulk.
An idea would be to make HS at will and let it last 3+con mod (the higher of HS and your base form)+level if you chose a larger than medium form. (Medium should last all encounter if you want. Though the hulk should vanish if there is nothing to smash).

Edit 1: Changed "huge" shapes to large ones, removed regeneration X, set Regeneration 0.
Edit 2: Inserted "Slow fall"


Second Version:
The Hulk
d12 hit die

Proficient with all simple weapons and with medium and light armor, but not with shields.

Class Skills: Climb, Jump, Heal, Spot, Listen, Intimidate, Ride, Survival, Swim, Knowledge (Nature), Knowledge (Arcane), Knowledge (Religion)

Skill Points at First Level: (4 + Intelligence modifier) x 4.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|HS 1/day; Maneuvers 3/2/3

2nd|
+1|
+3|
+0|
+0|HS 2/day; Maneuvers 3/3/3

3rd|
+2|
+3|
+1|
+1|Maneuvers 4/3/3; Slow Fall (20 ft.)

4th|
+3|
+4|
+1|
+1|HS 3/day; Exchange Maneuver 4/4/3; HH (1/hr)

5th|
+3|
+4|
+1|
+1|Maneuvers 5/4/3; Jump +5; SF (30 ft.)

6th|
+4|
+5|
+2|
+2|HS 4/day; Exchange Maneuver 5/5/3

7th|
+5|
+5|
+2|
+2|Maneuvers 6/5/3; SF (40 ft.)

8th|
+6/+1|
+6|
+2|
+2|HS 5/day; Exchange Maneuver 6/6/3; HH (2/hr)

9th|
+6/+1|
+6|
+3|
+3|Maneuvers 7/6/3; SF (50 ft.)

10th|
+7/+2|
+7|
+3|
+3|HS 6/day; Exchange Maneuver 7/7/3; Jump +10

11th|
+8/+3|
+7|
+3|
+3|Maneuvers 8/7/3; SF (60 ft.)

12th|
+9/+4|
+8|
+4|
+4|HS 7/day; Maneuvers 8/8/3; HH (3/hr)

13th|
+9/+4|
+8|
+4|
+4|Maneuvers 9/8/3, Fast HS; SF (70 ft.)

14th|
+10/+5|
+9|
+4|
+4|HS 8/day; Exchange Maneuver 9/9/3

15th|
+11/+6/+1|
+9|
+5|
+5|Maneuvers 10/9/3; Jump +15; SF (80 ft.)

16th|
+12/+7/+2|
+10|
+5|
+5|HS 9/day; Exchange Maneuver 10/10/3; HH (4/hr)

17th|
+12/+7/+2|
+10|
+5|
+5|Maneuvers 11/10/3; Tireless Hulking; SF (90 ft.)

18th|
+13/+8/+3|
+11|
+6|
+6|HS 10/day; Exchange Maneuvers 11/11/3

19th|
+14/+9/+4|
+11|
+6|
+6|Maneuvers 12/11/3; SF (Any distance)

20th|
+15/+10/+5|
+12|
+6|
+6|HS at will; Exchange Maneuvers 12/12/3; Jump +20; HH (5/hr)[/table]

Class Abilities:

Hulk Shape (SU) Functions like wild shape except as noted here. HS counts as a rage effect, so it does not stack with other rages, but you may not take any rage related feat.


Changing into HS is a movement equivalent action.

HS Pool: You gain a "pool" of forms usable.

Hulk speech: You can talk in HS.

Unarmed and dangerous: You temporarily gain the "Improved unarmed strike" feat.

HS X/day: You may HS the given number of times per day if you are in an encounter. You may "initiate" an encounter yourself. Your Hulk Form will then last until your set task (for example escape a building) is finished, but no longer than 10 minutes.

Powerful: You temporarily gain the "Powerful build" ability. (You are considered large regarding opposed physical checks, such as grapple, bull rush and others)

Hulk-letics: You are always considered jumping with a running start and are able to climb at 1/2 speed without -5

Slow Fall: At 3th level or higher, the hulk within armís reach of a wall can use it to slow her descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The hulkís ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his hulk level (+10 ft every even level) until at 19th level he can use a nearby wall to slow his descent and fall any distance without harm.

Mental block: Until level 17 you are not able to use any skill other than jump and climb in your HS form.

Stupid Hulk: Temporarily reduce your intelligence score to a maximum of 6 points. (level 5: 8; level 8: 10; level 12: 12; level 15: 14; level 17: unlimited)
You do not lose the benefits of combat related feats whose prerequisites you fulfill in your basic form.

Illiteracy: You can not read in HS


Freedom of choice Each time you change an ability score you may chose the form (basic or HS) whose ability score you want to modify. This choice may not be altered retroactively.

Fast HS (EX): You may change into HS as a swift action at any time you could use a swift action.

Manuever progression (EX) (Known/Readied/Refresh) Maneuvers are from the following list. Every odd level you gain a new maneuver known, every even level you may ready an additional maneuver and may exchange one of your maneuvers known for a new maneuver. You must always fulfill the prerequisitions. Your maneuvers refresh automatically after 3 rounds. You may only choose your maneuvers readied when changing into HS.
This class does not count as a martial adept class.

Hulk jump (EX): Hulk excels at jumping. At level 5, 10, 15 and 20 you gain bonuses to your skill "jump".

Hulk-healing (EX): You heal at an exceptional rate. At level 4 you regain one additional hit point per hour. This bonus is increased by one at the levels 8, 12, 16 and 20 up to a maximum of 5 hit points per hour. This ability functions in both HS and basic form.

Maneuvers:

The Setting Sun Maneuvers that let you trip an opponent do not have size restrictions. (You may try to throw anything you like)

lvl 1-2: Sudden Leap (TC, but without prereq; Jump as swift action); Mighty Throw (SS, Throw enemy up to 10 ft), Counter Charge (SS, Ruin Charge Attack), Charging Minotaur (SD, charging bull rush deals dmg and ignores AoOs), Stone Bones (SD, gain DR 5/Adamantine)

lvl 3-4: Mountain Hammer (SD, deal extra dmg, ignore DR/Hardness), Claw at the moon (TC, make jump check, deal +2d6)

lvl 5-6: Soaring Raptor Strike (TC, attack larger foe at +4, deal +6d6 dmg), Devestating Throw (SS, grab and throw enemy), Stone Dragons Fury (SD, deal +4d6 dmg against object, constructs), Bone Crusher (SD, deal +4d6 dmg, +10 crit confirm)

lvl 7-8: Overwhelming Mountain Strike (SD, deal +2d6, target loses movement action), Boulder Roll (SD, +4 on overrun), Comet Throw (SS, grab and throw foe), Death from above (TC, attack foe from above, deal +4d6 dmg)

lvl 9-10: Dancing Mongoose (TC, one extra attack with each weapon), Soaring Throw (SS, grab and throw), Mountain Avalanche (SD, trample foes), Elder Mountain Hammer (SD, +6d6 dmg, ignore DR/Hardness)

lvl 11-12: Iron Bones (SD, gain DR 10/adamantine), Ballista Throw (SS, throw foe in 60 ft line, deal 6d6 dmg there), Rabid Bear Strike (TC)

lvl 13-14: Swooping Dragon Strike (TC; Jump over foe, deal +10d6 dmg, stun), Hydra Slaying Strike (SS, foe is unable to use full attack), Ancient Mountain Hammer (SD, +12d6 dmg, ignore DR/Hardness), Colossus Strike (SD, deal +6d6, knock opponent back)

lvl 15-16: Raging Mongoose (TC, two extra attacks per weapon), Fools Strike (SS, reflect foes attack), Adamantine Bones (SD, DR 20/Adamantine), Earthstrike Quake (SD, lokal quake knocks enemies prone)

lvl 17+: Mountain Tombstone Strike (SD, deal 2d6 constitution dmg), Tornado Throw (SS, move and throw repeatedly), Feral Death blow (TC, leap on foe, slay with single strike)

Please keep in mind, that nearly every maneuver only lets you attack with a standard attack and every effect has a build in save opportunity.
For better informations about these maneuvers please visit: http://www.wizards.com/default.asp?x=dnd/we/20061225a

HS Forms:
Everything medium. Everything powerful built.
lvl 1: Str 16, Dex 10, Con 14; FA: 1 Fist BAB+3 (1d6+3)
lvl 3: Str 18, Dex 14, Con 16, +1 Natural Armor, FA: 1 Fist BAB+4 (1d6+4)
lvl 5: Str 20 Dex 16, Con 18, +1 Natural Armor, FA: 2 Fists BAB+5 (1d6+5) and 1 Headbutt BAB+0 (1d4+2)
lvl 7: Str 22, Dex 16, Con 20, +2 Natural Armor, FA: 2 Fists BAB+6 (1d6+7) and 1 Headbutt BAB+1 (1d4+3)
lvl 9: Str 24, Dex 18, Con 22; +3 Natural Armor; FA: 2 Fists BAB+7 (1d8+9) and 1 Headbutt BAB+2 (1d6+4)
lvl 11: Str 26, Dex 18, Con 24; +4 Natural Armor; FA 2 Fists BAB+8 (1d8 +10) and 1 Headbutt BAB+3 (1d6+5)
lvl 13: Str 28 Dex 18, Con 26; +5 Natural Armor; FA 2 Fists BAB+9 (1d8+11) and 1 Headbutt BAB+4 (1d6+5)
lvl 15: Str 30, Dex 20, Con 26; +6 Natural Armor; FA 2 Fists BAB+10 (1d10+12) 1 Headbutt BAB+5 (1d6+6)
lvl 17: Str 32, Dex 20, Con 28, +7 Natural Armor, FA: 2 Fists BAB+11 (1d10+13) and 1 Headbutt BAB+6 (1d6+6)
lvl 19: Str 34, Dex 20, Con 30, +8 Natural Armor; FA: 2 Fists BAB+12 (2d6+14) and 1 Headbutt BAB+7 (1d8+7)

So this is it I think.
Let me have it. Since this is my first attempt at something like this and I tend to make things way too powerful, there probably is a lot that need changing.

Thanks for reading

Tanuki Tales
2012-09-20, 01:44 PM
I'd like to comment that the tallest incarnations of the Hulk peak out at being at most 10 feet tall. The Savage Hulk, his most common and iconic incarnation, is just over eight and a half feet tall.

So becoming Large size category is a small stretch and becoming Huge is right out there when the Hulk is classically just 7 inches over the upper height limit for the Medium size category.

Food for thought.

Fruchtfliege
2012-09-20, 01:57 PM
Edit: Thought about it some more. You are spot on about the "huge" problem. That one is gone!

I'd like to play a medium Hulk, but there are barely good medium forms in the MMs with higher (level apropriate) HD. At first I didn't want to try and balance that too.
But since I now have some monsters per level to compare my ideas to I'd try it with this:
Everything medium. Everything powerful built.
lvl 1: Str 16, Dex 10, Con 12; FA: 1 Fist (1d6+3)
lvl 3: Str 18, Dex 14, Con 14, +1 Natural Armor, FA: 1 Fist (1d6+4)
lvl 5: Str 20 Dex 16, Con 18, +1 Natural Armor, FA: 2 Fists (1d6+5) and 1 Headbutt (1d4+2)
lvl 7: Str 24, Dex 16, Con 20, +2 Natural Armor, FA: 2 Fists (1d6+7) and 1 Headbutt (1d4+3)
lvl 9: Str 28, Dex 18, Con 24; +3 Natural Armor; FA: 2 Fists (1d8+9) and 1 Headbutt (1d6+4)
lvl 11: Str 30, Dex 18, Con 24; +4 Natural Armor; FA 2 Fists (1d8 +10) and 1 Headbutt (1d6+5)
lvl 13: Str 32 Dex 18, Con 26; +5 Natural Armor; FA 2 Fists (1d8+11) and 1 Headbutt (1d6+5)
lvl 15: Str 34, Dex 20, Con 26; +6 Natural Armor; FA 2 Fists (1d10+12) 1 Headbutt (1d6+6)
lvl 17: Str 36, Dex 20, Con 28, +7 Natural Armor, FA: 2 Fists (1d10+13) and 1 Headbutt (1d6+6)
lvl 19: Str 38, Dex 20, Con 30, +8 Natural Armor; FA: 2 Fists (2d6+14) and 1 Headbutt (1d8+7)

Thanks for your contribution!

On the topic of regeneration X. I'll change that into regeneration 0. So he'll take non-lethal damage but has no additional hightened hit point refreshment besidest the normal healing of non-lethal damage.

Is that good, or still too powerful?

Tanuki Tales
2012-09-20, 04:02 PM
The next thing I was going to mention was that yeah, you don't need to be turning into monsters to make a Hulk class. If I was going to do it, I'd have the class grant an alternate form that has scaling abilities, kind of like Rich's Champion base class (but without the same level of customization since you're becoming a specific archetype).

I'll also point out that Regeneration is definitely going towards overpowered before ~7-10 (5-10 if you're playing Pathfinder) and I know many people will tell you that Regeneration period is overpowered in a PCs hands.

My suggestion is creating a new damage mitigation mechanic that just gives you the feel of The Hulk's Healing Factor.

SilverSavio
2012-09-20, 11:19 PM
Well this looks like an interesting start and I want to see where you go with it, but someone has built an interesting Hulk-ish like base class here (http://www.giantitp.com/forums/showthread.php?t=222962).

Fruchtfliege
2012-09-21, 12:48 AM
Thanks for the link.
Did not see this one. Sadly it does not fall into my chosen tiers (Well, maybe in my tiers, but too powerful in there for my taste. Would definitely break the game I am in now.).

Also whats especially important to me are the maneuvers, since they add quite a bit of style during combat.

So let's see what we can to about the healing problem.

First of all: No regeneration!

Then... How about this:

Hulk-healing (EX): You heal at an exceptional rate. At level 4 you regain one additional hit point per hour. This bonus is increased by one at the levels 8, 12, 16 and 20 up to a maximum of 5 hit points per hour. This ability functions in both HS and basic form.

With all this changing would it be reasonable to up the BAB to a good one?
It should after all be a (Tier 4) fighting class.

New Hulk so far (Will edit first post after we're done here ^^):


The Hulk
d12 hit die

Proficient with all simple weapons and with medium and light armor, but not with shields.

Class Skills: Climb, Jump, Heal, Spot, Listen, Intimidate, Ride, Survival, Swim, Knowledge (Nature), Knowledge (Arcane), Knowledge (Religion)

Skill Points at First Level: (4 + Intelligence modifier) x 4.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+0|HS 1/day; Maneuvers 3/2/3

2nd|
+1|
+3|
+0|
+0|HS 2/day; Maneuvers 3/3/3

3rd|
+2|
+3|
+1|
+1|Maneuvers 4/3/3; Slow Fall (20 ft.)

4th|
+3|
+4|
+1|
+1|HS 3/day; Exchange Maneuver 4/4/3; HH (1/hr)

5th|
+3|
+4|
+1|
+1|Maneuvers 5/4/3; Jump +5; SF (30 ft.)

6th|
+4|
+5|
+2|
+2|HS 4/day; Exchange Maneuver 5/5/3

7th|
+5|
+5|
+2|
+2|Maneuvers 6/5/3; SF (40 ft.)

8th|
+6/+1|
+6|
+2|
+2|HS 5/day; Exchange Maneuver 6/6/3; HH (2/hr)

9th|
+6/+1|
+6|
+3|
+3|Maneuvers 7/6/3; SF (50 ft.)

10th|
+7/+2|
+7|
+3|
+3|HS 6/day; Exchange Maneuver 7/7/3; Jump +10

11th|
+8/+3|
+7|
+3|
+3|Maneuvers 8/7/3; SF (60 ft.)

12th|
+9/+4|
+8|
+4|
+4|HS 7/day; Maneuvers 8/8/3; HH (3/hr)

13th|
+9/+4|
+8|
+4|
+4|Maneuvers 9/8/3, Fast HS; SF (70 ft.)

14th|
+10/+5|
+9|
+4|
+4|HS 8/day; Exchange Maneuver 9/9/3

15th|
+11/+6/+1|
+9|
+5|
+5|Maneuvers 10/9/3; Jump +15; SF (80 ft.)

16th|
+12/+7/+2|
+10|
+5|
+5|HS 9/day; Exchange Maneuver 10/10/3; HH (4/hr)

17th|
+12/+7/+2|
+10|
+5|
+5|Maneuvers 11/10/3; Tireless Hulking; SF (90 ft.)

18th|
+13/+8/+3|
+11|
+6|
+6|HS 10/day; Exchange Maneuvers 11/11/3

19th|
+14/+9/+4|
+11|
+6|
+6|Maneuvers 12/11/3; SF (Any distance)

20th|
+15/+10/+5|
+12|
+6|
+6|HS at will; Exchange Maneuvers 12/12/3; Jump +20; HH (5/hr)[/table]

Class Abilities:

Hulk Shape (SU) Functions like wild shape except as noted here. HS counts as a rage effect, so it does not stack with other rages, but you may not take any rage related feat.


Changing into HS is a movement equivalent action.

HS Pool: You gain a "pool" of forms usable.

Hulk speech: You can talk in HS.

Unarmed and dangerous: You temporarily gain the "Improved unarmed strike" feat.

HS X/day: You may HS the given number of times per day if you are in an encounter. You may "initiate" an encounter yourself. Your Hulk Form will then last until your set task (for example escape a building) is finished, but no longer than 10 minutes.

Powerful: You temporarily gain the "Powerful build" ability. (You are considered large regarding opposed physical checks, such as grapple, bull rush and others)

Hulk-letics: You are always considered jumping with a running start and are able to climb at 1/2 speed without -5

Slow Fall: At 3th level or higher, the hulk within armís reach of a wall can use it to slow her descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The hulkís ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his hulk level (+10 ft every even level) until at 19th level he can use a nearby wall to slow his descent and fall any distance without harm.

Mental block: Until level 17 you are not able to use any skill other than jump and climb in your HS form.

Stupid Hulk: Temporarily reduce your intelligence score to a maximum of 6 points. (level 5: 8; level 8: 10; level 12: 12; level 15: 14; level 17: unlimited)
You do not lose the benefits of combat related feats whose prerequisites you fulfill in your basic form.

Illiteracy: You can not read in HS


Freedom of choice Each time you change an ability score you may chose the form (basic or HS) whose ability score you want to modify. This choice may not be altered retroactively.

Fast HS (EX): You may change into HS as a swift action at any time you could use a swift action.

Manuever progression (EX) (Known/Readied/Refresh) Maneuvers are from the following list. Every odd level you gain a new maneuver known, every even level you may ready an additional maneuver and may exchange one of your maneuvers known for a new maneuver. You must always fulfill the prerequisitions. Your maneuvers refresh automatically after 3 rounds. You may only choose your maneuvers readied when changing into HS.
This class does not count as a martial adept class.

Hulk jump (EX): Hulk excels at jumping. At level 5, 10, 15 and 20 you gain bonuses to your skill "jump".

Hulk-healing (EX): You heal at an exceptional rate. At level 4 you regain one additional hit point per hour. This bonus is increased by one at the levels 8, 12, 16 and 20 up to a maximum of 5 hit points per hour. This ability functions in both HS and basic form.

Maneuvers:

The Setting Sun Maneuvers that let you trip an opponent do not have size restrictions. (You may try to throw anything you like)

lvl 1-2: Sudden Leap (TC, but without prereq; Jump as swift action); Mighty Throw (SS, Throw enemy up to 10 ft), Counter Charge (SS, Ruin Charge Attack), Charging Minotaur (SD, charging bull rush deals dmg and ignores AoOs), Stone Bones (SD, gain DR 5/Adamantine)

lvl 3-4: Mountain Hammer (SD, deal extra dmg, ignore DR/Hardness), Claw at the moon (TC, make jump check, deal +2d6)

lvl 5-6: Soaring Raptor Strike (TC, attack larger foe at +4, deal +6d6 dmg), Devestating Throw (SS, grab and throw enemy), Stone Dragons Fury (SD, deal +4d6 dmg against object, constructs), Bone Crusher (SD, deal +4d6 dmg, +10 crit confirm)

lvl 7-8: Overwhelming Mountain Strike (SD, deal +2d6, target loses movement action), Boulder Roll (SD, +4 on overrun), Comet Throw (SS, grab and throw foe), Death from above (TC, attack foe from above, deal +4d6 dmg)

lvl 9-10: Dancing Mongoose (TC, one extra attack with each weapon), Soaring Throw (SS, grab and throw), Mountain Avalanche (SD, trample foes), Elder Mountain Hammer (SD, +6d6 dmg, ignore DR/Hardness)

lvl 11-12: Iron Bones (SD, gain DR 10/adamantine), Ballista Throw (SS, throw foe in 60 ft line, deal 6d6 dmg there), Rabid Bear Strike (TC)

lvl 13-14: Swooping Dragon Strike (TC; Jump over foe, deal +10d6 dmg, stun), Hydra Slaying Strike (SS, foe is unable to use full attack), Ancient Mountain Hammer (SD, +12d6 dmg, ignore DR/Hardness), Colossus Strike (SD, deal +6d6, knock opponent back)

lvl 15-16: Raging Mongoose (TC, two extra attacks per weapon), Fools Strike (SS, reflect foes attack), Adamantine Bones (SD, DR 20/Adamantine), Earthstrike Quake (SD, lokal quake knocks enemies prone)

lvl 17+: Mountain Tombstone Strike (SD, deal 2d6 constitution dmg), Tornado Throw (SS, move and throw repeatedly), Feral Death blow (TC, leap on foe, slay with single strike)

Please keep in mind, that nearly every maneuver only lets you attack with a standard attack and every effect has a build in save opportunity.
For better informations about these maneuvers please visit: http://www.wizards.com/default.asp?x=dnd/we/20061225a

HS Forms:
Everything medium. Everything powerful built.
lvl 1: Str 16, Dex 10, Con 14; FA: 1 Fist BAB+3 (1d6+3)
lvl 3: Str 18, Dex 14, Con 16, +1 Natural Armor, FA: 1 Fist BAB+4 (1d6+4)
lvl 5: Str 20 Dex 16, Con 18, +1 Natural Armor, FA: 2 Fists BAB+5 (1d6+5) and 1 Headbutt BAB+0 (1d4+2)
lvl 7: Str 22, Dex 16, Con 20, +2 Natural Armor, FA: 2 Fists BAB+6 (1d6+7) and 1 Headbutt BAB+1 (1d4+3)
lvl 9: Str 24, Dex 18, Con 22; +3 Natural Armor; FA: 2 Fists BAB+7 (1d8+9) and 1 Headbutt BAB+2 (1d6+4)
lvl 11: Str 26, Dex 18, Con 24; +4 Natural Armor; FA 2 Fists BAB+8 (1d8 +10) and 1 Headbutt BAB+3 (1d6+5)
lvl 13: Str 28 Dex 18, Con 26; +5 Natural Armor; FA 2 Fists BAB+9 (1d8+11) and 1 Headbutt BAB+4 (1d6+5)
lvl 15: Str 30, Dex 20, Con 26; +6 Natural Armor; FA 2 Fists BAB+10 (1d10+12) 1 Headbutt BAB+5 (1d6+6)
lvl 17: Str 32, Dex 20, Con 28, +7 Natural Armor, FA: 2 Fists BAB+11 (1d10+13) and 1 Headbutt BAB+6 (1d6+6)
lvl 19: Str 34, Dex 20, Con 30, +8 Natural Armor; FA: 2 Fists BAB+12 (2d6+14) and 1 Headbutt BAB+7 (1d8+7)

Fruchtfliege
2012-09-22, 08:51 AM
Even if its like talking to myself, talking (writing) out loud sometimes helps. :)

After sleeping over it I find that a total of 46 ability score bonuses is too much. Sure you can easily get this via wild shape, but I am not trying to create a broken tier 1 class :D
So I'm dialing it down "a bit" to a total of 24 ability score bonuses through HS.

The natural Armor progression seemed a bit strong in view of the new healing ability. I set that 3 points back.

Also it seemed overpowered to give the HS form three attacks from wich 2 are at full BAB from level 5 on. (Again: Wild Shape would do so, but... well.. DRUIDS!). Changed that to one attack at full BAB, one weaker attack at BAB -5 at level 5 and 2 attacks at full BAB, one at BAB -5 at level 11.

To scale better I upped the damage of the attacks a bit from level 15 on.
To compensate a bit for loss of natural armor and ability scores I'll give him +1 to will saves in HS form at level 1, +2 at level 11 and +3 at level 20.


HS Forms:

Everything medium. Everything powerful built.
lvl 1: Str 16, Dex 12, Con 14; FA: 1 Fist BAB+str (1d6+str)
lvl 3: +2 to one, +2 to another physical score; +1 Natural Armor, FA: 1 Fist BAB+str (1d6+str)
lvl 5: 1 Natural Armor, FA: 1 Fist BAB+str (1d6+str) and 1 Headbutt BAB+1/2*str (1d4+1/2*str)
lvl 7: +2 to one physical score; 2 Natural Armor, FA: 1 Fist BAB+str (1d6+str) and 1 Headbutt BAB+1/2*str (1d4+1/2*str)
lvl 9: 2 Natural Armor; FA: 1 Fist BAB+str (1d8+str) and 1 Headbutt BAB+1/2*str (1d6+1/2*str)
lvl 11: +2 to one physical score; 3 Natural Armor; FA 2 Fists BAB+str (1d8 +str) and 1 Headbutt BAB+1/2*str (1d6+1/2*str)
lvl 13: +2 to one physical score; 3 Natural Armor; FA 2 Fists BAB+str (1d8+str) and 1 Headbutt BAB+1/2*str (1d6+1/2*str)
lvl 15: 4 Natural Armor; FA 2 Fists BAB+str (1d10+str) 1 Headbutt BAB+1/2*str (1d6+1/2*str)
lvl 17: +2 to one physical score; 4 Natural Armor, FA: 2 Fists BAB+str (1d12+str) and 1 Headbutt BAB+1/2*str (1d8+1/2*str)
lvl 19: +2 to one, +2 to another physical score; 5 Natural Armor; FA: 2 Fists BAB+str (2d6+str) and 1 Headbutt BAB+1/2*str (1d10+1/2*str)

Also added a new (optional class feature):
Spontaneus Explosions (EX): This class feature is optional. You may only take it at level one.
Your birth defect is more severe than that of others. Whenever you try to activate or put on magical equipment it reacts to you resulting in an explosion (Damage at DMs discretion). You also lose your armor and weapon proficiencies and may not regain them through any means.

1. AC Bonus +4
2. Jump +2
3. AC Bonus +5 Endure Elements (You can exist comfortably between -50 and 140 degree Fahrenheit)
4. Exalted Strike +1 (magic), Jump +4
5. Sustenence (Need to only eat and drink once a week)
6. AC Bonus +6, Deflection +1, Jump +6
7. Resistance +1, Ability score enhancement +2
8. Natural Armor +1, Mind shielding (immune to detect thoughts, discern lies and alignment detection), Jump +8
9. AC Bonus +7
10. Exalted Strike +2 (chaotic), DR 5/Magic; Jump +10
11. Ability score enhancement +4/+2 (enhance the +2 from level 7 to +4 and choose another score to enhance)
12. AC Bonus +8, Deflection bonus +2, greater sustenence (Sleep only one hour, but rest 7 more to gain benefits of normal sleep), Jump +12
13. Resistence +2, Energy resistence 5 (Energy resistance to acid, cold, electricity, fire and sonic)
14. Exalted Strike +3, Freedom of movement, Jump +14
15. AC Bonus +9, Ability score enhancement +6/+4/+2, DR 5/evil
16. Natural Armor +2, Jump +16
17. Exalted Strike +4, resistence +3, regeneration (Heal additional one point of damage per 4 character levels per hour. Non lethal damage heals 1 point per level every 5 minutes)
18. AC bonus +10, deflection +3, true seeing, Jump +18
19. Ability score enhancement +8/+6/+4/+2, DR 10/evil
20. Exalted Strike +5, energy resistence 15, Jump +20