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View Full Version : The Murray's 3.5 class (WIP)



AkazilliaDeNaro
2013-03-14, 08:15 PM
Okay now i still need a capstone and an ability for level 18, also i need some one to tell me if i messed up anywhere.


The Murray

http://1.bp.blogspot.com/-h81T8iH29Wc/TciXOTdEKRI/AAAAAAAAAAk/el0cInZcWug/s1600/Murray.jpg
Alignment
Any Chaotic

Hit Die
d12

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

Skill Points at 1st Level
(2 + Int modifier) ×4.

Skill Points at Each Additional Level
2 + Int modifier.



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Dmg


1st

+1

+2

+0

+0
Unarmed Strike, Stomp and Catch, Throw +1d6
1d6


2nd

+2

+3

+0

+0
Be The Ball
1d6


3rd

+3

+3

+1

+1
Throw +2d6, Thunder Flop
1d6


4th

+4

+4

+1

+1
Turnbuckle Launch
1d8


5th

+5

+4

+1

+1
Throw +3d6
1d8


6th

+6/+1

+5

+2

+2
Atlas Strength
1d8


7th

+7/+2

+5

+2

+2
Throw +4d6
1d8


8th

+8/+3

+6

+2

+2
Berserker Charge
1d10


9th

+9/+4

+6

+3

+3
Throw +5d6
1d10


10th

+10/+5

+7

+3

+3
Juggernaut Throw
1d10


11th

+11/+6/+1

+7

+3

+3
Throw +6d6
1d10


12th

+12/+7/+2

+8

+4

+4
Raging Inferno Flop
2d6


13th

+13/+8/+3

+8

+4

+4
Throw +7d6
2d6


14th

+14/+9/+4

+9

+4

+4
Gutteral Roar
2d6


15th

+15/+10/+5

+9

+5

+5
Throw +8d6
2d6


16th

+16/+11/+6/+1

+10

+5

+5
Diablo Fire Slam
2d8


17th

+17/+12/+7/+2

+10

+5

+5
Throw +9d6
2d8


18th

+18/+13/+8/+3

+11

+6

+6
Herculean Throw
2d8


19th

+19/+14/+9/+4

+11

+6

+6
Throw +10d6
2d8


20th

+20/+15/+10/+5

+12

+6

+6
Herculean Pickup
2d10



Class Features
All of the following are class features of The Murray

Weapon and Armor Proficiency
The Murray is not proficient with any weapons, but he does not take penalties for wielding throwing weapons, regardless of size or proficiency. The Murray is proficient with light armor but not with shields.

Unarmed Strike
At 1st level, The Murray gains Improved Unarmed Strike as a bonus feat. The Murray's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that The Murray may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for The Murray striking unarmed. The Murray may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Murray's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Murray’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Murray also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Murray. The unarmed damage on Table: The Murray is for Medium Murray's. A Small Murray deals less damage than the amount given there with his unarmed attacks, while a Large Murray deals more damage.

Stomp and Catch (Ex)
As a Standard Action a Murray can stomp on the ground to launch an object or creature, within 30' towards himself and catch it, the object or creature is entitled to a reflex save to prevent this (DC 10 + the Murray's class level + the Murray's Strength modifier). While the Murray is carrying a creature that creature is considered grappled. If carrying an object that would put the Murray into his heavy load, then he can't do any strenuous action (other than carry the selected object). Carrying a creature automatically results in this.

Throw (Ex)
While a Murray is carry a creature or object he may throw it as a standard action to a target within 30' dealing extra damage. Improvised weapon damage is listed in Complete Warrior

The Murray's throw damage is 1d6 at first level and it increases by 1d6 every two Murray levels thereafter, should the Murray score a critical hit the extra damage is not multiplied.

Be The Ball (Ex)
At 2nd level The Murray is capable of rolling into a ball. While in ball form his base speed doubles but he loses all attacks.

If he takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a Tumble check with a DC equal to the damage inflicted and if he succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If he enters a square occupied by a creature he automatically makes an unarmed strike with his body against that creature with a bonus to attack equal to the number of squares moved, and a bonus to damage equal to the amount of damage prevented. If he runs into a wall he may reverse direction to spend the rest of his movement, but if he runs into a ledge he may not. If the Murray does not spend all of this movement he takes a d6 for every 5' not moved.

Thunder Flop (Ex)
A 3rd level Murray may jump on top of another creature by making a melee touch attack. If the attack succeeds the Murray deals double his unarmed strike damage that creature.

Turnbuckle Launch (Ex)
At 4th level The Murray adds his Murray level to his jump check.

Iron Skin (Ex)
At 5th level, The Murray gains Damage Reduction. Subtract 1/2 Murray class level + his Constitution Modifier from the damage the Murray takes each time he is dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

Atlas Strength (Ex)
At 6th level The Murray is capable of doing any ordinary action not requiring hands, while holding a creature or object.

Berserker Charge (Ex)
When an 8th level Murray charges he may make an intimidate check to demoralize all opponents within 30' of him at any point during the charge.

Juggernaut Throw (Ex)
At 10th level when The Murray throws a creature or object it explodes dealing his extra throwing damage in a 10' radius. The creature or object thrown takes 1.5 times the damage dealt.

Raging Inferno Flop (Su)
When a 12th level Murray uses his Thunder Flop ability he may deal extra fire damage equal to his throwing damage.

Guttural Roar (Ex)
At 14th level The Murray may make an intimidate check against all creatures within 30' of him. Creatures successfully intimidated are considered frightened instead of shaken.

Diablo Fire Slam (Su)
At 16th level The Murray can slam a creature he is carrying against the ground as a standard action, dealing his extra fire damage equal to his throwing damage to every opponent in 30'. The creature or object thrown takes 1.5 times the damage dealt.

Herculean Throw (Ex)
At 18th level, The Murray can throw enemies at distances longer than 30'. Treat thrown enemies as improvised ranged weapons with a base range increment of 30'.

Herculean Pickup (Ex)
The Murray may be big, and not as smart as the other guys, but one thing he is not...is weak. At 20th level, The Murray can carry enemies of any size--the weight of the enemies he is carrying does not count towards his carrying capacity limits. Objects carried by Stomp and Catch still count towards carrying capacity, but their weight is treated as 1/2 of their original weight.

AkazilliaDeNaro
2013-03-16, 06:38 PM
okay this is as close to being done as im going to get with out help. sooooo help?

Kazyan
2013-03-16, 10:56 PM
If we've run out of other Murray abilities, let's just enhance the old ones. Some suggestions:

Herculean Throw (Ex)
At 18th level, The Murray can throw enemies at distances longer than 30'. Treat thrown enemies as improvized ranged weapons with a base range increment of 30'.

Heculean Pickup (Ex)
The Murray may be big, and not as smart as the other guys, but one thing he is not...is weak. At 20th level, The Murray can carry enemies of any size--the weight of the enemies he is carrying does not count towards his carrying capacity limits. Objects carried by Stomp and Catch still count towards carrying capacity, but their weight is treated as 1/2 of their original weight.

Now, to touch up the other abilities. Stomp and Catch should have an (Ex) tag, Throw should have a reference for damage for monsters of other sizes (or just mention the improvized weapon rules being in Complete Warrior), Raging Inferno Flop and Diablo Fire Slam sohuld be (Su), and some of the abilities do not note the action required to activate them.

AkazilliaDeNaro
2013-03-16, 11:30 PM
If we've run out of other Murray abilities, let's just enhance the old ones. Some suggestions:

Herculean Throw (Ex)
At 18th level, The Murray can throw enemies at distances longer than 30'. Treat thrown enemies as improvized ranged weapons with a base range increment of 30'.

Heculean Pickup (Ex)
The Murray may be big, and not as smart as the other guys, but one thing he is not...is weak. At 20th level, The Murray can carry enemies of any size--the weight of the enemies he is carrying does not count towards his carrying capacity limits. Objects carried by Stomp and Catch still count towards carrying capacity, but their weight is treated as 1/2 of their original weight.

Now, to touch up the other abilities. Stomp and Catch should have an (Ex) tag, Throw should have a reference for damage for monsters of other sizes (or just mention the improvized weapon rules being in Complete Warrior), Raging Inferno Flop and Diablo Fire Slam sohuld be (Su), and some of the abilities do not note the action required to activate them.
hooray it has a complete class table.
also thank you for the assist.