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    sengmeng's Avatar

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    Default Re: Base Class Contest XXIX - Games. Games Everywhere

    Italian Plumber

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    It's-a me, Mario!

    A head-stomping, mushroom-eating, fireball-throwing badass!

    Adventures: Italian Plumbers are psychologically incapable of leaving a damsel in distress. They also like collecting coins.

    Characteristics: Italian Plumbers are melee damage dealers with some limited durability and ranged abilities.

    Alignment: Italian Plumbers are non-evil.

    Religion: The religious affiliations of Italian Plumbers are unknown.

    Background: Presumably, a really weird trade school.

    Races: So far, all known Italian Plumbers have been human. Other races could possibly become Italian Plumbers as well, it just hasn't been observed.

    Other Classes: Italian Plumbers appreciate others who can do things they can't. They often become the leaders of their teams and recognize that others each have a role.

    Role: Italian Plumbers mostly just destroy the baddies.

    Adaptation: An ethnic Italian would be somewhat rare in most campaigns, so the Italian Plumber may be explained as having arrived via some sort of warp whistle or pipe from another plane.

    GAME RULE INFORMATION
    ITALIAN PLUMBER's have the following game statistics.
    Abilities: Strength is by far the most important ability for Italian Plumbers, followed by constitution and dexterity, in that order. Their out-of-combat utility depends on what mental abilities they choose to focus on.
    Alignment: Non-evil.
    Hit Die: d8
    Starting Age: As monk.
    Starting Gold: As Monk.

    Class Skills
    The ITALIAN PLUMBER's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    CLASS NAME
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Damage Speed
    1st
    +0
    +2
    +2
    +2
    Unarmed Strike, Head Stomp 1d6 +0'
    2nd
    +1
    +3
    +3
    +3
    Power up 1/day 1d6 +0'
    3rd
    +2
    +3
    +3
    +3
    Speed Bonus, Favored Enemy 1d8 +10'
    4th
    +3
    +4
    +4
    +4
    Super Jump 1d8 +10'
    5th
    +3
    +4
    +4
    +4
    Head Crush +1 1d8 +20'
    6th
    +4
    +5
    +5
    +5
    Brick Breaker 1d8 +20'
    7th
    +5
    +5
    +5
    +5
    Power Up 2/day 1d10 +20'
    8th
    +6
    +6
    +6
    +6
    Favored Enemy 1d10 +30'
    9th
    +6
    +6
    +6
    +6
    Parkour 1d10 +30'
    10th
    +7
    +7
    +7
    +7
    Head Crush +2 2d6 +30'
    11th
    +8
    +7
    +7
    +7
    Butt Smash 2d6 +40'
    12th
    +9
    +8
    +8
    +8
    Power Up 3/day 2d6 +40'
    13th
    +9
    +8
    +8
    +8
    Favored Enemy 2d8 +40'
    14th
    +10
    +9
    +9
    +9
    Double Jump 2d8 +50'
    15th
    +11
    +9
    +9
    +9
    Head Crush +3 2d8 +50'
    16th
    +12
    +10
    +10
    +10
    Power Up 4/day 2d10 +50'
    17th
    +12
    +10
    +10
    +10
    Favored Enemy 2d10 +60'
    18th
    +13
    +11
    +11
    +11
    Triple Jump 2d10 +60'
    19th
    +14
    +11
    +11
    +11
    Head Crush +4 4d6 +60'
    20th
    +15
    +12
    +12
    +12
    Power up 5/day, Combo Jump 4d6 +70'

    Class Features
    All of the following are class features of the ITALIAN PLUMBER.

    Weapon and Armor Proficiencies: Italian Plumbers are not proficient with any weapons or armor except their unarmed strikes.

    Unarmed Strike: The Italian Plumber does not provoke attacks of opportunity when performing an unarmed strike. He may attack with either hand interchangeably or his feet. There is no such thing as an off-hand attack for an Italian Plumber making an unarmed strike. He also deals lethal damage or non-lethal damage at his option, and his unarmed strike damage is increased according to the column in the table reading "unarmed damage."

    Head Stomp: If the Italian Plumber makes a successful jump check or falls from a distance high enough to hit his target from above, he performs a head stomp. For simplicity's sake, assume an opponent's height is equal to his reach if they don't have a listed height. A head stomp is a coup de grace, even if it doesn't normally meet the prerequisites, although it is not automatically a critical hit and must hit with an attack roll. In addition to enemies normally subject to critical hits, the head stomp can destroy any creature for which beheading would be lethal, which includes some types of undead and constructs, as per the rules of a vorpal weapon.

    Power Up: At second level, Power Ups become available to the Italian Plumber. These are special items that only an Italian Plumber can use. They are random, however, and the decision to summon one also means using it immediately. Summoning and using a Power Up is a move equivalent action. To determine the Power-Up obtained, roll a d10 and consult the table below.

    Die Roll Power Up
    1-4 Red Mushroom
    5-7 Fire Flower
    8-9 Power Star
    10 Green Mushroom

    Red Mushroom: Eating the red mushroom instantly restores all lost hit point, ability damage, ability drain, non-lethal damage, and level drain. You also grow a size category larger, gaining all the normal benefits and penalties, increasing your natural weapons by one dice size and gaining a size bonus to strength of +2. This size increases lasts until you take hit point damage.

    Fire Flower: The fire flower instantly restores all lost hit point, ability damage, ability drain, non-lethal damage, and level drain, and allows you to shoot fireballs from your hands in place of a melee attack. The fireballs are a ranged touch attack that deals fire damage with a maximum range of 60' and no range increments. The damage is equal to twice your unarmed strike damage + your charisma modifier in place of your strength modifier. The ability to shoot fireballs lasts until you take hit point damage.

    Power Star: The power star grants you invulnerability for 5 rounds. You are immune hit point damage, ability damage, ability drain, non-lethal damage, and level drain. Any attack or effect that allows a saving throw is instead decided by you whether it will affect you. Additionally, any unarmed attack made during your invulnerability counts as a coup de grace.

    Green Mushroom: The Green Mushroom does nothing at first. If you die within an hour of consuming it, however, you are automatically resurrected 1d4 rounds later at full hitpoints, with all ability damage, ability drain, non-lethal damage, and level drain cured. You appear in an unoccupied square within 100' of the site of your death, and your body disappears.

    As you advance in levels, you gain more Power Ups per day; Power Ups may be used in conjunction with each other.

    Speed Bonus: At 3rd level, the Italian Plumber moves faster than others of his race. He adds an amount equal to the number given on the class table under "speed bonus" to his base movement rate when unarmored and unencumbered.

    Favored Enemy: At 3rd level, the Italian Plumber learns to combat certain types of enemies more effectively because he faces them more often than others. The Italian Plumber gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. The Italian Plumber is limited to Reptiles, Plants, and Undead when making this selection. Plants and Undead are any creatures with that type, reptiles are dragons, lizardfolk, kobolds, and any real-world animals which are reptiles, especially turtles. Whenever it says favored enemy on the class table after level three, the Italian Plumber may choose a new favored enemy, or gain an additional +2 to the bonus against an existing favored enemy.

    Super Jump: At 4th level, the Italian Plumber no longer needs to distinguish between a high jump and a long jump. When making a jump check, he may go as high as a high jump would allow him while also covering the horizontal distance of a long jump, whether or not he has a running start.

    Head Crush: At 5th level, when performing a head stomp, the Italian Plumber's threat range and critical multipliers each increase by 1, to 19-20/x3. It increases by another +1 at levels ten(18-20/x4), fifteen (17-20/x5) and nineteen(16-20/x6).

    Brick Breaker: At 6th level, the Italian Plumber deals double damage against objects with his unarmed strike, including constructs. If he is also under the growth effects of a red mushroom, he deals triple damage.

    Parkour: At 9th level, the Italian Plumber gains a bonus to balance, jump, and tumble checks equal to the number of squares he has moved through before taking the action which prompted the skill check. This is in addition to the normal bonus to jump checks for higher than normal base movement.

    Butt Smash: At 11th level, the Italian Plumber never takes damage from falling if he performs a head stomp, and instead adds any fall damage he would have taken as bonus damage to the head stomp. He also gains this bonus if he jumps higher than ten feet vertically as part of a head stomp.

    Double Jump: At 14th level, if the Italian Plumber performs two jump checks in the same round, he adds a bonus to the second jump equal to half the first jump's check result.

    Triple Jump: At 18th level, If the Italian Plumber performs three jump checks in one round, he adds a bonus to the third jump equal to half the result of the second jump, which also gains half the result of the first jump.

    Combo Jump: At 20th level, if the Italian Plumber successfully destroys an opponent with a head stomp and still has movement left, he may immediately make a jump check, and if he can reach another opponent, he may attempt another head stomp on them with a -5 on the attack roll. If he successfully head stomps and destroys that opponent, he may repeat the process with an additional -5 on the attack roll. He cannot touch the ground between head stomps to keep the combo jump going. He does, however, gain the benefits of double jump and triple jump.
    Last edited by sengmeng; 2015-08-25 at 03:31 PM.