User:Sergejsvk/sandbox10

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Complete Guide to Doppelgangers - Protean Warrior

Monk

http://www.giantitp.com/forums/showthread.php?t=239838 Admiral Squish

http://www.giantitp.com/forums/showthread.php?t=121333 Hyooz

http://th04.deviantart.net/fs70/PRE/f/2012/138/3/1/armored_alex_mercer_front_by_illidankazama-d506li8.jpg

http://images2.wikia.nocookie.net/__cb20120523065853/prototype/images/7/7d/P2_Alex_Evolved.jpg

Sooo making a Prototype, or Evolved n shit as a base class for any Shapechanger subtype. You weaponise your body.

Should i rather make it a 15 level PRC?



(he can make weapons fom his hands, armor himself {in 1}, make a shield, is tough (moreso in 2), can fall from great heights without damaging himself, strong, can do good unarmed combat{specialy in 1}, he throws cars, regenerates {better in 2}, eats people to heal, get extra mass {was extra health in 1} to do devastators, gets memories of people eaten, takes form of the people eaten, gets hard to kill befor death, is fast, can glide, can jump frikkin high, can run up buildings, can climb maad, can do parkour, special senses, termal and infected vision, hunt sonar)



Prototype 1:

Blade Power

Description: 'The Blade is a powerful and deadly cutting and thrusting weapon; perfect for slicing and swiping through even the toughest armoured vehicles or infected hides. This attack power allows access to the most powerful strikes available.' Notes: As far as powers go, the Blade Power offers the highest damage output.

Blade Air Slice Description: 'Slice and dice from the air. Cleave your enemy in half with this drop-down cutting attack.'

Blade Frenzy Description: 'Unleash a series of slashing attacks from a standing start.'

Blade Sprint Frenzy Description: 'Slice your foes with a lunging blade sweep out of a sprint.'

Claws Power

Description: 'Transform your hands into deadly edged weapons: slice and dice for up-close crowd control."

Groundspike Description: 'Shift your mass into a deadly spike that erupts beneath your enemies. Combine with targeting for pinpoint strike precision.' Notes: Effective against enemy armor.

Groundspike Upgrade Description: 'Improved damage and area effect of the Groundspike.'

Groundspike Upgrade Max Description: 'Maximum damage and area effect of the Groundspike.'

Dashing Slice Description: Combo that is quite effective against human enemies. Notes: Best used to destroy APCs and Tanks.

Hammerfist Power Description: 'Trade speed for power — shift biomass to your forearms to allow deadly area-effect attacks, crush guarding enemies and shatter armoured vehicles.'

Hammerfist Smackdown Description: 'Blast enemies out of your path with this powerful combo. It is slow, but powerful — especially against enemy armor. Be wary of using against faster opponents.'

Hammerfist Elbow Slam Description: 'Jump up, drop down. Deadly against armor. Add extra height to increase your damage and area of effect. With the right conditions, you can crack an enemy tank with a single blow.' Notes: Damage output is dependent on how far you travel before landing. In terms of busting tanks, Air Blade Slice is superior.

Hammertoss Description: 'Sprint into a self-throw; put all your weight into a single, concentrated attack. The Hammertoss is dangerous when you miss – and deadly when you hit.'

Whipfist Power

Description: 'A thin, flexible blade-edged arm that can be used to attack at extreme range, or whip through entire crowds of enemies.'

Street Sweeper Description: 'Dismember all nearby enemies with a wide seeping crack of Whipfist.'

Longshot Grab Description: 'If there is an enemy at long range, use Longshot Grab to reel them in. Combine it with Sky Jacking and zip your way up to a helicopter.'

Musclemass Power

Description: 'Increases strength twofold. Throws go further and all strike attacks carry more damage.'

Musclemass Boost Description: 'Greatly increase the damage of your Muslemass attacks, hitting for yet more increased damage with basic hand to hand attacks.'

Musclemass Throw Description: 'Greatly increases the range and damage of your Musclemass throws.'

Powers - Defensive Powers

Shield Power Description: 'This shield will absorb damage on impact, preserving your health completely – until it breaks. Once broken, the shield must regenerate before it will once again repel damage.' Notes: Sprint with Shield Power equipped to knock aside civilians and block some projectiles.

Armor Power Description: 'Armor increases damage resistance overall, at the cost of movement abilities such as Glide or Diveroll. Alex doesn't clear obstacles when armored; instead he will shoulder a path through vehicles and minor enemies.'

Powers – Sensory Powers

Thermal Vision Power Description: Lets you see through obscuring smoke and other thin obstacles at the expense of a limited visual range.

Infected Vision Power Description: 'See the world as the Infected see it; tune into the Hive Mind itself with Infected Vision. Use this to spot enemies at range, and pick out hostile characters from simple bystanders.'

Movement – Air Upgrades

Airdash Description: 'While jumping, redirect with the Airdash. Airdash can be used to avoid projectiles, get extra distance in a jump, or charge your trajectory in mid-flight.'

Glide Description: 'Glide is a vital ability to increase your movement options. Perfect for covering a lot of real estate in short order, or dropping into bases without attracting attention.'

Airdash Boost Description: 'Increase the speed and distance of your Airdash with this upgrade.'

Airdash Double Description: 'Add a second Airdash for each and every jump.'

Airdash Double Boost Description: 'Increase the distance of the Airdash Double with this upgrade. Dash further and faster with each Airdash!'

Airdash Recovery Description: 'Launched by an explosion or attack? Use the Air Recovery two twist out early'

Movement – Sprint Upgrades

Diveroll Description: 'Use Diveroll to avoid projectiles and attacks.'

Sprint Speed 1 Description: 'Boost your joints and streamline your body structure to Sprint faster than ever before.'

Sprint Speed 2 Description: 'Sprint faster than ever before. A vital evolutionary edge.'

Sprint Speed Max Description: 'Increase sprinting capability even more. An important upgrade.'

Movement – Jump Upgrades

Jump Upgrade 1 Description: 'Jump further and faster.'

Jump Upgrade 2 Description: Jump even further and faster.

Jump Upgrade 3 Description: Jump even further and faster.

Jump Upgrade Max Description: 'Max your jump capabilities. This upgrade is vital for high-speed, long-distance movement.'

Wall Jump Latch Description: 'Chain quick wall jumps together with the Wall Jump Latch upgrade. Useful for quick redirects and enhances overall movement control.'

Survivability – Critical Mass Upgrades

Critical Mass Ability Description: 'Go beyond the constraints of maximum health, and enter Critical Mass mode for increased attack damage, and the ability to deploy Devastator attacks.' Perform: Reach maximum health and gain additional health. Notes: A very important upgrade, as it serves to both extend Alex's health bar and unlock the powerful Devastator abilities.

Adrenaline Surge Description: 'Gain a moment of invulnerability and access to a free Devastator attack when your health is low.'

Critical Mass Boost 1 Description: 'Critical Mass capacity increase. Go further into the zone, allowing for a maximum of two Devastator attacks.'

Critical Mass Boost Max Description: 'Critical Mass maximum. When health is maxed, this allows for up to three Devastator attacks.'

Survivability – Health Upgrade

Health Boost 1 Description: Increases health bar, allowing you to absorb more damage.

Health Boost 2 Description: 'Further increased Health, increasing your ability to absorb damage from enemy attacks.'

Health Boost Max Description: 'Maximum Health. This is the maximum increase of Health possible through upgrades'

Survivability – Health Regeneration

Regen Rate Boost 1 Description: 'Outside of combat, your health will regenerate at a steady pace. With this upgrade your health will recover at an increased rate.'

Regen Rate Boost Max Description: 'Outside of combat, your health will regenerate at a steady pace. With this upgrade, your health will recover at an increase rate'

Regen Delay 1 Description: 'Some time after taking damage, you will automatically begin to heal. This upgrade reduces the delay required for Regeneration to begin the healing process.'

Regen Delay Max Description: 'Some time after taking damage, you will automatically begin to heal. This upgrade reduces the delay required for Regeneration to begin the healing process.'

Combat - Devastators

Groundspike Graveyard Devastator Description: 'One of the most powerful moves available. Devastat with a cascade of deadly groundspikes to everything nearby. Devastators can only be triggered when in Critical Mass.' Perform: [In Critical Mass] Hold X Y (X360); Square Triangle (PS3)

Tendril Barrage Devastator Description: 'Deadly tendrils erupt from your body to impale all nearby enemies. Most powerful against biological foes. Can only be used when in Critical Mass.'

Critical Pain Devastator Description: 'Let your enemy know how you feel about them with a fast Palm Slam. Clears nearby enemies from your path with a directed force attack. Allows access to the Critical Pain Devastator.'

Combat - Throw Upgrades

Charged Throw Description: Throws can by charged to increase range and power. Perform: [Holding Object] Hold B/Circle.

Sprinting Throw Description: Throw objects while moving.

Long Range Throw Description: 'Increase your object throw range; pick off opponents more than a block away when combined with targeting. Excellent against distant enemy grounds, Infected hives or military bases.'

Disguise – Consume

Disguise Power Description: 'Use Disguise to conceal yourself as a perfect copy of the last individual you consumed.'

Stealth Consume' Description: 'Consume an enemy without raising an alert.Particularly useful for infiltrating bases.'

Consume Boost 1 Description: 'Gain increased health from those you Consume.'

Consume Boost Max Description: 'Gain more health from those you consume.'




Prototype 2 upgrades:

Evolution (leveling): Lokomotion (speed, jump height, air dash); Health (increases hp); Regeneration (50% out of combat, more health from consume, full heal out of combat, slow heal during combat); Shapeshifting (suspicion subsides faster, slower detection rate, strike teams take longer to arive, smaller vision comes), Mass (devastators cant be interrupted, increases mass bar, 30% more mass gain, increases mass bar); Finishers (one hit vehicle destruction)

Mutations:

  • Ofensive - Death From Above (+10% damage with aerial attacks); Melee Expert (+10% reach with melee attacks); Rocket Arm (+10% damage and speed with throws); Devastatingly beautiful (25% larger Devastator radius); Strike force (+10% damage on ALL melee attacks); Good Little Soldier (+10% damage with ALL military weapons and hardware); Heller's Angels (+50% damage boost to Brawler Pack attacks); Darwinism (+10% damage boost to ALL attacks against military enemies); Revenge Boost (+10% damage boost to ALL attacks against infected enemies);
  • Defensive - Bulletproof (Causes small arms fire to ricochet off you harmlessly); Hard Boiled (25% reduction to all damage you take); Shields Up (+50% larger time window to use Shield Block); Personal Space (Time your dodge 25% earlier for a tactical attack behind your enemy); Impaler (+25% damage dealt by timed Shield Block); Healthy Appetite (+25% health);
  • Lokomotion - Jumpy (+25% jump distance); Dashing (+25% longer Air Dash); God Speed (+50% top speed); Cheetah (4X faster acceleration to top running speed); Jet Propulsion (+25% glide distance); Extra dashing (Extra air dash);
  • Predator - Protein boost (+25% health from consuming); Inconspicuous (Viral detectors fill suspicion bar 50% slower); Hungry Boy (+25% Mass from consuming); Submission Specialist (Weaponise, Hijack, and enter hives 75% faster); Mass-terful strikes (Gain Mass from using melee attacks on enemies); The big bang (Bio-bombs are 10% more explosive); Speedy recovery (Devastator and Pack Leader abilities execute 25% faster)
  • Power Specialist - Eventful Horizon (+25% blast radius on Tendril Blackhole); Jungle Cat (+10% range on Claw Pounce); Go Ballistic (+10% range on Whipfist Longshot attack); Spiked Punch (+10% damage with Hammerfist Groundspikes); Twisted (+10% attack range with Blade Tornado);

Powers:

Although not, strictly speaking, a "power", it's worth mentioning. The standard attack is a punch combo, the charged attack is a kick which sends enemies flying. Aerial attack is a flying kick which, if charged up, will allow Heller to body surf on the guy he just kicked. Honestly, the only use for this is to kill zombies without starting a military alert.

Claws:

Beautiful razor-sharp bladed claws. The basic attack is a series of claw-slashes, and Heller takes a big step forward between each strike, so you actually cover a lot of ground with these. The charged attack is a pouncing strike. The aerial attack, charged or uncharged, is similar to the pounce, but does a whole lot more damage if you charge it.

Strengths: Extremely fast, very effective against all unarmoured enemies. The Claw Pounce is fast, accurate, deadly and has next to no recovery time. Fast enough to combo Evolved.

Weaknesses: Next to useless against armoured enemies. Other than that, these are lovely.

Upgrades:

  • Level 2: Claw range increased by 25%.
  • Level 3: Range of the pounce attack is increased.
  • Level 4: 25% damage boost.

Tendrils:

The primary attack from Tendrils looks weird. It causes struck targets to spray out tendrils in all directions which will stick them to walls and rip them apart. The secondary attack is the glorious Tendril Blackhole - it has more reach than a normal tendril attack, and deals damage by grabbing all the loose objects in the vicinity and slamming them together into the target. For this reason, it's very dependant on the environment - in a car park it'll deal hideous amounts of damage, while in an empty park it'll do next to nothing. Note that while you can use Tendril Blackhole while jumping, you can only use it once per jump.

Strengths: Immobilises ground vehicles, and is actually quite good at damaging them, though not quite as good as the Hammerfists. Tendrils can also immobilise Infected monsters once you have the first upgrade, allowing you to follow up with a massively damaging attack. Tendril Blackhole can be absolutely devastating in the right environment, and is a decent way to damage helicopters. This power is good against almost everything, but it does have quite a few caveats - it's the least straightforward of the powers to use.

Weaknesses: The air attack of this weapon has pathetic reach compared to other aerial attacks. While tying down Brawlers and the like with Tendrils is a highly effective tactic (providing you have the second upgrade), it rather relies on you not being interrupted by another monster. This power seems to be very weak against the Evolved, and they even dodge the Blackhole most of the time.

Upgrades:

  • Level 2: Fortified enemies can be immobilised.
  • Level 3: Blackhole can grab larger objects.
  • Level 4: 25% damage boost.

Blade:

The Blade is no longer the ultimate weapon, but at least we get it sooner. It's slower but more powerful than the claws. The charged attack, Blade Tornado, carries Heller forward and damages everything in a wide radius around him (wider than the reach of the blade, I think, but I'm not complaining). Its aerial attacks are the main reason to use this weapon: Tapping the attack button in the air results in the air scythe attack, where Heller leaps at the enemy and slashes with the blade, often going straight past them and damaging everything he moves past. This move is fast, accurate, and can carry Heller horizontally or even slightly upwards - try to use it while as close to the ground as possible, for the chance to hit multiple targets. The charged version of the attack is the meat cleaver, where Heller winds up a massive overhead swing before dropping on the enemy. It does tremendous damage, but it's slow, less accurate, has a risky recovery time, and can only be angled downwards.

Strengths: Reasonably good against everything. The aerial attacks are brilliant - the scythe is fast, deadly, and safe, while the meat cleaver is devastatingly powerful. The Tornado attack is a nice trick against the Evolved - you can hit them with it while they're in their recovery animation, and they usually won't counterattack.

Weaknesses: Jack of all trades means master of none - there's almost always a better choice of weapon for any given enemy. The meat cleaver is hopelessly unsafe - use it when there's more than one enemy about and you'll get torn to shreds. The Tornado attack is too short-ranged for most situations.

Upgrades:

  • Level 2: Range of blade attacks increased by 15%.
  • Level 3: Tornado attack has more spins.
  • Level 4: 25% damage boost.

Hammerfists:

The Hammerfists are slow but crushingly powerful. The uncharged attack is so powerful that the shockwave causes splash damage on everything near whatever you hit, and the third hit of the uncharged combo creates a blast radius of groundspikes around Heller. The charged attack sends out a line of groundspikes straight forward or, when used in the air, a circle of spikes radiating out from Heller's impact point. The uncharged air attack is an elbow drop. In Prototype 1, the hammerfist elbow drop was more powerful the higher up you started the move, I don't know if that still applies but you can bet I'm going to test it.

Strengths: Very powerful against armoured vehicles. Can be used to stunlock Juggernauts and Brawlers by launching them on the third hit of the combo. The area of effect attacks are incredible at clearing out infantry. The ground version of the charged attack can effectively stunlock Evolved, if you want the easy-but-boring way of killing them.

Weaknesses: Dear lord these are slow. Use them against anything faster than a Juggernaut and you can expect to get pummelled.

Upgrades:

  • Level 2: Increased damage radius on uncharged attacks.
  • Level 3: Range and size of groundspikes is increased.
  • Level 4: 25% damage boost.

Whipfist:

The Whipfist's primary attack lashes the weapon around in wide arcs, quickly killing weak enemies like zombies and humans. The charged attack throws the weapon out like a harpoon, dealing heavy damage to a single target. This weapon has one other trick - tap Grab with the power active and Heller will use the whipfist to grab the target from long range or reel himself in.

Strengths: Better reach than any other weapon, and can be used safely while airborne, allowing you to fight even very dangerous foes without much risk of getting hit. Great against Helicopters. Whipfist grab is awesome.

Weaknesses: The only real weakness of this weapon is that it encourages a very boring strategy of using nothing but the longshot attack.

Upgrades:

  • Level 2: Increased range on uncharged attacks.
  • Level 3: Increased range on charged attacks.
  • Level 4: 25% damage boost.

Shields:

You can't move while shield-blocking, but you're very hard to damage - most attacks just bounce off. Time your block correctly and you can bounce projectiles and shield-bash melee attackers. An upgrade gives you spiked shields, which deal damage when you shield-bash someone.

Upgrades: Shield Spike

Biobomb:

This power can be used from stealth (tap grab once to initiate a stealth attack, then press primary attack to Biobomb a target), or in open combat (grab an opponent, tap square while not airborne to 'prime' the bomb, and then use the grab button again to throw them). It's remarkably similar to the Tendril Blackhole attack.

Upgrades: (Non-cumulative)

  • Level 2: +25% splash damage, +35% impact damage.
  • Level 3: +50% splash damage, +50% impact damage.
  • Level 4: +100% splash damage, +75% impact damage.
  • Level 5: +150% splash damage, +125% impact damage.

Brawler Pack:

Summon a pack of Brawlers who will fight for you. To direct them at a specific target, lock on and press the right thumbstick. Cause them to explode in a biobomb-like detonation if you're locked on to a target, the Brawlers will try to blow up that target when they die. Like the Devastator, this requires Mass. With all the mutations, you can end up with four Brawlers.

Upgrades: (Non-cumulative)

  • Level 2: +20% pack health, +10% pack damage.
  • Level 3: +40% pack health, +20% pack damage.
  • Level 4: +60% pack health, +30% pack damage.
  • Level 5: +80% pack health, +40% pack damage.




Evolved[edit]

xxx


Making an Evolved[edit]

xxx

Abilities:

Races:

Alignment:

Starting Gold:

Starting Age:

Table: Evolved

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Mutation
Points
Unarmed
Damage1
AC
Bonus
Unarmored
Speed Bonus
Fort Ref Will
1st +1 +2 +2 +0 xxx
2nd +2 +3 +3 +0
3rd +3 +3 +3 +1
4th +4 +4 +4 +1
5th +5 +4 +4 +1
6th +6/+1 +5 +5 +2
7th +7/+2 +5 +5 +2
8th +8/+3 +6 +6 +2
9th +9/+4 +6 +6 +3
10th +10/+5 +7 +7 +3
11th +11/+6/+1 +7 +7 +3
12th +12/+7/+2 +8 +8 +4
13th +13/+8/+3 +8 +8 +4
14th +14/+9/+4 +9 +9 +4
15th +15/+10/+5 +9 +9 +5
16th +16/+11/+6/+1 +10 +10 +5
17th +17/+12/+7/+2 +10 +10 +5
18th +18/+13/+8/+3 +11 +11 +6
19th +19/+14/+9/+4 +11 +11 +6
20th +20/+15/+10/+5 +12 +12 +6

Class Skills (4 + Int modifier per level.)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

10 level prc

All of the following are class features of the shapeshifter.

Weapon and Armor Proficiency: Evolved are proficient with all simple weapons. They are not proficient with any type of armor or shield. PRC Evolved gain no proficiency with any weapon or armor.

xxx (Su):

xxx (Ex):


3 main mutation types offensive, defensive,

1d4 1d6 1d8

You are armed when you make an ofensive mutation.

Damage resistance 1 + lvl / 5 aplies, falling damage decrease (half damage first, full immune later)?

Crit immune later, fortification?

Fast healing 1 to half, 1 to full, 2 to full

wall walking, running later (half up normal diagonal and all the angled crap like light)

Self (like soulknife)? Enchantable fists and body, suppressed as free, same time and mats as normal.

Weapon and Armor hardness increase damaging weapons is half damage to you hp con + lvl/2 + enha (as progresses it is similar to touch as metals of same hardness), Gain Adamantine hardness attacks (14, 15, 16? ecl)

speed increase, glide, clumsy flight when light armored

Mutations:

Blade (Offensive) - 1 Point - You transform one arm into a magnificent blade. A powerful and deadly cutting weapon, perfect for slicing and mowing down your enemies.

Effect: Your main hand unarmed attacks do 2d6 slashing damage as if they were a greatsword of your size. You add 1-1/2 times your Strength bonus to damage rolls and your critical multyplyer increases to x3. Your other arm is used to balance and asist your main hand an you are only capable of doing tasks perforamble while fighting with a two handed weapon.
Augments:
  • 1 Point - Da Choppa: When attacking, you may choose to target a square and one square on either side of it. You make one attack roll and use that result for any and all targets in the affected squares. You may make a cleave attack only once for every time you swing, even if you drop more than one foe.
  • 1 Point - Meat Cleaver: You deal double damage on a charge, but provoke an attack of opportunity from every foe who can reach you during your charge, including the opponent you attack.
  • 1 Point - Strike Force: For every point you invest in this augment, you increase the critical multyplyer of your blade by one.
  • 2 Points - Blade Tornado: As a full round action, you can either make a single melee attack at your full base attack bonus against each opponent you can reach. Or take a charge action, overrunning any opponent in your path who is the same size category as you and make a single melee attack at your full base attack bonus against each opponent you can reach at any point during your movement, you take a -4 penalty to Armor class. (Effects that apply to one attack during a charge do not apply to Blade Tornado) Roll one attack roll and compare to each available opponent's AC individually.

Claws (Offensive) - 1 Point - Slice. Cleave. Slash. Gore on the move. Transform your hands into deadly claw like edged weapons, for ripping and tearing.

Effect: Your unarmed attacks now do piercing or slashing damage instead of bludgeoning damage, your threat range increases to 19–20/×2, and every time you make an attack (attack action, standard action, part of a full attack action, or even strike maneuver) with your mainhand claw, you may take a -2 penalty to the attack and also make an attack with your offhand claw at the same attack bonus including the penalty (this does not stack with two wepon fighting). You add only 1/2 your strength modifier to your offhand claw damage.
Augments:
  • 1 Point - Jungle Cat: You may make a full attack following a charge.
  • 1 Point - Razor-Claws: For every point you invest in this augment, you increase the threat range of your Claws by one.
  • 1 Point - Slashing Frenzy: You may take a full attack action and still move up to your speed. You cannot move back into a square you just exited, but you may re enter that square later during your attack.
  • 2 Point - Slice and Dice: When you hit an oponent with both claws, you automatically deal your unarmed damage dice from both claws (2d4, 2d6 aso.) and couse the target to bleed for 1 point of damage per round. Multiple wounds result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can only be stopped by a DC 15 Heal check or the application of any cure spell or other healing spell (heal,healing circle, and so on). Creatures immune to sneak attack damage are immune to the bleeding.

Hammerfists (Offensive) - 1 Point - Your fists grow to incredible size and hardness, striking like boulders. Deliver the pain to your foes and your back.

Effect: You gain two Slam attacks one size category larger than your unarmed attacks. A full attack, with the Hammerfists, against an object or structure deals double damage. These things are heavy, they encumber you like a medium load and you take a -2 penalty to hit with all attacks. At +11 BAB the penalty is reduced to -1, the penalty to hit disappears once +16 BAB is reached.
Augments:
  • 1 Points - Hammertoss: As a full round action, you make a huge swing at your opponent at your highest attack bonus. If it is sucessfull, you deal your hammerfist damge and make a trip strength check. If you win, your opponent, up to one size category larger than you, is knocked flying 10ft./5 damge dealt, in a direction of your choice, and falls prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. For every size category the opponent is larger than you, they are knocked backwards half as far. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage per 5 feet left in the opponent's movement, and the opponent stops in the space adjacent to the obstacle. If you miss, you provoke an attack of opportunity from your target.
  • 1 Point - Mass-terful strikes: For every point you invest in this augment, you add aditional mass to your Slams, increasing them by one aditional size category.
  • 1 Point - Smackdown: When you hit the same target with both slam attacks, your oponent must make a DC 10 + 1/2 class level + Str bonus Fortitude save, or be staggered for one round.
  • 2 Point - Stamp: You may, as a full-round action, strike a square within your reach with both your hammerfists dealing one and a half strength modifier damage, to detroy anyhing in that square and create a shock wave burst. Make a single attack roll targeting a square inside your reach. If the square is occupied by an opponent of your size category or smaller, treat it as an attack roll against that opponent. If the attack roll misses or the opponent is larger than you, you provoke an attack of opportunity and deal damage to the square under your opponent. You deal double damage to objects and structures on a full attack. Roll damage you deal to the target square or opponent. If you deal damage to a creature it is knocked prone and must make a DC 10 + Damage dealt Fortitude save or die and end up as a fine paste. If the surface is not destroyed, every creature in a 20 ft. area must make a DC 10 + 1/2 Char lvl + Str bonus Reflex save or be knocked down and take subdual damage equal to your hammerfist slam damage. Opponents two size categories larger than you are unaffected. The shock wave deals damage to nonmagical objects of crystal, glass, ceramic, or porcelain and onjects with a hardness of 5 or less equal to your hammerfist slam damage, in a 5-foot radius of the point of origin. A creature holding objects can negate damage to them with a successful Reflex save.

Tendrils (Offensive) - 1 Point - Your arms change into a mass of tightly packed entwined tentacles.

Effect: When you hit with an unarmed strike, it deals your normal unarmed damage and you can attempt to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.
Augments:
  • 1 Point - Submission Specialist: For every point you invest in this augment, you gain a +2 bonus on all grapple checks and Strength checks to break objects.
  • 1 Point - Twisted Constrictor: You can crush an opponent, dealing your unarmed damage, after making a successful grapple check. You can deal constriction damage in addition to damage dealt by the tendril attack used to grab.
  • 1 Point - Tangly Tendrils: During a full attack, on a successful hit, the subject is covered in sticky goo and becomes entangled for one round, after which the goo dissolves (EEEW!).
  • 2 Points - Eventful Horizon: As a full round action, you can shoot out your tendrils to wrap arround your opponents. This touch attack has a range of 15ft. + 5ft./four class levels and oponents in a 5ft. + 5ft./four class levels radius arrount the target must make a DC 10 + 1/2 class level + Con bonus Reflex save or become entangled for 2 rounds + 1 round/two class levels. The oponents can break free from the restrainment by using a full-round action to make a DC 10 + 1/2 class level + Con bonus Strength check or Escape Artist check.

Whipfist (Offensive) - 2 Point- The Whipfist is a thin, flexible, barbed arm that can be used to attack at extreme range, or whip through entire crowds of enemies. Tame your foes from a safe distance.

Effect: One of your arms changes. Your reach is increased by 5ft. and your unarmed attacks do piercing or slashing damage instead of bludgeoning damage with that arm.
Augments:
  • 1 Point - Go Ballistic: increase reach by 5ft.
  • 1 Point - You get a +2 bonus on opposed attack rolls made to disarm an opponent.
  • 1 Point - Longshot Grab: 3x reach ranged touch, latch on (standard action), attack deals half damage (can do subdual), trip check to reel in smaller or same size, falls prone or start a grapple, if fail nothing happens, you auto reel in on larger opponents, you must succeed on a trip check or the opponent gets an attack of opportunity)
  • 1 points - Street Sweeper: attack action slashing damage to all (alies too) in a halfcyrcle.

Armor (Defensive) - 1 Point -

Effect: +4 Armor Bonus, +4 Maximum Dex Bonus, -2 Armor Check Penalty, 25% Arcane Spell Failure, light armor
Augments:
  • 1 Point - Skin Tight: No max dex, ACP decreases by 2, -20% ASF
  • 1 Point - Hard Boiled: +4 Armor bonus, counts as medium armor, ACP increases by 2, +25% ASF.
  • 2 Points - Stonewall: Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.

Shield (Defensive) - 1 Point -

Effect: Standard action cover from square edge, blocks damaging touch spells (Scorching Ray and the like), full round 2 edges, Hardness 5 + 1/lvl HP 20 + 4 x level, if destroyed needs to heal to full, heals 4 + 1 / 2 levels
Augments:
  • 1 Point - Impaler: on enemy miss and shield sunder 1d6 piercing damage, on sucessful grapple check
  • 1 Point - Shields Up!: immediate action
  • 2 Points - Security Blanket: SR 12 + class when blocking

Epic Evolved[edit]

Table: Epic Evolved

Hit Die: d8

Level Special
21st
22nd
23rd
24th
25th
26th
27th
28th
29th
30th

4 + Int modifier skill points per level.

xxx (Ex):

xxx (Su):

Epic Evolved Bonus Feat List:


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