Wrecking Ball (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 1-26-19
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Wrap yourself in a bubble of force and bull rush, ground pound, and shockwave your way to victory. 20 0 Good Good Poor Poor Other Other


Wrecking Ball[edit]

If only you could throw something heavy at people you hate while in the safe comfort of your own protective shield. Wait a second...

Making a Wrecking Ball[edit]

Abilities: In spite of being supernatural, Wrecking Balls benefit from a high Strength and Constitution, bullying others with superior bull rushes and tanking hits like no other. Any other ability scores are optional, though Dexterity will be needed for lighter armor builds, and Intelligence can cover additional skills.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As fighter.

Table: The Wrecking Ball

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Ablative Shield Speed Bonus
Fort Ref Will
1st +1 +2 +0 +0 Body Slam, Bubble Shell, Improved Bull Rush 2 +0 ft
2nd +2 +3 +0 +0 Inertial Movement, Speedy Reflexes +1, Trample 4 +0 ft
3rd +3 +3 +1 +1 Hook Cable 20 ft, Power Slam, Unburdened Movement 6 +10 ft
4th +4 +4 +1 +1 Active Threat Shields, Shield Pulse 8 +10 ft
5th +5 +4 +1 +1 Fall Immunity, Ground Pound, Speedy Reflexes +2 10 +10 ft
6th +6 +5 +2 +2 Hook Cable 40 ft, Rolling Slam 12 +20 ft
7th +7 +5 +2 +2 All-Terrain Rolling, resilient sphere 14 +20 ft
8th +8 +6 +2 +2 Scatter Orbs (10 ft), Speedy Reflexes +3 16 +20 ft
9th +9 +6 +3 +3 Hook Cable 60 ft, Life Support 18 +30 ft
10th +10 +7 +3 +3 Improved Ground Pound 20 +30 ft
11th +11 +7 +3 +3 Pinball Slam, Speedy Reflexes +4 22 +30 ft
12th +12 +8 +4 +4 Hook Cable 80 ft, Scatter Orbs (20 ft) 24 +40 ft
13th +13 +8 +4 +4 telekinetic sphere 26 +40 ft
14th +14 +9 +4 +4 Charged Rollout, Speedy Reflexes +5 28 +40 ft
15th +15 +9 +5 +5 Greater Ground Pound, Hook Cable 100 ft 30 +50 ft
16th +16 +10 +5 +5 Scatter Orbs (30 ft) 32 +50 ft
17th +17 +10 +5 +5 Speedy Reflexes +6, Warp Dash 34 +50 ft
18th +18 +11 +6 +6 Hook Cable 120 ft 36 +60 ft
19th +19 +11 +6 +6 Bubble Cancel 38 +60 ft
20th +20 +12 +6 +6 Deep Impact, Speedy Reflexes +7 40 +60 ft

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (arcana) (engineering) (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Wrecking Ball.

Weapon and Armor Proficiency: Wrecking balls are proficient in all simple and martial weapons, all armors (light, medium, and heavy), and shields (but not tower shields).

Ablative Shield: Wrecking balls generate a bubble of force called the Bubble Shell, from which many of their abilities derive. In addition to its other properties the bubble shell protects its user from damage. They gain a number of temporary hit points equal to a maximum of twice their class level, and can restore their Constitution modifier in temporary hit points each round as a swift action, so long as they have not taken damage for at least one round.

As long as 1 point remains in their ablative shield, the wrecking ball is immune to critical hits and sneak attacks.

Speed Bonus: While their bubble shell is active, the wrecking ball gains an enhancement bonus to speed as shown on the Table: The Wrecking Ball as above.

Body Slam (Ex): Wrecking balls can deal damage by tackling their opponents with the bulk of their mass as long as their bubble shell is active. Whenever they charge in their bubble shell and make a successful Bull Rush attempt they deal 1d6 (for Medium creatures) plus Strength in bludgeoning damage, or twice that if the creature hits a wall or other significant obstruction. At your option the impacted surface (or sometimes creature) takes half your base damage. It is considered a slam attack for interacting with other abilities, and can be enhanced as its own manufactured masterwork weapon, though as it has no attack roll it cannot critically hit.

Bubble Shell (Su): A wrecking ball is entirely focused on one supernatural trick; the ability to project a bubble of force that encases them like a hampster ball and allows them to roll a high speeds, body slam foes, and protect themselves. Activating or deactivating a bubble shell is a free action, and the wrecking ball does not threaten when unside their bubble shell. However several other class features rely on it being active. While a physical shell it is tied to your life force, and so impacts against the shell injure you all the same (however, Ablative Shield provides some cushion between you and actual harm). In addition while in the bubble shell you are considered one size larger whenever you are subject to a size modifier or special size modifier for an opposed check when it is advantageous to you. 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. This does not stack with abilities such as Powerful Build.

Improved Bull Rush: The wrecking ball gains Improved Bull Rush as a bonus feat, and may ignore the Power Attack requirement on subsequent feats that also require Improved Bull Rush. In addition to the normal effects of the feat, a wrecking ball may choose not to follow a creature along with a bull rush but the creature only moves half as far (minimum 5 ft).

Inertial Movement: The 2nd level wrecking ball gains Inertial Movement feat as a bonus feat.

Speedy Reflexes: A wrecking ball in motion can be a difficult target to pin down. Whenever a 2nd level or higher wrecking ball has moved at least 10 ft in a round, they gain a +1 circumstance bonus to Reflex saves. This increases by one at 5th and every three levels beyond (8th, 11th, etc). This counts as having Dodge for the purpose of pre-requisites.

Trample (Ex): The 2nd level wrecking ball can Trample, dealing damage as per their Body Slam ability.

Hook Cable (Su): A 3rd level a bubbled wrecking ball can extend a portion of their bubble into a thin grappling line that can drag the wrecking ball to a new location. The hook cable can attach to any object that is anchored down or otherwise one size smaller than themselves or larger as a swift action with a ranged touch attack out to 20 ft. They can then add up to 20 ft to their movement in a round so long as they travel within the range of their hook cable. They can also travel upwards, but only up to the location of the hook cable. They can make a Jump check after moving their bonus movement allowing them to get a head start in altitude to launch themselves upward. For example, they can hook onto a particularly tall building and start their Jump check at 20 ft high in order to go even higher.

At 6th and every three levels beyond (9th, 12th, etc) the distance of the hook shot increases by 20 ft to a maximum of 120 ft at 18th.

Power Slam (Ex): If a wrecking ball of 3rd level or higher uses their Body Slam ability after moving at least 10 ft from their Hook Cable ability, they deal twice as much damage on a Body Slam as normal, or three times as much damage if they impact a solid object.

Unburdened Movement (Ex): As the wrecking ball is technically floating around inside their bubble, their armor is far less of a burden to them. The 3rd level wrecking ball may cut any armor check penalty in half (minimum 0) and no longer count as wearing medium or heavy armor for the purpose of evasion, tumbling, decreases in speed, or similar effects.

Active Threat Shields (Su): At 4th level, the wrecking ball can increase their ablative shield capabilities in an instant to handle a major threat. As an immediate action they may suddenly gain 2 temporary hp/level to their ablative shield, and may even exceed their maximum. This active threat temporary hp lasts for 1 round before vanishing, and the wrecking ball loses the ability to regenerate their ablative shields for 1 minute afterward.

Shield Pulse (Su): The bubble shield itself can be a hazard to those around it. As a standard action the wrecking ball can have their bubble shield emit a pulse of force to all creatures in its normal, un-bubbled reach. This duplicates force pulse except the DC is 10 + 1/2 HD + Strength modifier, and they deal their Body Slam damage as force damage regardless of the saving throw on a failed save instead of being staggered. You do not follow the target subjected to your force pulse.

Fall Immunity (Ex): A wrecking ball is often expected to drop from the sky like an anvil. At 5th level, the wrecking ball no longer takes falling damage as long as they are in their bubble.

Ground Pound (Ex): A bubbled wrecking ball of 5th level or higher can arrest themselves of all momentum and abruptly launch themselves towards the ground in a powerful slam attack. The wrecking ball must be at least 10 ft up in order to use Power Slam. All creatures within the wrecking ball's space + their normal un-bubbled reach (minimum 10 ft) must make a Reflex save DC 10 + 1/2 HD + Strength or take 1d6 points of bludgeoning damage per 10 ft they dropped, to a maximum of their HD. For example a 5th level wrecking ball caps out at 5d6 damage at 50 ft or higher. A successful Reflex save halves damage, and has no effect on creatures not on the ground. The wrecking ball does not provoke if they enter an enemy space, but may provoke on leaving.

Rolling Slam (Ex): At 6th level and beyond, a wrecking ball can attempt to make several hits while using Body Slam against a target. They may take a -2 penalty to their Bull Rush check and add their base body slam damage (sans strength) to the damage from Body Slam. For every additional attack they could take in a round from high BAB or the bonus attack from haste, they can choose to take another -2 penalty and add their base body slam damage again. For example at BAB +11 they can take -4 on their Bull Rush check and deal 3d6 + Strength modifier in damage, or 6d6 + twice Strength modifier if impacting an object.

All-Terrain Rolling (Ex): At 7th level, the wrecking ball's bubble shell have superior handling on rough surfaces. They ignore difficult terrain, and gain damage resistance equal to their level against environmental effect such as caltrops, natural lava, or the burning effect of the Elemental Plane of Fire. This has no effect against effects such as a fireball.

Resilient Sphere (Sp): The 7th level wrecking ball can choose to cast resilient sphere as a spell-like ability at will, but doing so strips them of their bubble shell ability while the effect is ongoing and when the bubble shield reappears, ablative shields start at 0 hp. Unlike most spell-like abilities, the saving throw is Constitution based.

Scatter Orbs (Sp): The wrecking ball's bubble shield can be hazardous if destabilized, and the 8th level wrecking ball can use this to their advantage by fragmenting pieces off into force bombs. As a standard action they can spread force bombs in a 10 ft radius centered on themselves. These force bombs deal 1d6 points of force damage per level to the entire area if creature moves through their space, with a Reflex save for half. The bombs last for 5 rounds or until triggered, and you do not trigger or are harmed by your own bombs. Once used, you cannot use Scatter Orbs for 1 minute. The saving throw is Constitution based.

If you at at least 30 ft high when you activate this ability, you may choose to double the area of effect but the bombs are more spread out, decreasing the DC by 2.

At 12th level, the range expands to 20 ft. The range expands again to a maximum of 30 ft at 16th. You may use Scatter Orbs a number of times per day equal to your Constitution modifier.

Life Support (Su): The 9th level wrecking ball can choose to make their bubble shield airtight. Air within is refreshed and temperature and pressure is kept at comfortable levels, allowing them to navigate within inhaled hazards, intense pressures or lack of them, and dangerous environments as long as the bubble shield is maintained. They can also choose to be buoyant in water or denser liquids and may travel along the surface of the water at half speed.

Improved Ground Pound (Ex): The 10th level wrecking ball's ground pound ability improves. Any creature affected by the ground pound is launched in the air 20 ft, or half that on a successful save. Those that fail the saving throw are also left flatfooted for 1 round.

Pinball Slam (Ex): Wrecking balls can bounce from one target to the next. At 11th level and beyond if a wrecking ball makes a successful body slam against a creature they can choose to not follow them in the bull rush as normal, and instead move up to 10 ft away and body slam a second creature by consuming an attack of opportunity. You may use this as many times as you have attacks of opportunity, and a creature can only be struck by this ability once per round.

Telekinetic Sphere (Sp): The 13th level wrecking ball can choose to cast telekinetic sphere at will, but they suffer the same penalties as their resilient sphere ability. As before, the saving throw is Constitution based.

Charged Rollout (Ex): The 14th level wrecking ball can spin in place and charge up for a powerful dash attack. They can choose to take 1 round spinning in place, and gain +10 on their next bull rush check and increase their body slam damage by a factor of one (so normal damage becomes double damage, double becomes triple, triple becomes quadruple, etc). They may charge up multiple times up to 3 rounds before releasing themselves. This ability is obvious and makes noise, and is ill suited for sneaky ambush attacks.

Greater Ground Pound (Ex): The 15th level wrecking ball's ground pound ability improves again. Creatures are now launched 40 ft into the air and you may choose to leave difficult terrain in your wake of your area of effect on any surface which you can damage with the ground pound's damage.

Warp Dash (Sp): At 15th level, the wrecking ball can charge up to 88 mph, supposedly, and vanish in a flash of speed. As long as the wrecking ball has an 80 ft straight path they can accelerate along this path as a 1 round action and duplicate the effects of teleport or plane shift (both self only). They require a 80 ft clear path on their point of exit as well, and will appear in the nearest valid spot if their intended destination lacks the required space.

Bubble Cancel (Su): The 19th level wrecking ball can sacrifice their ablative shielding to survive the impossible. As long as they have at least 1 point remaining in the ablative shield, they can sacrifice their ablative shield as an immediate action to ignore any one single attack or effect for 1 round. They can use this to cancel a finger of death or a massive explosion or even survive the sun... for 1 round. If they are still in danger from the effect at the end of the round it takes effect normally. This disables their ablative shields regeneration for 1 minute and reduces their ablative shield to 0 temporary hp for the duration.

Deep Impact (Ex): The ultimate ground pound, the 20th level wrecking ball can drop with the force of a meteor. You deal 2d6 points of damage per 10 ft dropped, they can explode in a massive wave of simultaneous fire, bludgeoning, and force damage that expands in a 30 ft sphere. The damage is never reduces before hardness and hardness below 20. Creatures that die from this damage are reduced to ash. They may use Deep Impact 2/day.

Hamham Wrecking Ball Starting Package[edit]

Weapons: Warhammer.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Jump 4 Str -2
Knowledge Geography 4 Int
Spot 4 Wis
Tumble 4 Dex -2

Feat: World's Tallest Midget.

Gear: Chain Shirt.

Gold: 13 gp.

Campaign Information[edit]

Playing a Wrecking Ball[edit]

Religion: What does a wrecking ball need with religion? Unless it is a god of pinball, in which case the choice is obvious.

Other Classes: You're a strange one. You clearly have magic talent but you use it to smash. Wizards hate it, 5 easy tips on how to smash with magic!

Combat: You are absurdly fast and all about re-positioning. While you may not get the full attacks of the barbarian or the rogue, you can push and shove and launch people in places not to their advantage while being impossible to catch. You do best with creatures up to one size larger than yourself and have to get creative for other things.

Advancement: What class will give you the satisfaction of landing on your foes?

Wrecking Balls in the World[edit]

Keep your eye on the ball.
—Hamtaro, Hamham Wrecking Ball

Daily Life: Perhaps you just love speed, and spend all your days racing away in your force bubble.

NPC Reactions: Your fighting style is unconventional but they have no time to comment, for you're already zooming away.

Wrecking Ball Lore[edit]

Characters with ranks in Knowledge Arcana can research Wrecking Balls to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Wrecking balls surround themselves in a bubble of force and smash into things directly to injure and shove them.
15 Wrecking balls can emit grappling hooks to launch themselves faster and higher, and smash down on enemies from above.
20 Wrecking balls can be hard to kill, as they just run away before their ablative shields give out. They can even crack the ground they land on.
30 Those that reach this level of success can research specific wrecking balls, their whereabouts, motives, and other trivia.



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Eiji-kun's Homebrew (5608 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionGood +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillBalance +, Concentration +, Craft +, Hide +, Jump +, Knowledge +, Listen +, Move Silently +, Profession +, Spellcraft +, Spot +, Survival +, Swim + and Tumble +
Skill Points4 +
SummaryWrap yourself in a bubble of force and bull rush, ground pound, and shockwave your way to victory. +
TitleWrecking Ball +
Will Save ProgressionPoor +