Prestige Classes

SMASHER

 
 

Hit Die: d12.

Requirements

To qualify to become a smasher, a character must fulfill all the following criteria.

Race: Any giant or half-giant.

Base Attack Bonus: +7.

Skills: Knowledge (religion) 10 ranks, Spellcraft 12 ranks, Intimidate 10 ranks.

Feats: Dodge, Endurance, Improved Initiative

Spells: Ability to cast divine spells.  Access to the Strength, War, Glory, or Destruction domain.

Special: Must have the favor of a warlike patron.  Should this favor be lost, all smasher class features and benefits are unavailable until it is regained.

Class Skills

The smasher's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int),  Knowledge (religion) (Int), Listen (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at Each Level: 4 + Int modifier.


 

Table: The smasher

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Spells per Day Special
1st +1 +2 +0 +2 +1 level to existing class Offensive Stance 1/day
2nd +2 +3 +0 +3 +1 level to existing class Uncanny Dodge
3rd +3 +3 +1 +3 +1 level to existing class Blindsense 30'
4th +4 +4 +1 +4 +1 level to existing class Offensive Stance 2/day
5th +5 +4 +1 +4 +1 level to existing class Blindsense 45'
6th +6 +5 +2 +5 +1 level to existing class DR 3/adamantine
7th +7 +5 +2 +5 +1 level to existing class Offensive Stance 3/day
8th +8 +6 +2 +6 +1 level to existing class DR 4/adamantine
9th +9 +6 +3 +6 +1 level to existing class Improved Uncanny Dodge
10th +10 +7 +3 +7 +1 level to existing class Offensive Stance 4/day, DR 5/adamantine
Class Features

All of the following are features of the smasher prestige class.

Weapon and Armor Proficiency: Smashers are proficient with all simple and martial weapons, non-tower shields, and armor.  Smashers are proficient with war clubs, mattocks, boulders, and other typical giant weapons.

Spells per Day: When a new smasher level is gained, the character gains new spells per day as if he had also gained a level in any one divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except as noted here.

If a character had more than one divine spellcasting class before he became a smasher, he must decide to which class he adds each level of smasher for the purpose of determining spells per day.

Smash:  A smasher's raw power inclines him to seek violent and aggressive solutions to problems.  He suffers -2 to Diplomacy checks per smasher level.  Additionally, everyone he encounters reacts to him at -10 (which alters a reaction from neutral to unfriendly, for example.)  The DM may choose to waive this penalty when the smasher deals with primitive warlike cultures.

Offensive Stance (Su): A set number of times per day, a smasher can "lose" a prepared divine spell to enter an offensive stance.  In doing so, he gains phenomenal strength and durability, but he cannot take any defensive actions. He gains +4 to Strength, +4 to Constitution, and a +2 bonus to hit. The increase in Constitution increases the smasher’s hit points by 2 points per level, but these hit points go away at the end of the stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a smasher cannot use skills or abilities that would require him to slow or stop attacking (including spellcasting.) An offensive stance lasts for a number of rounds equal to the level of the lost spell.  At the end of the offensive stance, the smasher is winded and takes a –2 penalty to Constitution for the duration of that encounter. Using the stance takes no time itself, but a smasher can only do so during his action.

Despite its similarity to rage, an offensive stance does not enable the use of rage feats.

Uncanny Dodge (Ex): Starting at 2nd level, a smasher retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)

If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Blindsense (Ex): At third level, the smasher gains blindsense 30'.  If the character already has blindsense, its range extends by 30'.  At 5th level, the smasher's blindsense extends 15'.

Damage Reduction (Ex): At 6th level, a smasher gains damage reduction equal to half his smasher levels (round down). Damage reduction can reduce damage to 0 but not below 0.  This damage reduction can be overcome by adamantine weapons.

Improved Uncanny Dodge (Ex): At 9th level, a smasher can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the smasher.

The exception to this defense is that a rogue at least four levels higher than the smasher's class levels can flank him (and thus sneak attack him).

If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

 

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