Shutters

Friday, February 22, 2013

Blitzcrank

Blitzcrank
The Great Steam Golem

Hit Die
d10 

Requirements
To qualify to become an arcanosteam golem of most excellent design, the character must fulfill all of the following criteria.

Skills
Craft (Steamtech) 8 ranks.

Spells
The ability to cast spells of the 2nd level.  Divine or Arcane, it doesn't matter to this guy as long as he has loads of 'mana.'

Special
Must be a boxing fool or created for waste reclamation.  

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Blitzcrank and all of his charged metal.

Weapon and Armor Proficiency
Blitzcrank gains no proficiencies with weapons nor armor.

Mana Barrier (Ex)
Blitzcrank protects himself when he is brought below a quarter of his health, he gains temporary hit points equal to the total number of spell levels he has mastered.  This includes spell levels he has expended for the day.  This effect can only occur once per encounter.

Rocket Grab (Ex)
Blitzcrank can use a standard action to make a ranged touch attack against a target within twenty feet. If successful he pulls them adjacent to himself and applies damage equal to his normal weapon damage (this includes strength modifiers, enhancement bonuses, and all other bonuses and penalties applied to his melee damage at the time of the grab) plus his Intelligence modifier as electricity damage.  He can use this ability once per encounter at second level and twice per encounter at fourth level.

Overdrive (Su)
As a move action, Blitzcrank overclocks his processing power, gaining one extra attack per round at his highest attack bonus as well as doubling his land movement speed.  Blitzcrank can use this ability a number of times per encounter equal to half of his class levels.

Powerfist (Sp)
Blitzcrank redirects his kinetic chargers into his fists in order to knock his enemies off of their feet with a powerful punch.  As a swift action he declares his next attack to be a Powerfist which, if it successfully hits, deals double damage and dazes his target until the end of their next turn.  They can resist the dazing effect with a Fort save vs. DC 10 + 1/2 Blitzcrank's HD + his Int modifier.  Blitzcrank can use this ability a number of times per encounter equal to half of his class levels.

Static Field (Sp)
At the beginning of every second turn Blitzcrank takes, he fires a lightning bolt at a random enemy within 15' that does 3d6 + his Int modifier electricity damage if they fail a Ref save vs. DC 10 + 1/2 Blitzcrank's HD + his Int modifier.  The randomness will need to be determined on the fly using methods chosen by your awesome GM... or I can suggest some things, but why bother insulting everyone's intelligence?

Static Field also grants Blitzcrank the ability to, twice per encounter, fire a massive burst of electricity that targets enemies within 20' dealing twice his class levels in d6 electricity damage.  Enemies that fail a Will save vs. DC 10 + 1/2 Blitzcranks HD + his Int modifier take the damage and are silenced until the end of their next turn.  Enemies that successfully save only suffer half of the electricity damage and are not silenced.



Blitzcrank
LvL BaB Fort Ref Will Special
1 +1 +2 +0 +2 Mana Barrier
2 +2 +3 +0 +3 Rocket Grab
3 +3 +3 +1 +3 Overdrive
4 +4 +4 +1 +4 Powerfist
5 +5 +4 +1 +4 Static Field

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